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Originally Posted by lordebon
I believe it would be easy if their data was included in simple txt files. Easy to display in-game that is.
But the uploading and downloading of data is something that would have to occur out of game (obviously) via something like EQ2MAP's auto updater. That's not written in EQ2's XML or anything like that (EQ2MAP's is in .NET), so they'd have to find someone that can do that for them.
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Obviously, as you say, the uploading and downloading of data would have to be performed out of game in
exactly the same manner as EQ2MAP's Autoupdater.
In the meantime, the more people who upload their store logs to
http://eq2markets.com/ the better their data will be and the better the statistics they derive from it. Before someone accuses me of plugging a site I am associated with, I am not in any way associated with them, but I
really want to see this mod produced and I see this site as being a major factor in that possibility.
As for the format of the data, it would not need to be supplied to the mod in a text file, but rather in some form of table or library that is readily linked and read from within an XML file so that it can be searched and the
RESULTS of that search displayed. What you want to look for is very specific information on prices for one or more items, not the whole list. A text file would be bulky, would take up more space on your hard drive and would take a lot longer to download, too—all good reasons to use a more compact file format for what should become a rather data-dense file once enough people are using the mod.
Still, there should be an option for browsing the price list, as well.
WoWEcon had a direct tie-in that displayed the vendor price, average auction price and, if you set it to, the high and low auction prices whenever you examined an item.
I
do know now why the original WoWEcon is not only against the EULA, but is not available for EQ2. It uses packet sniffing and decrypting info technology to grab the data from the game when doing a broker search and that is definitely something that Sony has done their best to block. In fact, I believe that is a direct violation of Rule Number 11 of the EQ2 Rules of Conduct:
Quote:
11. You will not attempt to interfere with, hack into, or decipher any transmissions to or from the servers running EverQuest II.
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I am NOT suggesting that any mod be constructed that would violate the Rules in any way, shape or form. Using the format that I have suggested does NOT violate the Rules, to the best of my knowledge, and should not degrade game performance significantly, any more than running EQ2MAP does.