Showing posts with label customer service. Show all posts
Showing posts with label customer service. Show all posts

I’ve Been Busy...

Thursday, January 22, 2009 Thursday, January 22, 2009



You may have noticed I’ve been pretty quiet lately. That’s because I have indeed been busy, very busy. Readers may recall that I sought to purchase additional land to expand my rather overcrowded main store, and I was successful!

Thanks to some quick purchases and helpful neighbors, I’ve managed to double the size of my parcel to a complete and square one quarter of the Caso Milo mainland region. The only question was, “what the heck do I do with it?”



Keeping in mind my business philosophy of getting a return for my investment, I decided to completely reorganize the manner in which my products were displayed. The old store’s approach was to display as many items as possible in order to minimize avatar movement. However, I observed some shoppers unable to find what they sought, even though I believed items were clearly laid out.

After some consideration, I came to the hypothesis that visitors to my Particle Shop usually come in search of a specific item, such as smoke or fog (or once Bird Poop, but that’s another story). They generally don’t understand some of the other creative products on the shelf and unless there is a very easy to use and highly visible demonstration, they simply don’t bother looking at the items. Particles are much more difficult to sell than fashions, I suspect, because motion-oriented items are hard to comprehend in a still image, and often represent they something that is totally not possible in real life.



Hence the new store layout, which does the following:
  • All products are classified into one of eight major categories (like “Hearts”, shown above, just in time for your Second Life Valentine's day present). I wanted to have few categories, because it seems that people are overwhelmed by more than ten or so topics. The previous layout had around twenty areas, and I actually spoke with customers who refused to go looking in it due to the number of visible product boxes
  • Every product has a very visual live demonstration, seen by touching the “DEMO” button. You can’t miss them!
  • Products are displayed “in context” so that you get a feel for what they do. In other words, the “Garden” items have rocks and trees in the area. They aren’t part of the products, but they add to the visual experience by showing the customer a way of using them. Have a look at the “Garden” section above
  • Every box delivers an explanatory notecard upon touch
  • Each of the eight areas has a giant can’t-be-missed sign that includes an icon to represent the feeling of the area. (Yeah, I haven’t put the giant Bow up on the “Pretty” section yet, give me a break!)



It’s been an enormous amount of work, as you can imagine. Not only did I have to design the layout and build all the structures, but the most difficult part was creating all the demonstrations. To give you an idea of what had to be done, I eventually made 158 demos, and I’m giving a rough estimate of around 25-35,000 lines of LSL code had to be written to make this all work.

Anyway, there’s lots left to be done, but the basic structure is up and running. If you want to come by to shop or just gawk at the layout, please feel free to drop in!

Second Effects on the Road

Monday, July 21, 2008 Monday, July 21, 2008

Second Effects is pleased to announce it's now available in Mobile form. This means you'll be able to easily browse the site using your favorite handheld device, without need for a PC or Mac.

To access the mobile version, simply go to http://m.secondeffects.com and the rest is pretty easy. You can see how the site may appear on a mobile browser by visiting the the URL from a regular browser.

I've attached images of the site here to illustrate how it works (they are taken from an iPhone, which works very well with the mobile version.) A home page shows the titles and a thumbnail of the main image, if there is one. Once you access an article, it appears in a highly easy-to-read format, including all images and links.

Why mobile? Simply because I've observed a rush of mobile capability recently: better mobile browsers, iPhones, Blackberries, etc. It may be that there are more mobile browsers in the world than there are PC-based browsers.

I'd like to make sure that content from Second Effects can get to any of these devices as easily as possible. Newsfeeds are useful, but there is nothing like having a site specifically engineered for mobile use.

Enjoy!

Special Delivery!

Thursday, May 8, 2008 Thursday, May 08, 2008

Hooking up with clients for custom work is often a pain in the a**. Here's the scenario:

  • Client contacts me via IM with a vague request for some type of custom work
  • The description of the work is unclear, so I must ask a lot of questions
  • Client is typically offline when I am on! (Or perhaps I am offline when they are online) and we can't converse directly
  • Negotiations occur at a very slow pace since we can't hook up
  • We friend each other, in hopes of catching each other online and be able to talk through the work description in detail
  • We don't catch each other because the client is in Australia or some other far away place (at least from me, anyway)
  • Work slows and the deal fades away
  • I end up with a bunch of "friends" who occupy space on my list, eventually requiring cleanup

That's not a good way to handle business. 

