Architect Archive
Thread: Vendor Item .. Working for and Acceptable Balance....
Pawlin wrote:
If they must limit vendors then give us a reasonable number like 500 items per vendor or something.
And if they insist on calm, constructive conversations then they should not start the discussion with a kick to our groin.
I have to agree with this thought. There is a HUGE outcry right now, without any mention by the folks in red. I make LOTS of things. I have an alt that is almost master (just not enough points) Merchant, and there is simply no way an Architect, or a Tailor, or a Weaponsmith can live under the proposed system. To suggest a 110 limit for Master Merchant is analogous to Ford selling the new 2005 Excursion witha 1 gallon fuel tank...ludicrous, and showing a complete lack of product knowledge.
<edit...it would help if I knew how to type>
Message Edited by Lecivius on 08-09-2004 11:20 AM
thydbault wrote:
I think many on this thread are missing the point. Any limit on the number of items in a vendor is a useless attempt to change one problem into another. Simple math 1 vendor with 1000 items = 4 vendors with 250 items each. How many of you with 1000 items in a single vendor will destroy 750 items to get under the limit?
Actually, the math question is 6 vendors averaging 200 items each adds up to how many items destroyed on a 4444 merchant?
And I'm a relative small-timer as Architects go.
While I still strongly feel the Merchant profession is a waste and a point sink for crafters, we can live (or at least clone a few times a week) with having to keep merchant in order to maintain our vendors. It will be boring as all get out, since we can't expect to survive things like the Corvette, but there's always alts on other servers. Guess it sucks to be my buyers, if I'm on another server having fun. But the limits are totally impossible. I'll not camp my vendors every hour on the hour to restock.
Actually, I won't be on that other server either. I cancelled my account.
Rurry wrote:
Terrible idea.
Scrap the merchant class and spread out vendors and benefits in other crafting classes - including Doctors and Smugglers for example.
Do not restrict the economy! Free market! Free us!
Have you kicked a Jedi today?
Master Architect at large
Master Creature Handler
Novice Rifleman
EX- Master artisan, Tailor, Merchant, Carbineer.
/swoons
Marry me!
Oh wait, you're on the wrong server. ![]()
What are the objectives?
1) More interaction between crafters and merchants
2) More opportunity for low-level crafters
3) Decrease problems with empty/abandoned/illegal vendors
4) Decrease load on game databases
What solution is planned?
1) Remove empty vendors for the planet map
2) Delete vendors when players drop required skills
3) Limit the number of items on vendors
Problems made worse / created by the solutions
1) Existing storage problems (houses, factories, etc.) will become worse
2) Existing stocking problems (moving items to vendors, lack of ways to find vendors, no consignment system, etc.) will become worse
3) Existing play styles will have to change (more specialization, smaller businesses, inability to provide variety and stock as a selling point)
4) Shopping for goods will become more difficult (Fewer shops with fewer goods but no way to help people find what they need except to go and look)
Problems resolved by the solutions
1) Number of empty / abandoned / illegal vendors will go down
2) Load on database will decrease
3) Low level crafters will have somewhat greater opportunities because of scarcity of higher level goods
Changes that could help achieve the goals
1) Increase the limits per vendor for various levels of merchant – have the skill trees add not only number of vendors but amount per vendor as skill increases. Start with 150 items per vendor and cap at 500 items per vendor for master merchant. This allows merchants to handle multiple suppliers and a range of product selections.
2) Provide a consignment system on vendors – crafters can “offer” goods to a merchant at any merchant vendor location and merchants can then accept the offer or reject it – but payment is not made to the crafter until the sale is made. Crafter’s offer price is what they get paid. Merchant can set the sale price. Rejected offers must be picked up in 10 days. Offers are automatically rejected if the merchant doesn’t get to them in 10 days. Once an item is accepted the merchant can offer it at any location without transporting it if they have some skill level, otherwise they have to go get it and move it. This allows sellers a game-supported mechanism for selling through merchants and merchants a way to distribute goods to multiple locations.
3) Players can view merchant’s prices at all vendors from any vendor. On the planetary map, item counts by category can be seen but not details and prices. This makes it easier for players to find merchants to check out without creating a galaxy-wide exchange that would drive out small crafters.
4) Crates are in categories based on contents with counts showing. This allows players to see crated items by category making shopping for crates easier
5) Players can buy individual items from crates. This allows increased volumes in vendors without using more storage in the underlying system.
6) All items stack to 100 items. This allows increased volumes in vendors without using more storage in the underlying system.
7) Give master crafters one vendor with a 500-item limit while allowing B III artisans one 100-item vendor. This allows stand-alone masters and small artisans a way to sell goods at a single location.
8) Master crafters can consolidate like items in crates. This reduces storage requirements and allows for consolidation of products from several vendors.
9) Allow for multiple-selection in the vendor interface for things like “sell-item” so re-stocking becomes easier – specifically, putting items that have timed out back up at their original price and with the original attached note.