Artisan Archive

Thread: How many Master Artisans that stock a large of items will be affected by the upcoming Vendor Nerf?

PadreBook
Mon Jan 19, 2004 10:12 am
#1

I ask this because I have a collosal number of items that I sell on my Vendors, including 10 types of power ups, vehicles, personal harvestors, crafting tools, repair tools, survey tools, droid batteries, bofa treats, and so on. I know of some Artisan vendors that are stocked like that, including our very own Artisan Correspondent (who hasn't been posting even a tenth as much of late). I will probably give up selling such usefull items or even crafting because after so many months it gets old never getting any improvement in what our real issue should be--storage and more of it. Sorry that afk mining has been sooooo critical in the past, but really is that really hurting artisans so bad that it's more important than increased item capacity?

Padre
Master Artisan for quite a few months now
PadreBook
Mon Jan 19, 2004 2:07 pm
#2

Apparently none of you. Well, let's see what the Artisan correspondent says about having to get rid of several thousand items from her vendors.

Padre
JaxomDarkell
Mon Jan 19, 2004 2:19 pm
#3

Come on! You only gave it 4 hours for folks to respond!



As a Master Artisan and Novice Droid Engineer I currently have 180 items on my vendor, but I over produced. I only have 6 DE type items I can produce and want to keep 10 of each stocked. As I go higherin skill level this number would increase geometrically as I will be able to produce more complicated items with more configuration options.


I'm planning on taking it to MA, MDE, and MM. Which would give me what 4, or 5 vendors? So I'll be able to spread my stock out on multiple vendors, but that will mean maintaining, stocking, and keeping track of 4 to 5 seperate set of inventories. A hassle, but not fatal.


Very few Droid Engineers will be willing to go this distance and more than likely produce only one type of item. Prices will rise, some folks will have monopolies, some will be unable to compete and fall out, others will just start selling directly to merchants only. For a while it will be hard to find what you need at an acceptable price, but eventually market forces will level the playing field and perhaps things will be better.


In the mean time, there is going to be a hell of a lot of chaos! Buckle your seat belts!



Erom

Tsuruchi
Mon Jan 19, 2004 2:32 pm
#4

This doesn't affect me. I picked merchant right after Master Artisan just on lark and I been working with it since. I sell Vehicles and vehicle things(Camp kits for now). as well as Some basic weapons. It just means I can seperate my vendors out. I do a little resource trade, but not enough to worry about.




Chargoth AMON
Chilastra

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Master Artisan
DE in Training

"The Organics Must go. They stand in the way of the next evolution of Droids. They are obsolete, and it is time to send them on their way." KT8-1X

Bunch of other, not important skills.


"Yoda is my copilot."
Vayde_Aren
Mon Jan 19, 2004 3:25 pm
#5

Although I swore I would stick with this game, i will probably wind up quitting soon after this vendor cap goes in. Unless they add a complete free set of points to train in merchant, I have no hope of staying viable in this game, and I absolutely will NOT transform into some fighting-only character.


This is bar none the worst effing idea ever. The Devs have no idea what they are about to do. Incompetance at it's best.




VAYDE AREN
R
Zanholo
Mon Jan 19, 2004 5:02 pm
#6

Master Merchant and this is still going to affect me. I have three vendors with over 500 items, all legit sale items btw..., and with the cap, my work will increase to maintain the same business as before. I wish they would have added something like doubling the maint on empty vendors or something too.



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Ackew
Mon Jan 19, 2004 7:46 pm
#7

It looks like they ask for opions about this nerf and then do the total oppersit of what people want. My vendor has about 300 items on it now as i stock stim and wound packs resouces and just lately skill tapes. how in the (*&$£"% am i suppose to do this with just 150 items.




RIP SWG April 27th 2005
JeremyMetal
Tue Jan 20, 2004 12:00 am
#8






Ackew wrote:

It looks like they ask for opions about this nerf and then do the total oppersit of what people want. My vendor has about 300 items on it now as i stock stim and wound packs resouces and just lately skill tapes. how in the (*&$£"% am i suppose to do this with just 150 items.







They made up their minds before they ever asked for our opinions. The forum they opened for the issue was just there so we think that we have some kind of input.


And I think everyone will be affected.






Deep Space Innovations
Ship Chassis, Paint Kits, Components
1000m south of Bestine, Tat. -1180, -4730

Redguard
Tue Jan 20, 2004 3:35 am
#9

Okay time to be unpopular.


The simple work around to the Artisan vendor modification which from what I've read has yet to be announced is to spend 6 skill points and become a Novice Merchant. I would however suggest that you wait and see what solution they have in mind.


This vendor issue is painful because it affects the heart of SWG player community but it's a necessary evil. Crafter classes in spite of what everyone says are the heart and soul of SWG. Without us there would be no toys and this would be nothing but a horribly flawed FPS set in Star Wars ville. The problem however is that the crafting classes have the potential to break the game. Any database will have a limit and unfortunately crafting pushes the SWG DB to it's limit. Increasing the size of the DB will increase the cost of play which is something I don't believe any of us wants.


