Armorsmith Archive
Thread: Discussion of vendor changes
JaatoWaals wrote:
1. Allowing only those that currently have merchant skills to actually have vendors (i.e.: if you want to have a vendor, other thanthe bulky box unit from the Business line, you have to have and retain merchant skills).
2. Imposing item limits, dependant on business/merchant skills. My own thoughts on this are that the proposed limits are a bit too low, but I have little sympathy for those of you with 10k+ items spread across your vendors. Limits in the 2-3k range seem much more reasonable to me.
I think everyone agrees that the rest of the changes are good. Well, everyone except those who have been taking advantage of unintended free vendors.
3. The other features of the change- empty vendors not showing up on the map and being deleted after a period of time, etc.
JaatoWaals wrote:
1. Allowing only those that currently have merchant skills to actually have vendors (i.e.: if you want to have a vendor, other thanthe bulky box unit from the Business line, you have to have and retain merchant skills).
I think this is fair. My opinion is it is actually an exploit to retain vendors after dropping the skills.
2. Imposing item limits, dependant on business/merchant skills. My own thoughts on this are that the proposed limits are a bit too low, but I have little sympathy for those of you with 10k+ items spread across your vendors. Limits in the 2-3k range seem much more reasonable to me.
The concept is a good one in my opinion, but the quantities are way too low. Hopefully this will be changed on Test Centre to more reasonable values - an order of magnitude higher perhaps, giving a master merchant 6600 across all vendors instead of 660, and the Artisan Business 3 vendor 500 items instead of 50
3. The other features of the change- empty vendors not showing up on the map and being deleted after a period of time, etc.
This is also good news - and will solve a lot of issues people have with vendors in general
Just one note- currently on TC backpacks count as a single item against the limit, no matter how full they are. This should help alleviate the concerns of those of you who sell full suits in packs.
I would also like to see the following included :
1) increase the time in the stock room after an item has failed to sell - up to 21 days instead of 7.
2) I hope that the changes made will only stop people putting more items on the vendors untill they have either regained the required skills, or the items for sale fall withing the new limits
I already have the bulky vendor and I like it! No worries there...didn't know this was a change...
If the proposed limit is 50 and I can fill packs and place them, then the database equivalent is 2500. That should be the standard cap whether the items are in packs or not. I HATE buying in packs because there are no garuntee's and alot of shady dealers out there...
Individual Bio effect Controler
Whats with Adding all these Loot Drops, and then cutting our Merchant vendors off at the knees...
Master Armorsmith
Master Merchant
Master Artisan
Financial and Procurement Officer,
The Jedi Praxium
Praxis, Dantooine, Kauri
Really really not cool item limits. Way way way too low. Its gonna result in the large and medium crafters quitting, which will reduce the supply of armor and jack the price up a lot. If their database is not doing well under the strain, work should done on improving the database itself.
The empty venders not showing up on the overhead map is good, even though a person can easily get around it with one 99999999 item, it will still cut down on the empty visits. The venders going away after a bit is fine too.
Yeah you can sell suits, but its gonna be rather hard to find peices venders.
Can we get a less cumbersome crafting interface? Styx proposed a suit-at-once mode a while back, something like that would be cool. I'd be happy with less steps even, it just takes so many clicks as it is.
Which to me is very surprising and very dissapointing.
I just hope the developers are listening!
JaatoWaals wrote:
I'd like to start a single thread to consolidate the discussion on vendor changes. Please keep the discussion civil. The three major points are:
1. Allowing only those that currently have merchant skills to actually have vendors (i.e.: if you want to have a vendor, other thanthe bulky box unit from the Business line, you have to have and retain merchant skills).
2. Imposing item limits, dependant on business/merchant skills. My own thoughts on this are that the proposed limits are a bit too low, but I have little sympathy for those of you with 10k+ items spread across your vendors. Limits in the 2-3k range seem much more reasonable to me.
3. The other features of the change- empty vendors not showing up on the map and being deleted after a period of time, etc.
Just one note- currently on TC backpacks count as a single item against the limit, no matter how full they are. This should help alleviate the concerns of those of you who sell full suits in packs.
A good move, make the merchant skills count for something, give them a reason to exist as a profession
A good concept, but limits are way, WAY too low. Argreed the limits in the 2-3K range are much better. I personaly have about 2000 items on my vendors, and would like room to increase that sometimes, even at my skill level.
Much needed... I have alts on other servers, and I have found over 50% of vendors listed on the map EMPTY. This will help everyone greatly.