So I developed a couple of simple techniques that I believe overcome at least some of this silliness. 

First, I now try to negotiate via notecard when ever possible. I ask the client to write down as best they can a complete description of what they desire. Then we can edit the notecard and toss it back and forth, resulting in a semblance of a reasonable discussion. At least the avatar-to-avatar bandwidth is slightly better, and you should get a written record of the request for future reference. 

Secondly, I have created a unique "Pick Up" area at Electric Pixels marked as "Special Delivery". It's off to the side away from the main shopping area so that visitors don't confuse its contents with normal products. What do I do with it? I place custom work there for clients to pick up, even when I am not around. This way they can "Buy" the product as if it's a normal product and a traceable transaction is recorded instead of a mysterious "Gift". 

I also use the "Special Delivery" as a place to deposit prototypes for clients to come and test them live while I am off doing RL activities. 

So if you happen to come by Electric Pixels, you might see some strange things afoot in Special Delivery. Do Not Be Alarmed! 

Funky Contracting

Saturday, May 3, 2008 Saturday, May 03, 2008

A while ago I wrote an article describing a rather embarrassing contracting situation in which I had failed miserably to make proper contracting arrangements before starting on some custom work. I was sleepy and wasn't paying attention! Sorry! I learned my lesson, and told everyone about my mistake so they could learn too.


Today I've been reading about a similar situation involving one of Peter Stindberg's clients. Evidently Peter followed the prescribed contracting procedure:

  • Negotiate with the customer before work commences
  • Agree on the specific work to be undertaken
  • Agree on the exact amounts and timing of payments for that work
  • Complete the work
  • Execute the payments

Peter even went further by breaking the work down in phases, so that the client had an opportunity to review, change or even stop the work process in an agreed upon manner.

One interesting aspect of Peter's approach is the breakdown of payments:

  • An initial payment to begin the engagement before anything is delivered. This ensures that Peter will start work and also ensures that the client is in fact serious about the job.
  • Separate payments upon delivery of each completed work phase.

Alas, in spite of Peter's excellent contracting practices, the client did not pay as agreed. And that's the problem. No matter how you do it, there is always the possibility of non-payment (or non-delivery from the vendor). Both sides take a risk. Peter's technique of breaking down the work into phases accomplishes something very useful: reducing the risk faced by both parties. Since non-payment will happen only once in the sequence, the maximum amount that can be lost is minimized to a single phase.

But even after reducing the loss, what course of action is left for the victim? Simple: tell everyone about it on the blogosphere! There's nothing better for reputation management.

Moral of the story: be wary when dealing with clients.

Stindberg Speaks

Saturday, March 15, 2008 Saturday, March 15, 2008

A very quick post today: I stumbled into a very interesting post by SLEntrepreneur, who interviewed my pal, SL translator extraordinary Peter Stindberg. Peter discusses various aspects of his translation business, which I believe will be of interest to Second Effects readers... at least the business types, anyway.

Sleepy Mistake

Tuesday, March 11, 2008 Tuesday, March 11, 2008

The other night I made a mistake. A business mistake. Not a big one, but telling the story may help other business owners avoid a similar fate.

It began as I was about to sign off after working on a new gadget in my Lab. I was very tired and sleepy, as everyone seems to be in Second Life lately. Someone was in the store buying a few items. I strolled over to thank them for their business, and she said, "oh can you help me?"

Normally, this means the customer is interested in something that I don't sell. It's an opportunity to make something new. Something people might want. I encouraged her to tell me what she wanted. And so she did. Sort of.

Her idea seemed fairly simple to build, so I decided to build it on the spot. "Real-time Building" is usually a lot of fun, and you can get instant feedback from the customer as you build things: "too big", "not orange enough", "too icky", etc.

The build proceeded. Particle shapes were devised. Parameters tweaked. Parameters tweaked again. And again. And still more. Somehow the build just wasn't quite what was required. Many adjustments were made. I realized at this point that I did not quite understand what she was after, either because she didn't or couldn't say, or because I was too sleepy to hear it or probe for clarifications.

