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Re: Inworld stores, do we need them?

Posted: Mon Nov 04, 2013 9:49 pm
by Amiryu Hosoi
Thank you all;-)

As Deuce stated I am also developing and designing in Opensim for my RL company. I already imported an oar of my local Open Sim instance into Kitely to check out the possibilities. What I want to do is build a complete environment based on Edo Period Japan. This environment will be the showcase for my products in Kitely as it once was in SL. What I don't want however is inconsistency. I don't want visitors to my region to find "modern style" buildings and products (RL designs) next to this Edo Japan based environment.

So, my idea is to keep using Kitely also for my RL designs and proofing but in a separate region. That region could be timebased while the Edo period showcase region will be free for all visitors. Now my questions is, can I run a timebased region in addition to my fixed region? Maybe at some time I will also start selling the RL designs on the Marketplace so, in the end I probably will end up with multiple online showcases. When that happens I also will need to be able to run multiple stores on the Marketplace.

Ami

Re: Inworld stores, do we need them?

Posted: Mon Nov 04, 2013 11:14 pm
by Dundridge Dreadlow
Do we need them ?

It depends on what you think a virtual world should be.

People like to look at cool stuff (which you have in abundance :)) Some people like browsing websites instead of wandering around in 3D. Some prefer wandering around in 3D instead of browsing websites. Some of course, do both. Personally, I prefer to look at stuff "for real" in world, it gives so much more than a picture. Also, you can see how long people are spending looking around your worlds and you can't (currently) see how many views on a market page.

The most notable advantage of the market is real dollars, but a lot of people will buy in credits that won't buy in real money. It is trivial to link an in-world object to the appropriate Kitely market page if you choose.

It costs very, very little to run an in-world store. It looks good on the Kitely world pages. (you can run timebased regions & free regions seperately.. Kitely makes everything easy). I have no doubt you would get visitors :) Visitors is good for you, it's good for Kitely to have more quality destinations :)

So...need... probably not.
Want ? Almost certainly yes :D

Re: Inworld stores, do we need them?

Posted: Tue Nov 05, 2013 12:12 am
by Ilan Tochner
Hi Amiryu,

You can create as many worlds as you like and set each world's payment option separately.

We've started considering the technical aspects of supporting multiple stores per account. I can't promise it will be implemented any time soon, as we have a very long list of major and minor features we need to prioritize, but please know we're aware that this is a desired feature and are thinking about how to best implement it.

Re: Inworld stores, do we need them?

Posted: Thu Nov 07, 2013 2:17 pm
by Ozwell Wayfarer
Hello Ami,

I am replying at work so have to be brief (still no internet at home. Boo! :( ).

This is a question I have been pondering recently too. I will not be opening a store per-se, but will be running a roleplay region in which nearly all of my items will be scattered around. People will be welcome to swing by and check out my stuff there. It will always be a bit of a mix because my landscaping stuff can be used in a very general context, while my other stuff falls strictly into a “medieval” theme.

I think the best thing us merchants could do is to get together to make a store area. Even if 4 merchants share a region, that's 25000 prims each for 10 bucks. A standard “always on” region for 1 merchant shop is overkill I think, of course, this all depends on the individuals needs.

Re: Inworld stores, do we need them?

Posted: Thu Nov 07, 2013 2:30 pm
by Constance Peregrine
Well, there is still this:

http://www.kitely.com/virtual-world/Ila ... tely-Plaza

Tho I do not know the current status, I do have a small shop there myself...as do some others.

Re: Inworld stores, do we need them?

Posted: Thu Nov 07, 2013 2:32 pm
by Jean Swashbuckler
Ami, popped over to your world running a test for someone else. Love your builds. Nicely done! It is soooo much better being able to walk into a structure and look around than try to imagine it by looking at a 2D image.

Re: Inworld stores, do we need them?

Posted: Thu Nov 07, 2013 2:36 pm
by Amiryu Hosoi
Hey Jean,

To bad I was not there, I am in my 16 region world landscaping and preparing. This new world will be the acual showcase and rpg area. So, this new world will probably also house an inworld store but themed;-) Cu later Jean and thanks for the sweet words.

Ami

Re: Inworld stores, do we need them?

Posted: Thu Nov 07, 2013 2:47 pm
by Ozwell Wayfarer
If you are building a 16 region world, I don't think you need a separate sim as a store as well. Maybe some kind of skybox? My plan is to have a skybox area where people arrive, and from there they can choose to teleport down to the RP area, or to my store area.

Mini - Fair point, but I think that area would be too small for a lot of the products Ami sells. I know it would be too small for mine.

Re: Inworld stores, do we need them?

Posted: Thu Nov 07, 2013 2:52 pm
by Constance Peregrine
yea, I was just mentioning it as some new folx may not even know of it.