Artisan Archive
Thread: Artisan Changes w/ Publish 10
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RealDarius
Fri Aug 06, 2004 7:39 pm
#1
Hello Everyone,
Test Center is up and Publish 10 is now active!
Changes to our profession have been made and here are some excerpts:
Bazaar/Vendor
# Vendors that are empty will no longer be visible on the planetary map (Ctrl-V).
# Vendors that have been left empty or abandoned for two weeks will be deleted (owner will receive a warning message prior to deletion).
# Email notifications have been added to advise vendor owners of the status of their vendor.
# Fixed a bug that caused items to sometimes vanish from vendors.
# 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).
# Vendors that are empty will no longer be visible on the planetary map (Ctrl-V).
# Vendors that have been left empty or abandoned for two weeks will be deleted (owner will receive a warning message prior to deletion).
# Email notifications have been added to advise vendor owners of the status of their vendor.
# Fixed a bug that caused items to sometimes vanish from vendors.
# 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
Client
# Fixed a problem where experience points (XP) would not show up until you logged out and back into the game
# Fixed a problem where experience points (XP) would not show up until you logged out and back into the game
GUI
# Crafting user interface (UI) now has additional information about resources
# Crafting user interface (UI) now has additional information about resources
(The crafting window will now have a small bar next to the Resource Slots showing how good of an effect it will have on the experimental attributes. In addition, the information window even shows you the formulas! Both the bars and the formulas/result are color-coded. You can easily see which resource is better for a particular slot.)
# Fixed some cases where the GUI does not update XP gain
Vehicle / Mount
# Fixed a problem where a player would warp when dismounting a vehicle/mount.
# Fixed a problem where vehicle would store too quickly or at the wrong time.
# Fixed a problem where a player would warp when dismounting a vehicle/mount.
# Fixed a problem where vehicle would store too quickly or at the wrong time.
Good luck and enjoy,
-D
Kalia
Fri Aug 06, 2004 8:26 pm
#3
That's why it's on *TEST CENTER*... so crafters can "test" it there before it goes Live. That's why there's a Disclaimer at the top of the publish notes saying that these changes are subject to change before being pushed to Live.
TC artisans are already discussing it.
Sigrun
Fri Aug 06, 2004 8:33 pm
#4
Those numbers are too retarded to even test.
Come on. Can't they do queries on their databases to figure out how many items are on a typical vendor? Or how many items vendors are selling in a 30 day period?
I'm sure it's more than 110 or whatever the upper limit is.
And let'sthink about tailors and chefs... buh bye variety.
Idiots.
PostWhenHappy
Sat Aug 07, 2004 9:47 am
#5
Guess the developers want to increase the number of people doing multiple combat proffesions in the game. Cause that what i'm gonna do after I drop merchant and close up shop. That is to say if I even care to continue my 3 accounts. The most rediculous nerf to come down the pike! The DEVS simply dont get it!
Blackmoore
Sat Aug 07, 2004 2:27 pm
#6
Well, I hope they allow for bigger crates of power ups now. I mean really. With powerups and vehicles alone it would be easy to hit the 50 mark. This is pretty crazy. Why no increase for a Master Artisan? There should be morethan 50itemsfor being a Master. I am all for the caps trust me. But let's be reasonable here.
Esher
Sat Aug 07, 2004 3:03 pm
#7
DocSavag wrote:
Ok. Its a no brainer that no one in this forum likes the vendor item limits as they currently exist on TestCenter. I need rational discussion about that to take back to the devs.
I don't want your rants, your flames, your threats to quit or anything not helpful. Give me your thoughts about how this will affect your business and lets discuss compromises.
You will not get unlimited items out of this. Its not going to happen. Get it out of your head. We need counter proposals.
My first idea is that the per vendor item limit vs an aggregate limit is the first problem. There are technical issues with aggregate limits but I'm exploring those with the Dev team to see if they can get around them. If we could get aggregate limits instead of per vendor limits that would help a bit, but I agree that the limits for a Master Merchant are too low for large crafters, and merchants trying to do high volume in multiple lines.
I'm sorry but that's a slap in the face to every crafting profession.
SargusQuintek
Sat Aug 07, 2004 5:54 pm
#8
Give me a reason why there needs to be a limit on items in vendors? Is this a database issue? That won't be an issue after half the players quit
They should first fix the storage problems before doing this.
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