Artisan Archive

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

PizzaTheHutt
Sun Aug 08, 2004 9:06 am
#27






4Bidden wrote:


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







I see your point 4B but Im happy about the changes regarding vendors. Unlike you, the majority of vendors out there are empty right now. I spent several hours yesterday looking for a vendor that wasnt empty yesterday. With unlimited vendors, I wasted a LOT of time.


Go patch 10 go!



Roo Emtoo
Master Bounty Hunter
Starsider
4Bidden
Sun Aug 08, 2004 9:20 am
#28






PizzaTheHutt wrote:





4Bidden wrote:


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







I see your point 4B but Im happy about the changes regarding vendors. Unlike you, the majority of vendors out there are empty right now. I spent several hours yesterday looking for a vendor that wasnt empty yesterday. With unlimited vendors, I wasted a LOT of time.


Go patch 10 go!





I am all for the changes to empty vendors.. What I'm disputing are the item limits being proposed, that I listed at the beginning of this thread...

Message Edited by 4Bidden on 08-08-2004 09:21 AM



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CPark
Sun Aug 08, 2004 1:11 pm
#29

Summary of the discussion so far:

1) Less variety on vendors: (est. 90% chance) When maintaining adequate stock to support sales hits the limit many merchants will cut back the number of different items stocked and concentrate on just the best selling items. Comments in the discussion so far strongly suggest this outcome.

2) More specialized vendors: (est. 50% chance) with less variety specialty vendors will be established to cover the need for items that high volume vendors will not stock. I estimate this at a 50/50 outcome because specialty shops need good advertising to be viable and that is very hard to establish in the game. Also, the reward is slower to come to the crafter so if they get fun from having folks like what they do there will be less immediate payoff.

2A) The greater the number of items and options in a crafting profession the more it will be impacted: (est. 60% chance) Crafters like weaponsmiths, tailors, architects that stock furniture, and the like will have to stock less variety. Master artisans, with less variety will be impacted, but less -- though the higher volumes and lower margins of their items will have a similar effect. Comments in the discussion so far suggest this outcome.

2B) Pressure on mechanisms to find stocked vendors and particular items will increase: (est. 60% chance) When it becomes harder to stock and maintain variety in vendors there will be more vendors a customer has to search through to find what they want -- more frustrated buyers will generate more complaints about the vendor system.

3) Crafters will have to re-stock more frequently: (est. 75% chance) With less stock the vendors can not be built up by making big runs and transferring them into the vendors. Comments in the discussion so far suggest this outcome.

4) Pressure on storage space will increase: (est. 75% chance) When vendors can not be used to warehouse items, crafters that do not want to craft many small batches will have to find other places to store the runs. Limits already in place on buildings and factories will seem more severe. Comments in the discussion so far suggest this outcome.

5) Crafters will depend more on merchants to sell their goods: (est. 50% chance) To provide well stocked locations merchants will have to consolidate several vendors in a single location -- that is, vendor skills will be needed in cases where the single vendor available to crafters will no longer suffice. But merchants will suffer many of the impacts mentioned in earlier items and currently there is no easy way for crafters to sell to merchants or merchants to find reliable crafters.

6) More pressure on market mechanisms: (est. 50% chance) Finding goods, and transferring them in any quantity, are already difficult. When customers, merchants and vendors become more interdependent the lack of a fluid player marketplace well be even more apparent.

A couple of comments and questions:

I don't know the reason developers have for limiting the number of items on vendors -- have they given one?

The limitation will put pressure on other fragile systems that many folks have mentioned: item stacking, storage in houses, commodities exchange, vendor and item location mechanisms -- or their complete lack --, and empty vendor problems.

It seems to me that many players through using vendors with no storage limits overcome the supply chain and marketing systems that are missing in the game. Putting limits on vendors breaks those players solutions but does nothing to alleviate the problems they evolved to solve.

C-Park Finner
fxbear
Sun Aug 08, 2004 9:11 pm
#30


This is one of the most unbalanced areas of the game. I don't understand why the soe team isn't exploring all aspects of this type of nerf before even acting on it. This one is so obviously bad it would have never made it to the discussion table at my own company (way back when a long time ago).


Storage of items is impossibly broken for architects and merchants (I'm master of both). I've resorted to using vendors in my multiple houses to store the resources I need to craft items, not to mention the space needed to store the items. Now your going to limit it further? Thats just nuts.


You need to fix the storage problem by first looking at the requirements of crafting all the items at my disposal, how much space I'll need for the resources, factories, deeds, and finished products, and then look at the vendors and how much space I'll need to sell those items. This nerf will insure I never make low volume items ever again. I'll you'll see on my vendors are paintings and master furniture.


This is a waste of effort, go back to the drawing boards gang. Bad idea.


Broom
Mon Aug 09, 2004 3:03 am
#31

I just picked up something on the other profession forums that was interesting. It is hinted that this is not about any database limitations at all, but that they are once again after the 'monopolist crafters' who, according to the development team, are 'strangling' the economy.