There are workarounds that the devs need to implement but there are problems. Larger resource containers or factory crates would be of great help but even these items can be broken down into singular elements which again causes database issues because when this occurs each item can become unique and requires tracking. The possibility of stacking similar items on vendors would also help but once again when these items are used they become unique.There can only be x number of unique items in the game and when that number hits x+1 the game has issues.


It's difficult to swallow this because of all theplayers/professions to get a kick in the teeth it's the folks that actually contribute something. Most of us are not power gamers and we're **edit** proud of our accomplishments when it comes to making quality gear. Unfortunately in this numbers game we are suffering for the excesses of a few individuals who have seen fit to use vendors as storage. These people should really be asking themselves "Why do I have 1500 items in the first place?" What market save resources is in such high demand that you would need to keep such an excessive number of items in stock?


I've really seen this more as a Merchant issue and unfortunately if they trim the top they'll trim the bottom of the capacity as well. Artisans have been swept up into this problem because presently with an unlimited vendor there is no incentive for Novice Merchant.


We can take an optomitic approach to this. Once they get this issue under control there may be the opportunity to craft different things. I would rather have more opportunities to make different things than have alot of items in my vendor.




Given the choice between style over substance. I'll take a sandwich.
Indicant
Tue Jan 20, 2004 9:08 am
#10

This change is obviously not intended to help the average player. It is probably just a way to reduce network traffic as the player base increases. They may also hope to increase the value of the merchant class by making it easier to sell items through a third party than to maintain your own vendor. I for one had forgotten that a merchant class even existed.
Pistol
Tue Jan 20, 2004 12:27 pm
#11

Small amounts of storage can also be good. It prevents hoarding.


When items are hoarded people wait until they are scarce and then gouge the prices. This causes over-inflation and hurts the in-game economy. If people have limited space they will be forced to sell items quickly in order to get rid of them so they can use that space for selling other things. This means they will be selling items at much less profit.


Also, I think people were exploiting their vendors by putting objects on their vendors that they never intended on selling. They were using vendors as storage and not as vendors. That's exploiting the system and using vendors in a way that was not intended. As it turns out, this exploit is potentially dangerous to system stability because of all the extra items in the database.


All the devs are doing is fixing an exploit. Not everyone was using it as an exploit but potential problems with the game demand that the exploit be addressed.

GraySeven
Tue Jan 20, 2004 12:42 pm
#12

Pistol, stop using the term exploit when it isn't. People like you scream exploit at the drop of a hat and its getting old...


An exploit is using a BUG to gain an advantage. Using vendors for storage isn't a bug. If it is, then the dev's should never have put a STOREROOM option on the vendor, as a STOREROOM is a place you keep stock....i.e. storage.


And, as long as someone is willing to pay the price I am asking for my "stored" goods, they are purchaseable. If I found a way that wouldn't allow people to buy from my vendor, that is an exploit, but if I place goods on my vendor for an inflated price, they are still accessable to others.


Why do I need storage space? Simple, I am a 3 craft master and the sheer number of factory crate pieces, sub-components and specialized resources can fill 4 houses. I have 3 houses and just can't place any more. The Dev's made the crafting system, not me, and I do whatever I can to play my chosen professions under the system they gave me.


They nerfed houses in Beta, though I wasn't really a part of that aspect of testing. As I understand it, houses were originally unlimited storage. It eventually came down to 75 items per lot. We all know where that went. So, instead of having 1 large house that can store 450 items, I have instead put down 3 smalls. Mediums are useful only if you A) have the money to burn or B) are decorating.


The unreliablility of the Database of this game is legendary, as are the nerf's associated with it. This is just one more example of the Dev team ignoring the real issue and placing more hardships on the ever-shrinking player base. Way to go team!




Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Pistol
Tue Jan 20, 2004 2:14 pm
#13

[quote] And, as long as someone is willing to pay the price I am asking for my "stored" goods, they are purchaseable. If I found a way that wouldn't allow people to buy from my vendor, that is an exploit, but if I place goods on my vendor for an inflated price, they are still accessable to others. [/quote]


The point is not if they are accesible to others. Thepoint is, using a game mechanic contrary to what it was intended for counts as an exploit. Some exploits aresmart players finding ways to do things cheaper, or easier, or just faster. Many of these are harmless and ignored. Some infringe on the gameplay of others and some just outright break the game and cause crashes. This is the case where an exploit causes server instability and a solution needs to be implemented to fix the situation.


To be honest this still doesn't fix the exploit. You can still use your vendor as storage. All this does is curb the exploit so it is no longer dangerous to the server, making you a smart player who found extra, non-intended storage space on your vendor.


PS. The storeroom is a place where things that didn't sell go for 7 days and are then destroyed.

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