Architect Archive
Thread: TH's posts on the vendor nerf
"I've been reading the feedback with regards to the Merchant/Vendor changes.
On one hand, merchants need to be the vendor wranglers. There is no getting around tying vendor limitations to Artisan/Business skills and Merchant skills. On the other hand, I've been speaking with the team on the item number restrictions and I'm pretty sure we'll be able to get those limits raised to a suitable level."
And Here is an old bit from an old In Development forum thread where they originally brought up the idea in a slightly different form:
/forums.station.sony.com/swg/board/message?board.id=Developers&message.id=18573
Currently, there is no limit to how many items can be placed on a vendor. This causes technical issues, encourages monopolies and actually hurts sales in many instances because most players don't "drill down" through all of the vendor pages to find items. We want to solve the technical issues, discourage monopolies and make vendors easier to use.An item limit is going to be placed on vendors and that limit iSPAN>
I note this because of the highlighted reasons that they cited for the nerf.
I think 2 of the 3 reasons cited are pretty lame. Well stocked vendors dont encourage monopolies. If people are too dim to push the 'next page' button then nerfing vendors isn't the answer.
They didn't elaborate at all on the 'technical issues' so who knows how bad that really is. Things seem to be working fairly well as far as I can see.
orange-arrows wrote:My informal experience from said wandering around Theed is about 1 in 5 vendors ARE empty and many, many vendors have less than a single page of items on them (and I AM clicking on the show all ALL items choice). So step out of your workshop for a few minutes and walk around a major city and tell me if I was just unlucky or if really, you notice what I have noticed. (which would also be what the dev's noticed)
I don't think that you'll find anyone here disagreeing with you. Empty vendors are a PITA. Therefore the patch 10 idea to drop empty vendors from listing on the planetrary map is a GOOD thing. People who get merchant skills, place a vendor, and then drop the skill *are* (IMO) subverting the skill system, and they should lose those vednors. Good move on the part of the developers.
And I don't doubt that your scenario happened. But there are really a *number* of interesting statistics:
- total number of vendors
- number of vendors that are currently empty
- for the non-empty vendors (i.e., the ones that are actually being used), what is the *distribution* of number of items per vendor?
We have seen countless testimony in this forum and in other forums that *many* successful crafters have a large number of items on their vendors, either because of a huge diversity in their product lines (e.g., tailors) and/or the need to stock multiples of popular items (everyone).
In terms of "rewarding" TH by bitching about this, it is clear that he is doing his job. I believe that SOE has developed - either by policy and/or culture - a horrible habit of 1) not *listening* to their customers and 2) deliberately "spinning" every SOE -> player communication rather than level with us on what to expect. I really do believe that their first round of item limits was a bogus attempt to "test the waters" and that they had a "fallback" position all prepared. In the meantime, many crafters that I know have completely stopped production and/or stocking vendors based on this uncertainty.
orange-arrows wrote:
...My informal experience from saidwandering around Theed is about 1 in 5 vendors ARE empty and many, many vendors have less than a single page of items on them (and I AM clicking on the show all ALL items choice). So step out of your workshop for a few minutes and walk around a major city and tell me if I was just unlucky or if really, you notice what I have noticed. (which would also be what the dev's noticed)
At one point I checked every single vendor listed in 'housing' on the planet map on the kettemoor sever. All of them.
I agree with what you say above. About 20-25% were empty. Most of the rest had a few items stocked, usually around a page or less.
I also agree it is quite likely that the DEVs took the average number of items on vendors, failed to apply common sense, then arbitrarily picked a somewhat larger number out of thin air as the proposed limit. I've actually voiced that same exact theory in another post recently myself.
orange-arrows wrote:
Seriously why whenhe indicates that the limits most likely will be increaseddo we find fault with him? Is that positive or negative reinforcement?
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I think its good they are reinvestigating the numbers. I don't find fault with that. (Anything less would be total failure though.)
I was examining mostly the stated goals for the proposed nerf. I find fault with their underlying reasoning for the nerf.
I don't criticize TH specifically on that, he's just the messenger mostly.
Crimsonsplat wrote:
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Plot each vendor as a dot on a chart, where the X axis isD (daily sales)and Y axis is the A (average dailyitems).
Watch an exponential curve develop... high stock = high volume. Intuitive, right? My bet is that at a certain point, the curve LEVELS. More items do not equate accelerating sales. Higher, yes, but the rate of growth levels off. The Merchant is just stocking up for longer terms.
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Agreed.
Just because someone has 2000 items in stock does not mean they'll sell more than if they had 500 or 1000 items. It just means less constant restocking work.
But I think the kind of analysis you're talking about is just too much work. Its so much easier for SOE to take a broad average on 1 data value and then make a few far reaching and broad conclusions based on faulty assumptions and how they "intended" things to work.
Request For Comments:
The community is invited to make comments and suggestions about the proposed changes from Thursdsday, January 8th through Friday, January 16th.At that time, the thread will be closed to further comments.Feel free to comment on any or all of the above items.Please stay on topic.
I've suggested in other posts that we just don't know why these limits are being imposed. But it's clear we are going to have limits. And even if we don't know why limits under 100 items were suggested there is probably a reason. We don't even know why the reasoning isn't being shared with us!
And what's funnier is that there is a catch 22 here -- without other changes that make merchants more effective and shopping easier low limits make other things worse. And if the limits are high enough so those bad effects are minimized then some of the goals, whatever they are, won't be met. Not coming to a consensus ends up in a loose-loose situation!
Looks like SWG is more like real life than even it's developers might hope for