As the tweaking continued, more requirements were stated. Some were easy to incorporate, so I did. Others were fantastically complicated, and would require hours more work. Finally, as sleep was about to overtake me, the item was finished. At least without the complicated add-ons. I noticed the clock said I'd been working on this custom product for a long time, and normally this implies a fairly high price. However, in the interest of speed I quoted a lowball price. She said, "omg - I don't have that much money!"

Yikes! I suddenly realized I had made the most obvious contracting mistake: not determining a price before the work started. A cardinal sin for freelancers. Here's how it should have gone down:

  • A clear discussion of what is required, and an explanation of what was possible
  • An agreement on precisely what is to be built
  • An agreement on the fee for building it
  • The build takes place
  • Goods and Lindens are exchanged
  • Everybody happy

But, it didn't work out that way. Instead, customer leaves with a product that is less than they imagined, and contractor (me) receives fewer Lindens than the work deserved. Moral of the story: agree first, then build.

One more thing: Never, Never, Never do work-on-the-fly when you are sleepy! After a certain hour of the night, go dancing, chasing dragons or ride a teacup!

Customer Service Tips

Saturday, February 23, 2008 Saturday, February 23, 2008

Last week I somehow bumbled into the store of MariaBeatriz Beck, owner of MB Software. While MB is not the biggest script shop, MariaBeatriz's flagship product is a very interesting picture frame that slowly dissolves between images. I've never seen that in Second Life, and clearly she is a talented scripter.

We talked not only of scripts (since particle effects such as I build are also just a kind of script), but of customer service. We both run serious virtual retail operations and have common issues and concerns. Customer service is a critical element for business success in real or virtual life. Perhaps not so strange is that we both had very similar principles of customer service:

  • Listening Carefully: Too many shopkeepers talk too much. It's important to listen. Customers often want to tell you things about themselves or what they are doing or what they need. Listen to them, and you will learn how you can help them. At the very least you'll gain some respect from them for taking the time to hear out their tales.
  • Asking Questions: The opposite of listening is to ask questions. It's not good for you to tell your tales to the customer; we want them to focus on their own situation, not yours! Take part in their headspace and you may bond with them. A little bit.
  • Following Up: Check back with customers to ensure they are good with things they have purchased, especially if they are unusual or custom made. Let them know that you care! (You do, don't you?)
  • Being Nice: By default I try to be nice myself, but a few shopkeepers are not. Would you want to shop at store where the owner was abusive or cold? Uncaring? Rude? I wouldn't. Be extra nice: give out some freebies now and then. It costs you very little, especially when you consider the goodwill you generate afterwards. Make sure they leave with a smile, even if they don't buy anything.
  • Seeing it from the Customer Point of View. In a way, that's what I've been writing above, but I will say it again; get into their head. If you can deeply understand your customer, you can help them in ways otherwise impossible.
  • Being Flexible. You'd be surprised how many customers have special needs. It might be adjustments to the products, the price, the manner of payment or even the delivery of the goods. Give them a break and figure out a way to handle their situation. I really appreciate that when I shop, so why not do it yourself?
  • Moderation. There is a point where you can go too far serving customers. Consider the Following Up advice above: how much should you do? MariaBeatriz says:

I always try to IM to see if everything is fine. Of course, not every week... just after the first week, so I do not appear annoying. In my point of view, if you follow up too much, it's like you try to force them to buy more stuff, and I don't like that. It's like going to a car dealer in US, and the *******guy bugs you until you buy something :) You go there and they ask 'Can I help you?' One time, nice. Two or three times? I run away, annoyed!


You really have to know the balance between helpful and annoying.

Probably there are other tips, but we believe these to be the key to successful customer service. Will these make or break your store? They'll certainly help, but only if you do all the other things right too! Bottom Line: Look after their smiles, and your smiles will take care of themselves.

Unstaffed!

Wednesday, February 20, 2008 Wednesday, February 20, 2008

Readers of Second Effects may recall a few weeks ago I began yet another business experiment: onsite staff at my store, Electric Pixels. The idea was to have a friendly face meet and greet visitors to the store, and to help them find items they could not locate (which is actually becoming an issue, since I now have over 150 items on the store shelves!)

My observation was that shoppers generally seem appreciative when greeted by a live person, and often I was able to help people find and buy items they probably would not otherwise have found. Also, you'd be surprised at the number of people who come randomly to a store like mine.

