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"Sell To" for objects

Julia Curie
Senior Member
Join date: 1 Nov 2003
Posts: 298
01-27-2004 10:17
Last night as I was sitting on my land I was browsing over the various features and I noted there is a "sell to" feature on land. You set the price and the name of the person you want to sell that too.

I know its probably just a small time thought but I've been wondering if maybe that could also be applied to objects? Sometimes I've had trouble getting in contact and being the same time as a seller who has a unique item for sale and doesnt have it sitting out in the general public. It would be nice to maybe see the feature as being you could simply set the item down, set to the persons name along with the price, and then pick up later after the buyer has made the purchase.
Phoenix Linden
SL's Angel of Death
Join date: 3 Dec 2002
Posts: 168
01-27-2004 11:08
Great idea. We'll put that request into the queue.
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
01-27-2004 11:27
As an interface designer, I'm seeing a pattern develop that can probably open up a lot of new features by making things LESS complicated...

There are a couple of places (groups, ban lists, sell to, etc) where lists of players are needed. But so far each of these interfaces was designed JUST for that one purpose.

If one multiple-player-selection interface was designed that could be plugged into whatever system needed it, then adding features like the one suggested here by Julia would be very easy to do. Not only that, but other opportunities may then present themselves to use the same interface to add even MORE functionality.

But best of all, it requires only one interface to be learned by new players. And when they encounter it again they will already understand it.

The Second Life menu interface system is REALLY hurting in this regard. Every menu seems uniquely created with little regard to how other menus behave. A low-level re-design and re-coding would really help....... Version 3.0 anyone? :)
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Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
01-27-2004 12:04
I do like this idea, but it will be a shame if LL developers are diverted from other work to spend time implementing something that can already be done in LSL, especially when there are so many things that we need implemented that do not have workarounds (writing to notecards, internet I/O, etc)
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
01-27-2004 17:10
From: someone
Originally posted by Kex Godel
I do like this idea, but it will be a shame if LL developers are diverted from other work to spend time implementing something that can already be done in LSL, especially when there are so many things that we need implemented that do not have workarounds (writing to notecards, internet I/O, etc)


Not to be picky or anything, but I totally agree :-/
Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
01-27-2004 18:04
I agree on all accounts.

The option to do this would be cool, however since it can be done by scripting I'd rather see the development time go towards something else. However this option would allow for people without scripting capabilities to do it. This is a case where it would be nice if we could script our own windows up.

Also I think it would be nice for there to be one window that gives the same options to different things such as a universal Sell To window, however it could get complicated, how would you select what is being Sold to? etc. So while it may become more convient it could also lead to being more complicated. As right now, how do you sell land to a specific person? By going to Edit - Sell To? No, its right in the Land window.
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"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
01-28-2004 11:13
By re-usable interfaces, I didn't mean one would that could be called up and used to do many different things (sell land to, sell object to, etc). I mean that where you are setting up selling those things (land options window, object info window) a button to choose a "sell to" target (as we have in the land options window already) would bring up a sub-menu window. This same window can come up when you click on a similar "sell to" button in the object info window.

That same sub-menu can be used whenever you need to input and maintain a list of players. Then if you make an improvement to that menu (say, by adding a pop-up list of your calling cards for quick addition to the list without typing) then ALL uses of that window gain that functionality.

Also, a player that learns this sub-menu when setting up a land sell-to will recognize and understand it the next time they see it in, say, an object's sell-to or when editing their ban list, etc...

A good goal of interface design is to create recognizable and re-useable code elements. Radio buttons and Check boxes are good examples. Once you know how one works, you know how it works everywhere else and the programmer doesn't have to re-invent the wheel.
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~ Tiger Crossing
~ (Nonsanity)