So, I customized a handful of lots in Storm's Reach to be places for new players to waltz around and explore. It sits there as beautiful art that pretty much only I enjoy. I dont think anyone has any incentive to explore stores, structures, or scenery in towns. I think the game would be richer and more immersive if there was an incentive to explore houses and such at random. What I think is lame is that we have this world where vendors all stand outside (and look the same, etc). Its all made and set up for experienced players to zip through in a hurry. Town centers dont feel like town centers, as there is no reason to go inside any (player) store - its always just the same default vendor standing outside. We could have the feeling of bustling citites filled with satisfying and substantial nooks and crannies, but instead we have the most stoical merchants of all time, tirelessly bearing their wares to the rawness of nature, not a shelter or meal to be had! I want the feeling of going into stores, browsing wares on the walls, looking around, experiencing new designs and setups, basically, immersive feelings of being in town stores. I decided to do that to some stores in Storm's Reach. I have an alchemist shop and a adventurer gear shop, aimed for new players, inside customized stores (with inviting storefronts!). However, they get no traffic, as one must open a door and walk inside. In SOtA, aint nobody got time for that! I do have a vendor that sells misc gear that stands outside of one store. That vendor gets tons of traffic. Inside the same store is another vendor that gets zero traffic, despite my note to head inside for more wares. All of my stores are in convenient locations in the town center, with obvious signage and cool deco to attract the curious. I wasnt expecting much - I actually assumed this would be the result. Besides, I love my deco, and if no one else will make the player-stores feel like stores, at least I will! They exist for pure art, and thats fine. But I want them to exist as stores to serve new players! I want new players to have access to fine crafted weapons, appropriate for their level, that they can afford! I want them to have an opportunity to see what kind of weapons they can upgrade to later on, and what sort of rare drops to expect in the world. I want them to see cool deco items you can craft or find in the game world, and also feel like theyre a character in a game world shopping in a store. By the time a player has figured out how to get to the Understorm Gold Mine quests in Storms Reach, theyve also figured out that its feels pointless to try and explore player owned storefronts. Theyre overexposed to vendors just standing outside all day, with no food or drink, and no lively environment to describe their wares. Theyre used to vendors not even having cool names, just "COTOS SCROLLS ESSENSE CHEAP" etc. We must break this pattern, and "Get like Garriot," and create player content that causes new players to never stop exploring! As an aside, I am also developing a public garden to rest and relax in Storms Reach as you browse the great shops! I love making public places for players to hang out and freely explore. So - how can we change Novia such that players are more inclined to explore player created scenery? Can we make vending more immersive, without making it less accessible? Can we add bonuses to being inside buildings, taking rests, being near plants / gardens / cute NPCs? Can we integrate the exploration of player created scenes - not just dungeons, but any building anywhere - into the general experience of Novia? I want players to have a reason to enter any town with a player - controlled structure, and feel at least *some* incentive to think, "oh, I wonder whats behind this door?" and feel inclined to take a peek!