One recent visitor, Quanishia Tuqiri, has the bizarre habit of picking a random keyword, punching it into SL Search and then TPing to one of the search results. It turned out to be mine the night she came by, and after a lively discussion of many things, Quanishia is now a good friend. Visitors with no intention of shopping can often be transformed into customers with an explanation of your store's products.

Another important aspect of live interaction is to identify the need for products that don't exist. Shoppers frequently TP through dozens of stores looking for a specific item. If you are there on duty, you can find out precisely what they seek, and sometimes even build products for them right in front of their eyes! This can't happen unless you or your staff are present.

So I hired a very nice friendly face to work at the store. I set up a time clock and began paying hourly wages. Results were very unclear at first, because of the irregularity of SL shoppers - some days are good, while others are catastrophically bad. I decided to run the staffing experiment for a few weeks to see what happened over the longer term.

Unfortunately, after three weeks it was clear that there was no appreciable affect on sales. But there was an appreciable affect on my costs! Overall, I lost a considerable sum of Lindens, but I learned a few things about staffing in this type of sales situation:

  • Hourly (or by minute) payments are questionable. It's not clear whether your staff is actually working consistently even though they might be physically present, since its so easy to be busy IM'ing others. Meanwhile, someone may show up at the store and even slight delays in greeting them don't look good.
  • Difficult customers are hard to deal with. Somehow I am usually able to successfully interact with even the most dreadful personalities by being very careful what I say and how I say it. However, not every one is able to do so, and in one case I received a complaint during the staffing experiment. Inspection of chat logs revealed a catastrophic miscommunication. Understandable, but still not good.
  • Some customers just don't want to talk. Half of our visitors simply didn't respond when addressed. Perhaps they spoke other languages, or maybe they were in a hurry. Some were simple rude. Regardless of the reason, it meant that staff were not required to handle half of the visitors.
  • Some customers talk too much! It's fine to be engaged in a discussion, but when things get busy it's often tricky to disengage from one customer and start with another. This always happens in real-life stores, and Second Life is no exception. But staff have to be able to do this seamlessly. Hah - in one case, a randy customer became overly interested in my staff and asked her "when they got off work".

Will I hire staff again? Perhaps, but things will be slightly different. I want to organize a different payment scheme in which salary will be more directly tied to sales results. Not commission payments, exactly, but something close to that. That way the staff will have appropriate motivation to do the work. However, I haven't figured out the right formula yet. The hourly payment scheme attempted this month was just a bit too close to Camping for it to work effectively.

Another change would be to train the staff in sales techniques. While many people may think it's easy to simply jump into a store and start selling, there is actually a science to selling. I have a real-life friend who teaches such skills, and I am thinking of engaging her to train any new staff with proven techniques.

Finally, if I were to hire again, I would have an open job posting and either interview or somehow evaluate applicants until the right one came along. Hmm, that might be a good blog post in the future....

Vendor Bending

Wednesday, February 6, 2008 Wednesday, February 06, 2008

Let's get this straight right away: I don't like vendors. No, not the fine people that sell things - I am talking about those Vending Machines one often encounters in Second Life. Often used by fine people. Why pick on vendors? Nightbird's comment on this post got me thinking about vendors and I couldn't resist.

Why don't I like them? Let's start with the good things:

Vending Machines are very prim-light. In fact, a good vendor may soak up only a single prim, whereas your for-sale object may yank hundreds of prims from your measly parcel limit. That's right, you can't easily place that 4,444 prim Naval Aircraft Carrier for sale without slightly blowing out your prim limit. You could put it inside a vendor and avoid the pain. Or, just put it in a box instead and avoid the vendor entirely.

Sophisticated vending machines might offer networking capability, where they can simultaneously update and contain consistent sets of objects regardless of the locations where your 720 vendors were dumped on the Grid. In addition, some sophisticated vendors might offer reporting capability so you can track your sales. However, I've found satellite stores and mall locations to be extremely ineffective, so I have no reason to employ vendors in distributed locations.

Payments may be split by a vendor into separate payments by multiple owners, where two or more people are to receive income from sales. However, this is often problematic, since a typical situation involves Maker A placing a vendor on Resident B's property. Who makes sure that the vendor's payment-splitting script actually does a fair split? A? or B? Who made the script? Who owns the script? Who can change the script? My enquiries about this scenario suggest that Resident B should simply rent space to Maker A by the week and avoid the problem entirely. So much for payment splitting.

