Artisan Archive

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

Vayde_Aren
Tue Jan 20, 2004 2:36 pm
#14






Redguard wrote:

Grayseven Posted







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!







I highly doubt that the Dev team has conferences on how to make hardships for its player base. I'll agree that they set a pretty high bar which they didn't reach. This game offers a unique challenge to any database which presents us with problems. We all have to be realistic and accept that fact that there is no such animal as an infinate database.






I actually agree with Grey.


Red, of course the Dev team don't have conferences specifically to come up with ways to F up the players.... they have never considerd the players in the 1st place.


They don't play the classes they whittle down. Or don't play the game at all. They are typical executive types, blithely unaware of any human element in their business and concerned solely with The Bottom Line, and keeping stockholders happy... stockholders who also don't play this game. We as a customer base are 3expendable; the mighty Star Wars name will draw more prepubescent saps in to replace those of us who leave, who have left.


Has there been any official comment, perhaps a gasp of surpise, about the universal negative outcry against this Vendor item nerf? No, of course not, they couldn't care less. They have decided in some disassociated commitee, and that's that. Wait and see. This will go live, and player responses be damned.


This is what it feels like to play the highest-priced pay-to-play game on the market today. But wait, what's taht strange sting we all feel? That's the sadness of an opportunity lost.




VAYDE AREN
R
saintchuck
Tue Jan 20, 2004 5:26 pm
#15

If they were to get rid of all the vendors that shouldn't exist (due to the player having dropped Merchant or even Bus III), they would probably free up 20%+ of their database space.


THEN if they still need to institute a limit, I could live with that. But placing a cap based on inflated data is wrong.



Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
ImaToasty
Tue Jan 20, 2004 6:33 pm
#16

I think we all have to concede the point that databases can only be so large before the game's stability is threatened. Given that, it seems reasonable that there be some sort of vendor cap. (Ducks out and puts on fire suit).


I also agree with the last poster that those that drop Biz III or Merchant lose their vendor. It should free up quite a bit of space. The DEVS can then review the size of the DB to see how things are going. A cap, sure but one at 500 or so items. That would give the master armorsmiths and others a fighting chance to keep stuff in stock rather than running around doing things "made to order."


I just got my first "bulky" vendor last night and am thrilled about it. I was stunned (only played for 6 weeks) that there was no cap on items in the vendor. This isn't necessarily a bug but a design loophole that needs to have some sort of limit so we don't have the DB spout errors or crash.


For those of you screaming that the DEVs suck and you're thinking of leaving etc; hey its a free country but compared to Earth and Beyond and some other MMORPG's, this game is far more advanced and multi-dimensional. Keep in mind the sheer size of the program, the playerbase size and the interactions of various systems in the game. Im pretty impressed.






YerToast-Ye Olde Master Doc (Toon Retired) /Toasty-Master Swordsman and Brawler/Hysteria-Master Weaponsmith & Master Smuggler AND a Jedi......
My Shoppes are at -1468 -4931--next to Oasis Shuttle at the Mall of Oasis
AND outside Coronet at 739, -5042 at CrimZon Shipyards
Redguard
Wed Jan 21, 2004 1:51 am
#17

Grayseven Posted







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!







I highly doubt that the Dev team has conferences on how to make hardships for its player base. I'll agree that they set a pretty high bar which they didn't reach. This game offers a unique challenge to any database which presents us with problems. We all have to be realistic and accept that fact that there is no such animal as an infinate database.


As for the expolit issue understand that the word has two meanings. Not every exploit is a negative thing. If we have an opportunity to do something we exploit that opportunity. If we do something which could be considered ethically objectionable it's called exploitation.


Storage was probably not cnsidered a hot issue prior to launch. Who would have conceived the notionthat people would want 2000 items in their vendor?


So the Dev's did make the crafting system and I'm told even by people who were dissatified with SWG that it's one of the best crafting systems that they have ever played with. Even great systems have flaws and when it comes time to fix those flaws we're going to have to adjust to it.




Given the choice between style over substance. I'll take a sandwich.
Animi
Wed Jan 21, 2004 10:49 am
#18


I am so sick ofthe amount of time Iwastemaking powerup schematicsand running my master artisan business (it's my only crafting profession), that I am definitely going to give it up when the vendor changes go live - if not sooner. They don't make it fun to be a crafter, that's for sure. If it didn't take 3 hours of nothing but failed attempts to get the perfect powerup combination, I might stick to it, but if things stay as they are, I'll never make another powerup.


