Other folks have described this before in this thread, but I figure it's worth describing it in more detail: (look for "conveyor belt")
It looks like you're still allowed to have vendors like this:
Method A (simpler):
SELECTION: The vendor selects its next item through some process (likely randomized)
DISPLAY: The vendor displays the item it is offering
A customer touches the vendor, and tells the vendor they would like to buy the item shown
The vendor locks itself to only that customer
The vendor sends a confirmation to the customer, indicating which item they will receive if they pay the vendor
The vendor becomes open for payment to the customer
PAYMENT: The customer pays the vendor
The customer receives the item displayed
The vendor closes itself to payment
The vendor waits a few seconds for people to be able to react
The vendor unlocks itself from that customer
The vendor selects the next item
Return to the beginning
Method B (Encourages repeated purchases)
SELECTION: The vendor selects its next item through some process (likely randomized)
DISPLAY: The vendor displays the item it is offering
A customer touches the vendor, and tells the vendor they would like to buy the item shown
The vendor locks itself to only that customer
The vendor sends a confirmation to the customer, indicating which item they will receive if they pay the vendor
The vendor becomes open for payment to the customer
PAYMENT: The customer pays the vendor
The customer receives the item displayed
The vendor closes itself to payment
The vendor waits a few seconds for people to be able to react
The vendor selects the next item
The vendor displays its next item
The vendor becomes open for payment to the previous customer
If the customer pays the vendor, go back to "PAYMENT"
TIMEOUT: If the customer does not pay within the allowed time (30 seconds?), proceed:
The vendor closes itself to payment
The vendor waits a few seconds for people to be able to react
The vendor unlocks itself from the customer
Return to the beginning, possibly without selecting a new item
Method C (sim traffic generation)
SELECTION: The vendor selects its next item through some process (likely randomized)
DISPLAY: The vendor displays the item it is offering
The vendor becomes open for payment
PAYMENT: A customer pays the vendor
The customer receives the displayed item
return to DISPLAY, unless enough time has passed
TIMEOUT: When enough time has passed (perhaps five minutes?), proceed:
The vendor closes itself to payment
The vendor waits a few seconds for people to be able to react
Return to the beginning
Things to watch out for:
All items should be clearly and usefully labeled (name, description, perms, polycount, VRAM usage, land impact, etc.)
Different items should all have [i]different[/i] names and labels
There two-step lock-in process in Method A and Method B is important, because it keeps another avatar from "ninja-ing" and causing the item to change before the customer receives the item. (it's not needed on the third, because a purchase does not change what the next customer will receive)
The products sold can still have any permissions the merchant chooses (e.g.: nc/M/T), so, assuming all three of these machines are allowed, I expect the overall long-term impact of the gacha ban to be minor.
There will still be tradeable no-copy items whose [i]availability[/i] is essentially random, you'll just know what you're paying for before you actually pay for it.
Many of these tradeable no-copy items will still come in different rarities.
The main benefit of this policy will be that Second Life isn't shut down because of legal action, and the main downside will be that gacha merchants need to buy new machines to comply with the new policy.