And I think that's about it for the good things. But what about the bad?

Vendors suffer from rez-disease, that terrible affliction that occurs when you try to painfully page through each offering. The rezzing doesn't start until the new texture is exposed, which means you are constantly standing there waiting for the next pic to appear. "It's a bit blurry yet. I think it's a shirt. Yes! No. What does it say? Oh, it's a Moose. But I wanted a shirt! Argh, press the NEXT button... again!" So you give up and move on to avoid the tedium. After all, there are so many other great places to shop! This often happens because people are generally impatient, particularly when the Lag Demons are loose.

You are frequently required to flip through many pages before you (might) find the item you seek. I've seen vendors with 20+ items in them. Does anyone actually expect you to page through all of them? Again, people are impatient and simply go somewhere else where it's easier to shop. Am I being picky? Perhaps, but I've found that if there is a barrier to sales, even a small one, it will deter some portion of customers from proceeding. To be successful you must remove as many barriers as possible.

The manner in which you flip through buttons is usually inconsistent, since there are many species of vendors to choose from. Indeed, some sellers even create their own vendors with totally unique control mechanisms. This leads to the uncomfortable situation where the buttons are marked and placed differently from vendor to vendor. Sure, the vendor "works", but it's just more difficult for customers to figure out how they work. "Do I press the top button or the left one?" If you don't agree with me, consider the case where you are renting an automobile. Do you immediately drive off after getting in? Or do you take a few minutes to familiarize yourself the with alien controls? (especially if it's a Volkswagen.) Why make it difficult for customers at all?

While I mentioned that some vendors are networked and provide sophisticated functions, many vendors are in fact not networked at all and do not provide any such features.

Finally, in-world search scans objects marked as "For Sale" and "Include in Search". This simply doesn't work with vendors since the for-sale objects are hidden inside and don't get indexed by searchbots whizzing by.

Is there a case for using vendors? Certainly - I believe you must use vendors if you happen to be prim-starved. It may be your only option on a 512sm parcel or a 30 prim mall-stall. But don't ever expect a similar level of sales as you might have had if all objects were out on display for all those reasons above.

Staffed!

Wednesday, January 30, 2008 Wednesday, January 30, 2008

When "real life" people hear that I own a successful virtual business, they are usually puzzled or amazed. What will they say now when I tell them I have employees?

You might be wondering what staff would do at a particle shop? It's pretty simple, really, they are doing what I often do at the store: talk to visitors and help them. I've found that it is a great way to ensure everyone has a good experience, and it's also the best way to find out what people are looking to buy.

In spite of my efforts to make the store easy to navigate, trigger demonstrations, access informative notecards, some people still have problems finding items in the store. Perhaps they are simply impatient, or maybe they can't read. It's then that they really appreciate a friendly someone to guide them to the correct place.

But this work does take a lot of time, and lately my Second Life existence seems to be getting busier than ever. So, after chatting with friends who make a not-so-great living camping, I realized I could provide a better paying job for them and handle visitors with a lot more care. After buying a timeclock (well, two of them, since the first one didn't do what I needed) and some negotiations, I have staff!

This is definitely an experiment, and experiments are one of the actions I've advised Second Life businesses to do in previous posts: keep trying things. Eliminate that which doesn't work, and do more of that which does work. In this case, I intend to compare results before and after to determine the effect of in-store sales personnel.

The best part so far: staff say, "This is so much more interesting than camping! You get to talk to people who aren't zombies!"

Customer Service Saves Database!

Friday, December 28, 2007 Friday, December 28, 2007

Did you know that customer service can fix database problems? I do! How do I know this? Because I have to use that technique at least once a week.

Here's the scenario: customer arrives at my store, browses and selects an item for purchase. They click on it to pay. Lindens are transferred from their account to mine. However... the item somehow doesn't get transferred to their inventory. This is a database problem. It's a Linden Lab problem.

But at the moment of purchase, it's MY problem.

Typically, the customer gives me a shout and asks what to do. I check my transaction log to ensure they actually did purchase something, and if they did I simply toss them another copy. Sometimes I give them a bonus to make up for their trouble. Everybody's happy.

Not so typical is the maniacal customer who explodes all over you, such as happened this week at Electric Pixels. I am certain that most shop owners have identical scenarios occurring at their locations too. But this one was just crazy.