Frankly, if this is true, these people are ready for committal. I never ever had any trouble selling products, as long as those products had the quality the customer wanted. Note that this is NOT the same as making top quality always. For the first months in game, I earned my keep mainly by running missions to Vreni Island (ugh) and selling repair tools and crafting tools on the bazaar, while I was working on harvesting the resources needed to level architect and to set up shop AS architect. And even as a 'struggling young architect' I never had a problem with 'monopolists' strangling my market.


I feel sick at the sheer incompetency of these people on every level.


Linna



- R.I.P. SWG April 27, 2005
Sytem
Mon Aug 09, 2004 11:31 am
#32






Broom wrote:

I just picked up something on the other profession forums that was interesting. It is hinted that this is not about any database limitations at all, but that they are once again after the 'monopolist crafters' who, according to the development team, are 'strangling' the economy.


Frankly, if this is true, these people are ready for committal. I never ever had any trouble selling products, as long as those products had the quality the customer wanted. Note that this is NOT the same as making top quality always. For the first months in game, I earned my keep mainly by running missions to Vreni Island (ugh) and selling repair tools and crafting tools on the bazaar, while I was working on harvesting the resources needed to level architect and to set up shop AS architect. And even as a 'struggling young architect' I never had a problem with 'monopolists' strangling my market.


I feel sick at the sheer incompetency of these people on every level.


Linna




If this is true, this games economy is doomed to failure.. Why?.. Cause it will not allow for anyone to stride for something better... At its best, you can only sell twice as many products that I Business 3 artisan could.. Many will leave the crafting professionsto do combat, or just quit the game.This is starting to make me worry.. There are plenty of things to sell, and plenty of people to sell to. I do predict one thing...the admin option will be removed from the game to further reduce our ability to store in other peoples buildings... It's going to get worse...lol

Sytem
Mon Aug 09, 2004 1:02 pm
#33






orange-arrows wrote:

hmmm.....


I think it is a good idea:


I expect to see more items in crates

I expect to see less vendors full of loot drop CDEF pistols, broken vewscreens, and other junk items

that really arent even worth my time to take to a loot vendor when I do loot them myself

I expect to see less basic/ordinary items on vendors -- they will be going to the bazaar


I expect to see more contact from people wanting custom orders from me

I expect to see less empty vendors which irritates me greatly especially if I have to pay the 1 credit entry fee to discover the guy has 3 empty vendors in his house


the downside ...


I cant use my vendors as substitute storage

I cant stockpile a vendor or two after I give up merchant/artisan for the day when I become master medic and want to use a vendor (that I dont deserve) to run a business

I cant put every piece of junkI pick up on my vendor for 100-200 credits hoping maybe someone will buy it.


really .. I dont see much downside to this.








All I see are downsides.. I'll add a few to yours


-With availability reduced, prices may go up.


-With availability reduced, it will force people to run around more looking for stuff that would normally bein one place..


-With availability reduced, it will force others to remain small. Creating a ceiling effect to crafting professions. They wont be able to grow like most businesses can.


-With my ability to create hundreds of different items, I will be able to sell everything I can craft... So most of my crafting abilities will be hindered...


-Oh, afk advertising will go up.... You will become your own vendor.. You dont need a recursive macro to do it.





Message Edited by Sytem on 08-09-2004 01:04 PM

ob-eron
Mon Aug 09, 2004 1:21 pm
#34

This major change, uncalled for by the user community, certainly interferes with the invisible hand of a free market economy. The bad effects are:
1. Increased out of stocks, especially on vendors with the lower quantity. Two or three buyers could easily wipe out stock in a day. No seller would desire to restock vendors daily---there is a practical limit to increasing turnover.
2. Because of the limit in skill points, many players such as myself, cannot AFFORD to rise higher than Level III, and still maintain other master professions. Yet many of us, I suggest, provide a real service to the community by maintaining well stocked vendors. This change will penalise players such as myself, and, from what I have noticed, players more dependent on major vendors for income as well. I certainly will not invest in a factory (at the expence of fewer harvesters) just so I can put merchandise in containers and save space on my vendor.
3. I agree with others who have argued that the change will simply increase the number of vendors, making purchasing items more time consuming and difficult for the consumer. If the goal of the development team is to reduce items on a database, I suspect the change will not help them much; the number of items will remain more or less constant, but be spread over more vendors.

I am totally opposed to this change,
Ob-eron
Splutty
Mon Aug 09, 2004 1:22 pm
#35



orange-arrows wrote:
hmmm.....
I think it is a good idea:
I expect to see more items in crates
I expect to see less vendors full of loot drop CDEF pistols, broken vewscreens, and other junk items
that really arent even worth my time to take to a loot vendor when I do loot them myself
I expect to see less basic/ordinary items on vendors -- they will be going to the bazaar
I expect to see more contact from people wanting custom orders from me
I expect to see less empty vendors which irritates me greatly especially if I have to pay the 1 credit entry fee to discover the guy has 3 empty vendors in his house
the downside ...
I cant use my vendors as substitute storage
I cant stockpile a vendor or two after I give up merchant/artisan for the day when I become master medic and want to use a vendor (that I dont deserve) to run a business
I cant put every piece of junk I pick up on my vendor for 100-200 credits hoping maybe someone will buy it.
really .. I dont see much downside to this.





