Artisan Archive

Thread: In Testing.. Publish 10 Changes You Might Want To Voice Your Opinion About..

owako
Sat Aug 07, 2004 9:41 am
#14

Vender item limit is really not not not cool. I understand the DEVs want to limit the bloat on their suck databases, but the current limit is way to low. The disappearing if empty and not showing up on the map if empty is pretty cool though. I'm an armorsmith, each suit of composite armor I make is 9 pieces, so if the new changes go through I would be limited to only being able to put a few suits on my venders at a time. Not cool.



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
Khristen
Sat Aug 07, 2004 10:15 am
#15






Guruweaver wrote:
I'm expressing my unhappiness with these numbers as well.


If you all could, could you cite for me, in this thread, any harm these item restrictions would cause your business, be specific, please.

I'm highlighting this thread to the devs.


Take care,
Guru






Will do, Guru.



Currently, my shop--The KhrisNea Company--is set up in a way similar to a mall, but it's not the kind where everyone just puts in a vendor and so on. I have a second account that I share with a friend who is a merchant (3-0-0-4) and we run it like an actual business. I'm a Master Tailor who has been a Master Architect as well and our Company is comprised of three RL friends who have combined their efforts into this business. Overall, our shop has a Master Tailor, a Master Artisan, a Master Droid Engineer, a Master Weaponsmith, a Master Bio-Engineer (who is working on Chef) and a Smuggler. His 6 vendors covers all of this (none of them are "illegal" vendors; he has the skill to manage all of them). On average, each one of these vendors has 500+ items on them. And none of this is "filler" items. It's rare that I get one of those little "auction ended" e-mails because it all turns over. I'm also the primary crafter and supplier for my city.


As a tailor, I have a ton of schematics and a color pallette of 255 colors. There is no way for me to show customers the range of items I have available unless I have at least on of each on the vendor, although I usually carry more of each item so people don't have to wait for a custom order and can get what they want right away. Even with a very well-stocked vendor, I still spend hours each day filling custom orders that keeps me from doing much else in order to keep my business profitable.


As an architect, I got burnt-out because of the huge number of "on-demand" orders for harvesters when a good spawn would come up. Getting several "I need 10 BER 10 harvesters....right NOW" when I was trying to enjoy my evening with friends finally made me quit the profession. I couldn't keep them stocked. I'd make several every day and they'd be gone in a few hours. Most of that was due to the hologrind, but I still see it happening to other architects now. On the flip side of that, I'd get gushing thank you's for actually having furniture and housing in stock....and items they may never have seen before because most architects didn't bother making them.


Long ago, I learned that so many crafters only carry the BEST items....the ones they can make the most off of. Not that there wasn't a demand for other items, it's just that most wouldn't bother trying to stock a vendor with them. More buck for the bang so to speak. So I carry those harder to find things. And make a decent profit off of it. Not a HUGE profit, but enough to cover my costs and make a bit on the side. I like crafting, so I'd much rather do that for credits than make SWG nothing more than an expensive FPS game when I need credits.


A huge part of my sales comes from component crates. Master Artisan items like Control Units. Droid Engineer storage compartments. Tailor items like synthetic cloth, reinforced fiber panels, and trim. All these things that other classes need, but generally have a hard time finding. A lot of tailors get annoyed when asked if they can make a schematic for synthetic cloth or armor padding....and often get offered nothing in return for them. I make a lot of sales by having these items pre-made and there on-demand. I make it ahead of time so I don't have to drop everything I'm doing just to make a few credits on a special run.



With an item limit as it currently stands, I'm out of business. I'll join the masses and become a combat junkie for credits. Even now I'd make more money that way, but I enjoy crafting.


With a slight increase of the cap, I'm still out of business.


If I could have a 500 limit cap PER VENDOR with the skills I have now, I can deal but it would still mean a major cut-back on the items I have to offer and would force me to spend even more time on custom orders. And custom orders are usually an e-mail saying "make me x, y, and z. Send me a /tell when it's done." Meaning 0 interaction with anyone else during the entire time it takes me to make said order.


With the other merchant changes (removing "illegal" vendors, removing empty and abandoned vendors) but no change on the item cap, my business will improve greatly. Less time for the customer running from one end of the planet to another (or from one planet to another) finding absolutely nothing makes everyone happy.



Summing up, I make people happy by having well-stocked vendors. I make people's lives EASIER by having well-stocked vendors. The ability to HAVE well-stocked vendors makes the game more fun for the buyers as well as for me the crafter (less "on demand" crafting when I might want to be doing something else cuts down on the burnout factor).





| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Lonkley
Sat Aug 07, 2004 10:57 am
#16

I find it convenient there's no patch notes on the dev tracker to let people actually see this issue easily.


This is even worse then the proposal back in october/november where the community screamed it wouldnt be enough.


I guess since they dont have time to nerf weapons/armor with the combat balance, they're trying to nerf weapons/armor by making it so its undesirable to make/sell them, demand will outstrip supply.


