The problems with having an in game vendor system are databases, sub servers and the way the vendor system was implemented to begin with.
The answer in short would be to have a sub server/zone where all vendors in that area are put into the searchable database- which in turn creates it's own share of problems.
Can you imaging a dynamic search where each time someone searched for an item that it had to pull information from the active game across all sub servers? The lag that would create would be insane.
A zone/sub server set up specifically to house this would be an issue because of how in grained vendors are into the culture of UO. There is something to be said for not being a cookie cutter.
My solution- have a STATIC database that updates every X (30 minutes, hour, 3 hours, whatever). At that point- you could even then have that information searchable on an external website (something like vendors.uo.com ) and therefore wouldn't impact the client or create lag on the server.
The answer in short would be to have a sub server/zone where all vendors in that area are put into the searchable database- which in turn creates it's own share of problems.
Can you imaging a dynamic search where each time someone searched for an item that it had to pull information from the active game across all sub servers? The lag that would create would be insane.
A zone/sub server set up specifically to house this would be an issue because of how in grained vendors are into the culture of UO. There is something to be said for not being a cookie cutter.
My solution- have a STATIC database that updates every X (30 minutes, hour, 3 hours, whatever). At that point- you could even then have that information searchable on an external website (something like vendors.uo.com ) and therefore wouldn't impact the client or create lag on the server.