I quite seriously hope you were being sarcastic here, or maybe you just don't know the reality of a couple of things. 'More items in crates' would be extremely nice. Problem is that there are quite a few things in for example architect that don't even crate to begin with, so that's out.

Less vendors full of crappy loot drops. What exactly is the problem with a vendor with crappy loot drops? I know at times I'd just like to get some junk items for decoration purposes, and these vendors are ideal for that.

And basic/ordinary items on the bazaar? With the 25 limit on offers? I seriously doubt it. Aside from the fact you'll have to actually *go* to a bazaar with everything in your inventory and sell it; aside from the fact that bazaar interface is seriously crappy; aside from the fact that if you actually have your whole 25 items on, you won't be able to offer any items to any vendors anymore.

The less empty vendors I wholeheartedly agree with, that would be very nice, and that's also one of the things that's coming up in publish 10, and I hope *that* at least goes through.

And people don't deserve vendors? Fine. I'm all with you on that, actually (even though I'm using the 'dropmerchantexploit(TM)'). But the only realistic way this will ever work is when they make vendors work as proxies, so the merchant isn't responsible for everything, but mostly for sorting, accepting and hiring out the vendors.

Mad.

ps. This is not intended as a flame, if it might look that way, it's probably because I feel rather strongly about this issue, and I apologize if it comes over harsh, but I'm just going for the plain truth-as-I-see-it thing here..
Darkwerk
Mon Aug 09, 2004 4:31 pm
#36


I agree that nerfing vendor capabilities will do more harm rather than good. This is not only a problem for artisans and more specifically, merchants but rather, it will affect the -entire- SWG community. Who hasn't bought an item from a vendor? You would be hard pressed to find a player who has not. Since the in-game economy is woven together the way it is, if artisans are forced to sell items at a higher price becuase of the nerf it will also affect anyone who will want to buy or sell something, regardless if they are using a vendor or not.


Lets say that I am a scout that collects organics and sells them on the bazaar to artisans who use them to create 'whatever'. When I want to buy an item that I need to do this (like a rifle) it will cost more. In turn, to cover the greater cost of my equipment I will have to increase the price of organics. When the artisan buys them they will have to increase the price of whatever that they are making. This cost will be passed of onto someone else, who may be forced to pass this to another player. For those of you who do not know, this is called inflation.


I am not saying that this doesn't happen already, but when you reduce the supply of a commodity, the price will increase. This is why the whole community has to tell the devs how they feel about it. No matter what profession you play, or how you make your credits this will affect you.

orange-arrows
Tue Aug 10, 2004 12:00 am
#37

hmmm.....


I think it is a good idea:


I expect to see more items in crates

I expect to see less vendors full of loot drop CDEF pistols, broken vewscreens, and other junk items

that really arent even worth my time to take to a loot vendor when I do loot them myself

I expect to see less basic/ordinary items on vendors -- they will be going to the bazaar


I expect to see more contact from people wanting custom orders from me

I expect to see less empty vendors which irritates me greatly especially if I have to pay the 1 credit entry fee to discover the guy has 3 empty vendors in his house


the downside ...


I cant use my vendors as substitute storage

I cant stockpile a vendor or two after I give up merchant/artisan for the day when I become master medic and want to use a vendor (that I dont deserve) to run a business

I cant put every piece of junkI pick up on my vendor for 100-200 credits hoping maybe someone will buy it.


really .. I dont see much downside to this.





º ORANGE ARROWS º



DemmonA
Tue Aug 10, 2004 12:21 am
#38

How would this affect me?


As a Master Architect/Master Artisan it would severely reduce the variety of items on my ONE vendor. After just one customer buys the several deeds or dozen pieces of furniture he or she wants, my vendor would look like it belonged to a dabbler to all the potential customers who browsed it. They would have a bad impression of my business and maybe of my fellow guildmates as we share a mall.


As a consumer, it would plunge the supply. Guess what happens to prices when that happens. It means spending more time shopping and paying more for the item when you find it.


Abandoned vendors should be removed, but to further REDUCE database usage, resource stacks should be increased and factory crates should be increased. Please, see what happens to the database when the abandoned vendors go poof, before you punish those of us who don't use vendors for storage.
Gavvot
Wed Aug 11, 2004 3:13 am
#39

I think that if they put a item limit based on skill there should be some increase at Master Artisan.

In all the other basic profession, mastering the basic profession improve the elite profession based on it, not with Artisan, why?



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