Armorsmith Archive
Thread: merchant nerf changes in TC, I like it
The revised Vendor limits are as follows:
Artisan Business III: Get (1) Vendor, that will hold (100) items, for a total of (100) items for all vendors
Artisan Business IV: Get (2) Vendor, that will hold (100) items, for a total of (200) items for all vendors
Merchant Novice: Get (3) Vendors, that will hold (250) items, for a total of (750) items for all vendors
Merchant Management I: Get (4) Vendors, that will hold (250) items, for a total of (1000) items for all vendors
Merchant Efficiency I: Get (5) Vendors, that will hold (250) items, for a total of (1250) items for all vendors
Merchant Management II: Get (6) Vendors, that will hold (250) items, for a total of (1500) items for all vendors
Merchant Efficiency II: Get (7) Vendors, that will hold (250) items, for a total of (1750) items for all vendors
Merchant Management III: Get (8) Vendors, that will hold (250) items, for a total of (2000) items for all vendors
Merchant Efficiency III: Get (9) Vendors, that will hold (250) items, for a total of (2250) items for all vendors
Merchant Management IV: Get (10) Vendors, that will hold (250) items, for a total of (2500) items for all vendors
Merchant Efficiency IV: Get (11) Vendors, that will hold (250) items, for a total of (2750) items for all vendors
Master Merchant: Get (12) Vendors, that will hold (250) items, for a total of (3000) items for all vendors
we can now have up to 12 vendors with one toon
I think the 250 items per vendor is fair, I will be adding several different armor vendors in my shop to spread it out across more vendors
good stuff
12 Vendors seems like a ton but I'll be able to work with that.
This means twice as many ugly vendors have to die to get a good looking one
I like the changes in general now that they raised the cap.
Simple database logic.
If you have 1 vendor with 3000 items, each time someone accesses the vendor, all 3000 items must be loaded, leading to strain on database. With 250 limit per vendor, database strain is much lower. Strain is not just in how much is in database, but how much must be loaded in each time.
This isn't a perfect technical explanation, but in terms of simplicity, its good enough for the sake of discussion
The way the limits have been implemented have a lot to do with the commodity server back end changes.
yea it doesnt help sliced vendors, tailors or merchant tents
however a tailor can still do good if the put their componets in backpacks (those that sell runs of cloth one crate at a time) and spread their collections over 12 vendors
ya a tailor would take up an entire mall by themselves, but is that a bad thing? that isnt for this forum
I can live with a 250 item limit, and also am glad I can pick up a vendor or 5 with some extra skill points
f33d84ck wrote:
pretty sure Master Merchants get 300 items per vendor. Am I wrong on this now?
think its 250...
anyway about the change... this is actually good for me, because I was wanting to add several vendors to several different malls, and it was begining to burden me because I was going to need to hire someone to sell my goods... now thats all fixed
f33d84ck wrote:
pretty sure Master Merchants get 300 items per vendor. Am I wrong on this now?
That is correct, stated by TH himself. Master Mechant will recieve that extra of 50 per vendor, like it really makes a difference LOL.
At least I can live with the 250 per and only need to have managment 2 to keep my 6 vendors, woot so I can drop Managment 3 and 4 and have 5 extra points to do nothing with..... Oh boy !
Message Edited by JaatoWaals on 08-17-2004 02:45 PM