Its like they figure since the entire player base is pissed off, they might as well put in all the changes people dont want now. I wish they would get it over with though, they keep yanking the scab off the wound. Whats next, the crafter change they put in for one day?








----------------
There is a special place in hell for necro posters
4Bidden
Sat Aug 07, 2004 12:03 pm
#17


IN TESTING.......


-Vendor item limits will now be based on player skill. (Players over either limit will not be able to add new items for sale on vendors).

Artisan Business 3 Get (1) Vendor, that will hold (50) items, for a total of (50) items for all vendors
Merchant Novice Get (2) Vendors, that will hold (60) items, for a total of (120) items for all vendors
Merchant Management 1 Get (3) Vendors, that will hold (70) items, for a total of (210) items for all vendors
Merchant Management 2 Get (4) Vendors, that will hold (80) items, for a total of (320) items for all vendors
Merchant Management 3 Get (5) Vendors, that will hold (90) items, for a total of (450) items for all vendors
Merchant Management 4 Get (6) Vendors, that will hold (100) items, for a total of (600) items for all vendors
Merchant Master Get (6) Vendors, that will hold (110) items, for a total of (660) items for all vendors


Yes I know this is "in testing" and I know it says "These are the Test Center Patch Notes and are subject to change before publish 10 is pushed to live servers"" blah blah blah..


I'm not liking these proposed changes because I'm a Master Artisan, Master Architect and Master Chef. If I crafted every item I'm able to craft, it would abouttriple the (110) proposed max items per vendor. I have 300+ Deeds on my structure and 500+ items on my furniture vendor.. I would suggest to voice your opinions now before we become limited in taking care of our customers, cause I pride myself on my well stocked vendors




Edra's Architecture And Shipyard
---0---
Located On Bria, South Of Bestine At -1611, -4352
All Structure And Ship Orders Taken

PapoHepe
Sat Aug 07, 2004 12:42 pm
#18

if they make this change to vendors then i will quit the game JTLS or no JTLS...i am tired of being constantly jerked around by the devs....i have had enough....



Papo Hepe - Ziost, Lok....Master Junk Dealer
AloraElon
Sat Aug 07, 2004 1:29 pm
#19

The general idea of the change is fine--good to remove all those empty vendors. But the item caps are way too low. I sell thousands of individual items.


If they must have caps, they should be about 10 times the caps listed.




Alorra Elon
Alorra's Shop
Coronet, Corellia (-915 -3828)
ESatterlund
Sat Aug 07, 2004 2:09 pm
#20


I am amaster artisan and anovice smuggler who has been playing this game since day one. Because I like to be able to at least participate in some combat from time to time, I have had to keep some combat skills, which has prevented me from progressing in any of the specific crafting professions such as armorsmith, etc. (I have no master combat skills at all, by the way.) Even though I have never passed artisan, I have run a store since the first week SWG went live in which I have sold unique items that I have found in my travels as opposed topiles ofmy crafted items. The items I sell are not always rare, but instead "fun" items that someone might want for purposes other than building an "uber-character". These are loot items such as the Geonosian small ball and rations, along with more common junk items such as the broken view-screens. I sell these items because people like to buy them for decorations or for roleplaying. For example, some people buy the broken electrobinoculars that Darth Maul used just because they look good on a table intheir house. I don't make a profit doing this, I do it at a loss due to the maintainance costs, but I find it fun and in the spirit of Star Wars. Generally, I carry about 300 items on my vendor and I have no merchant skills. 300 items allows me to stock only 2 of each item I sell, along with 2 of a handfull of items that I craft. These new limits would prevent me and others from being able to stock fun items that don't always serve a purpose. If artisans can only stock 50 items, items like this will cease to be carried on vendors, and give rise to an age where players have to travel over multiple planets and to multiple cities for hours in asearch for Jawa Beads to display in their house. I hope that the devs will take the fun factorof the game intoaccount when they finalize this decision. SWG is the first and only MMORG I have played. I am normally a console gamer. I was drawn into SWG by the theme and the fun factor, plusthe fact that you can play this game for reasons other than killing the same 5 creatures over and over. This is the first time I have posted for anything about this game. Quite a feat being that I am also a smuggler and smugglers have been ignored and their revamp delayed for so long that I want to scream. However, this issue is so contrary to how and why I play this game that I was moved to finally post. I have stuck with this game since the beginning. Remember back then? Before vehicles when it took and hour to walk anywhere?But now I really feel that this change will cause me to quit. I just don't think I can find the game fun anymore if I have to be constantly worried about managing inventory on my vendor. People tell me I should just quit artisan in protest, but I like the fact that I don't always have to be fighting to be playing the game. Besides, I've stuck with smuggler, even though it seems that the devs are punishing smugglers, keeping the profession on the borderline of useless for over a yearnow. (Perhaps trying to drive us all to quit to end our whining.) If the main reason that this is being done is due to server space, than all I have to say is that we pay monthly for this game. Server space is part of the business side of the game that the people playing the game -the customers who are supposed to be focused on the fun and suspension of disbelief, should not be forced to think about. I want to be able to pay, play, and have fun, not worry about if my 1 extra vendor item is going to cause lag. If penalizing the players of the game is the solution that the devs have come up with, then I have to look at this as a business decision as well. I pay SWG for a service and the service is no longer providing what I feel I need, therefore as a customer, I feel that the smart thing for me to do would be to find somewhere else to send my business, somewhere where server space is looked at as a technical problem for the company, and not as a problem that should be passed on to the customers and they should be penalized for. I reallytry to love this game. I try to talk new people into playing and those who have quit into coming back, but it is actions like this that make it very hard to continue to do so. Many times I find myself wondering why I stick with a game that seems to try so hard to drive its customers away. Guess I'm either loyal and optimistic that SWG will get it right...or a total sucker who flushes $15 down the toilet every month for source of stress and grief.
4Bidden
Sat Aug 07, 2004 2:10 pm
#21