Taking a cue from Sarah Nerd's frequent conversational posts, I reproduce the sequence of events here (which took place by email on my side as you will see). I defy anyone to read this and understand what is going on. This has to be more than a simple language translation issue. Names have been changed to protect the innocent, but otherwise is intact:


[12:06] Unruly Customer: hi
Unruly Customer has offered to become your friend in Second Life. Log in to accept or decline the offer.
[12:10] Unruly Customer: Face I bought an effect of green thy $ 99L and I did not get the goods. I receive you is safado sacana.
[12:46] Unruly Customer: hei
[12:51] Arminasx Saiman: Hi - got your message. I have a record of your transaction 999999999 today at 12:00:03 SLT MultiBalls Personal for L$99 and no other transactions. Did you receive MultiBalls? I have no record of you buying any Green effects. Let me know what happens and we will fix it.
[12:53] Unruly Customer: I just more expensive to buy, my many friends bought a little now. I am not lying, help me
[12:54] Unruly Customer: I will face gives me the product
[12:55] Unruly Customer: I bought, I will report this abuse
[12:58] Unruly Customer: Porra because you merdas these green? I bought this porra and caralho not received, I want to receive you received rather the dollar.
[12:59] Unruly Customer: Poxa you face is a sacana even me wrong
[13:00] Unruly Customer: I bought this shit, and not received, boy I can return my money one of the effect that I bought.
[13:03] Unruly Customer: I shit game, and give the goods safado
[13:04] Unruly Customer: I shit game, and give the goods safadoI shit game, and give the goods safadoI shit game, and give the goods safadoI shit game, and give the goods safadoI shit game, and give the goods safadoI shit game, and give the goods safadoI shit game, and give the goods safadoI shit game, and give the goods safadoI shit game, and give the goods safadoI shit game, and give the goods safadoI shit game, and give the goods safado
[13:05] Unruly Customer: Pilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleadingPilantra misleading
[13:07] Arminasx Saiman: I do not want you mad at me - I just do not yet know what happened. I always fix up problems for my customers - and I have to do this every week for someone because Linden Lab's database is not reliable. Often things are not delivered when bought. By the way, I am not online until several hours from now. but when i come on, I will fix things for you.
[13:10] Unruly Customer: Then please give me my goods, I am stating
[13:10] Unruly Customer: Then please give me my goods, I am statingThen please give me my goods, I am statingThen please give me my goods, I am stating
[13:12] Unruly Customer: I will have to wait, my friends, XXX, YYY, ZZZ bought effects a few minutes and all received, but I did not get that.
[13:14] I will give you the goods, BUT I AM NOT ONLINE NOW! I can only do this later today. And you must tell me EXACTLY which effect you purchased that you did not receive. I have many GREEN effects. WHICH ONE????
[13:16] Unruly Customer: You can just see how we buy ai effects, more myself I have not received
[13:16] Arminasx Saiman: This is what I have recorded in transactions today: XXX buys Sunballs Gang for L99; ZZZ buys MultiStreaks Personal for L99; Unruly Customer buys MultiBalls Personal for L99. Did you receive MultiBalls?
[13:17] Unruly Customer: I will tell you what is now Wait a moment
[13:19] Unruly Customer: multiballs personal
[13:19] Unruly Customer: This is exactly the multiballs personal, which was 99 lindens
[13:20] Arminasx Saiman: OK - then it is no problem. I will give you a fresh new copy of Multiballs when I am back online in a couple of hours. I am at RL work right now and cannot get online. Is that OK?
[13:23] Unruly Customer: Rightly, my name is Unruly Customer, I bought the effect multiballs personal and not received in my inventory
Unruly Customer has offered to become your friend in Second Life. Log in to accept or decline the offer.
[13:24] Arminasx Saiman: Yes, I will give you a good copy of MultiBalls in about 2 hours or so. Undelivered items happens to a customer at least once a week - the Linden database system is not reliable. This week it seems to be your turn! Don't worry - I will fix it.
Even more confusing to me is the fact that the MultiBalls product is NOT green.

Later that evening I met "Unruly Customer" in person at the store and gave him not only a new copy of the missing item but also an extra bonus item too, in hopes of making him happy. Nope. He accepted the items and swiftly disappeared into the aether without even a thank you or a goodbye. Sigh, another week of SL business completed.

Related Posts with Thumbnails