Hello,
The premise…
Knowing how the game was in beta, where people would have to throw items on the ground for someone else to pick then up, and where you would actually need to talk with the person and directly coordinate for projects bigger than one person, this ending up being the norm in “trading”, it now got elevated to anyone and mostly everyone rushing for plotting a zone and building a shop, and why stop there, if there is space, why not build a bigger shop and so on, but never taking into consideration if one could ever actually sustain that “shop”.
And so, we end up with a world full of shops, small designs, big designs, large or small, all of them end up being full of empty shop stands, not knowing if the owner will ever fill them up, or if he even plays the game.
The solution…
Given that the entire shop stand concept is as is build from ground up, for this one, there’s no simple solution, or at least I don’t see a simple one that would be fun, but there is one that would be engaging, and that is to have the shop stands locked if the plot owner is not near by, this is ofcourse not always nice, and not that fun nether for the owner that is forced to stay in one place, and neither for the customer that finds the shop closed/locked.
With that said, my suggestion… is, for you, the developers, to review the way you want the economy to work in this game and to decide if you indeed want Boundless to be the shop simulator that everyone was dreaming of or to be something where people get in, and can gather stuff, and build stuff together, not only go for the money and build shops, than gather for the scope of selling.
Regards,
Lion