AloraElon wrote:

The general idea of the change is fine--good to remove all those empty vendors. But the item caps are way too low. I sell thousands of individual items.


If they must have caps, they should be about 10 times the caps listed.







I agree with the empty vendor proposed changes. Thats why I didnt list them in my original post. And I'm also in favor of the caps being 10 times what they are proposing now... I only want people to have the chance to voice their opinions on this because I did not see any of these changes in the "In Testing" forum, which kind of bugs me.



Edra's Architecture And Shipyard
---0---
Located On Bria, South Of Bestine At -1611, -4352
All Structure And Ship Orders Taken

Dannylau
Sat Aug 07, 2004 3:14 pm
#22

I've got artisan 0/0/3/3 atm I just have a loot vendor that sells skill tapes crystals and the like, I do a lot of buisness, and I have 500-600 items on my vendor


If these change come throughI may as well scap the vendor, I'm just not willing to drop skill that I enjoy to use in merchant.


If they need to purge the database stop cdef pistols and treasure maps ect dropping, look at the bazaar 1000's of unlocked container full of mostly useless items.





-------------------------------------------------------------------------------------------------
Visit my vendor full of looted items, skill tapes, weapons and anything else I feel like sticking in there Theed -4355 5443
1 cpu power vendor added to my house
SargusQuintek
Sat Aug 07, 2004 6:04 pm
#23

Maybe the plan to solve the database issue it to get as many players to quit as possible. I will only do custom orders if this goes through then use the vendors for storage for the majority of my item limit. The storage issue should have been dealt with before this went into effect. The stack limit petition has been going strong for weeks now and it has been given the big NO. Why?



______________
"Real Life First"
CPark
Sat Aug 07, 2004 8:15 pm
#24

Limiting vendors is this way will destroy the game for me.

Over the last year I've built a powerup business on Wanderhome. ON AVERAGE since the game began I've sold 66 crates of powerups per week. This last week I sold 254 cases. My business is spread across 4 vendors each with a selection of at least 21 items I've found to be good sellers. I try to keep 5 or 10 crates of each type of item in stock, though I've found though hard work that some items need to be stocked to 20 crates. I restock twice a week. My vendors have between 80 and 300 items on them depending on sales.

With the proposed change I will not be able to stock the variety or quantity that I do now. I will not be able to keep the vendors stocked even if I cut back on variety -- my four best selling items exceed the limits (127 cases last week) -- and I don't want to put more time into traveling to and restocking vendors than I do now.

I will be hurt when the work I've put into building a business is trashed by what is -- within the context of the game -- an arbitrary change. Being hurt isn't fun. Why put this kind of time into something that isn't fun?

C-Park Finner
Ariven
Sat Aug 07, 2004 8:25 pm
#25



Guruweaver wrote:
I'm expressing my unhappiness with these numbers as well.


If you all could, could you cite for me, in this thread, any harm these item restrictions would cause your business, be specific, please.

I'm highlighting this thread to the devs.


Take care,
Guru




Harm?

Lets see... reduce the amount of items that can be sold on a vendor and you make it hard to keep those vendors stocked fully. THis is because we cant store a lot of items in our houses... especially when there are multiple componants and resources to put into a item to make...... so now by capping vendors and such a horribly low level we have no where to store stuff we make and as such our vendors will go empty faster..


Nothing like removing stuff from the game.. maybe they will go loot based and just nerf crafting entirely..

I for one do not like having my purchasing power limited to this level, nor my selling power limited..

Maybe they just want us to sell direct to people instead of with vendors..

I think the economy is going to take a rapid nose dive as a result... sigh
Sytem
Sun Aug 08, 2004 12:33 am
#26


One word and one word alone comes to mind...... Database.. Think about it.. They announced they will be purging old accounts (which makes sense in some cases) in October, then propose these vendor changes in test center. Limiting items on vendors will free up the database because people will be , encouraged, not to produce so much product, in turn reducing the amount of items on the database.

Message Edited by Sytem on 08-07-2004 12:33 PM

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