And the fact is, there are only about 5 artisans on our server who regularly stock the in-demand powerups. One of them has recently thrown in the towel and I'm about to do the same. People aren't going to be happy when they can't find any good powerups.





Trost Bemin Profession Undecided
Tsort Nimeb Munitions Trader Extraordinaire
- Back with a Vengeance. (1) (2) (3)
- Bemin Industries Armor - On Sale Now!
- How to Fix the NGE
GraySeven
Wed Jan 21, 2004 2:19 pm
#19


Boy, I haven't been one star-ed like that since I suggested BH's shouldn't be the uber-combat monkey they think they should be.


And FYI, I have a storage vendor, yes, but it has less than 150 items on it so it would be unaffected by this nerf. I am also a 3/4/0/1 Merchant, which may mitigate some of the sting as well.


I agree that those who have dropped Merchant or Artisan business skills after placing vendors should loose those vendors. I am willing to be the sheer amount of DB space free'd up would be phenominal.


And yes, a game this massive will have database issues, but the fact remains that these issues were known in Beta and the fixes were always nerfs to the players instead of fixes to the DB. The SWG Dev team designed a crafting system that requires enormous resource amounts, goods that are colored during creation, and rewards that encourage hording (krayt skull, anyone?). The DB issues could have been mitigated in ways similar to removing the multiple types of organics from planets (used to be, if you harvested the same hide from the same type of critter, you'd get up to 5 different types of that hide) or increasing the size of resource containers (originally, resource containers held 250 units and 80% of the database was resouce containers) to 100k units.


Database fixes need to stop nerfing the good people. Remove all "illegal" vendors and then, if we need it, impose a cap.


And finally, exploit in the context of this game has always been defined as abusing a bug to your advantage. Regardless of other definitions, when you say exploit, 99% of the users here immediately think of a ban-able offense. And yes, a storeroom destroys items in 7 days, but as long as I resell or restore, I'm ok. (And is yet one more database saving nerf, albeit one that was reduced when the destroy went from 3 to 7 days. When initiated, the Dev team didn't bother telling anyone that items in storerooms would be destroyed, and we all treated it like a bug. Imagine our suprise when the CSR's wouldn't reimburse our lost items.)





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

Ssprink
Thu Jan 22, 2004 6:21 am
#20


This cap will hurt even Master Merchants, I have placed Venders for guildmates and have 3 venders myself with near 150 items per vender.


You think well that will fall under the proposed cap. Thats just it. It's a proposed cap and with the complete lack of communication available to the swg playerbase, save their own galaxy forums. Which rarely if ever receive a dev response.


We don't have any idea what we will get.


I have to agree with a post from above, They have the ideas ironed out, our input seems to be worthless or goes unheeded now.


A fine example of this is the proposed Droid Handler. The DE's said NO, the devs said since the DE's want this a seperate tree thats what were going to do.


The new and improved dev communication, is very good for the devs, they can continue to make any changes they feel are warranted, and they give us a perceived notion of them listening to us, When in fact the posts are being faithfully ignored by them.


All in all, This is just my opinion. So im sure its flawed. But i'll voice it anyways.





Oniliv
Harev
Thu Jan 22, 2004 7:12 am
#21





why can DEV / SOE just start with one of the things that have been mentioned in the merchant forum over and over and over and over and over and over and over and over and over. need i go on?


FIX the **edit** merchant profession so that when you DROP the profession. YOU LOOSE THEDARN VENDORS. as in they BOOOM not there anymore..nada.zip.nothing.gone.cant get your stuff back. and the DB used for those items are free for those of us who are REALY trying to sell some of the stuff we craft.


wooohoo...they gave holos to just about everybody....woohoo...they kill'd the economy for a while....hologrinding merchants. got to love those to. more vendors with nothing on then..... MORE ... WE WANT MORE


*bonks hes head harder in the brick wall* DUNK DUNK DUNK DUNK



Harev Rikla - Bria Galaxy

Master Artisan
Master Architect
Master Merchant


Pictures of craftable items in SWG http://www.viul.no/swg_index.htm
MurfThrelklya
Thu Jan 22, 2004 10:29 am
#22

This limit isn't going to be the death of my character, but it certainly isn't going to help. All it will mean is more time spent babysitting my vendor (which equals less fun).



Murf Threlk'lya
Clan Alya - Starsider
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