Artisan Archive
Thread: Bazzar improvements
I have created this thread for listing propossed bazzar improvements.
-Raise the max bid to 10,000 credits.
The bazzar holds some several unique advantages that I like take advantage of. However, I can't sell a large amount of stackable inventory (such as minerals & energy) using it.
-Searchable by catagory & name
Make the bazzar searchable!Folks would love this, it would cut down on unnessary browse time
-Have the merchant stuff...well do stuff
They seem to complain about it a bit, I understand that these things take time, but 'fixing' it would be great.
-Better classifiaction system
Tweak it so that the right stuff gets to the right place for all items. Make a general deeds section with a breakdown of Droids, Houses, and Harvesters etc.
-Change the posting fee on items
It's too low. You can change this to a sales tax, instead providing a greater, variablemoney sink. In fact youcould increase taxes on particular items due to 'imperal' restriction in certain areas. Or outright ban certain items (such as weapons) all together, giving player made vendors things to sell.
Add & debate
Kiljoy001 wrote:
-Raise the max bid to 10,000 credits.
The only problem I foresee with that is once you raise that to 10000, most people no longer will have a need for their own vendors, so the merchant tree pretty much goes bye, bye.
I agree with their 3000 cr limit.
I do agree with you though on being able to filter items easier. For instance, when i go to "Resource Containers, and then Minerals, there should be a tree structure underneath the Minerals that breaks it down by Irons, Gemstones, Steel, Ore, Copper, etc. If I'm looking for Iron, why should I have to wade through all the different materials that have nothing to do with what I'm looking for.
PadawanChong wrote:
Kiljoy001 wrote:
-Raise the max bid to 10,000 credits.
The only problem I foresee with that is once you raise that to 10000, most people no longer will have a need for their own vendors, so the merchant tree pretty much goes bye, bye.
I agree with their 3000 cr limit.
I do agree with you though on being able to filter items easier. For instance, when i go to "Resource Containers, and then Minerals, there should be a tree structure underneath the Minerals that breaks it down by Irons, Gemstones, Steel, Ore, Copper, etc. If I'm looking for Iron, why should I have to wade through all the different materials that have nothing to do with what I'm looking for.
Have you considered if they put the proposed changes into effect....than this would be a good thing ?(10000CR limit)
The limit on resource sales should be changed to 10k, but not other sales.
I think 3k insures that quality goods get sold by a merchant... although merchant vendorsneed lots of work.
The thing with resources is that a given crafter's needs are very specialized and both supply and demand fluctuate greatly. I tried selling via a shop using advertising skill to list myself and letting people know about my shop. I continued to make more sales through the bazaar. People just are not going to trek out to a store to see if, maybe, you have a particular copper they need.
Alternatively, we could have an entirely new bazaar for commodities so they can be sold from a pool at a credit/unit cost. So, if the merchant sets a price of 3cr/unit, someone could buy 3000 units from your 10000 unit pool for 9000credits. A % fee could be levied at time of sale rather then a trivial flat listing fee we have now.
Regards,
Artuk
Artuk wrote:
The limit on resource sales should be changed to 10k, but not other sales.
I think 3k insures that quality goods get sold by a merchant... although merchant vendorsneed lots of work.
The thing with resources is that a given crafter's needs are very specialized and both supply and demand fluctuate greatly. I tried selling via a shop using advertising skill to list myself and letting people know about my shop. I continued to make more sales through the bazaar. People just are not going to trek out to a store to see if, maybe, you have a particular copper they need.
Alternatively, we could have an entirely new bazaar for commodities so they can be sold from a pool at a credit/unit cost. So, if the merchant sets a price of 3cr/unit, someone could buy 3000 units from your 10000 unit pool for 9000credits. A % fee could be levied at time of sale rather then a trivial flat listing fee we have now.
Regards,
Artuk
Nice Idea I like it... any other comments ?
Example:
Player A - I need 1000K of Doonium Iron with OQ of 600+. Will pay 4cr/unit.
So player A logs into the Baazar and submites his request. As well as the money. Request lasts for 7 days or less dependinig on player A's choices, Also regional, so Player E on Naboo could not fill the requirment for Player A on Rori without traveling to Rori.
Players B,C,D log in, and see this request. First one to fill the request gets the 4K Credits. Player A recieves an email from the system telling them that the request has been filled, and item is ready to be picked up.
This may require an increase in the Cap (3000 Credits) on the baazar.
I would *much* rather see vendors/merchants fixed then changing the bazaar to replace them. I'm not even a merchant. I do appreciate being able to sell low-end and not so low-end stuff on the bazaar.
Searching is needed.
Better classifiaction and proper paging would be nice.
Dev's have talked about flatfee and sales tax for vendors. I wouldn't mind a scaled fee on bazaar but don't care enough to ask the dev's to prioritize it.
I think it's important for there to be easy, fast, efficient sales for low-end stuff. To help people starting out both buyers and sellers. I also think there needs to be more effort and less efficieny in selling hi-end stuff than low-end. In-game now it is not as good as it should be cause they are still working on Merchant issues. I also believe it must be very hard and very inefficient to sell hi-end unless you have/use merchant/vendors. /shouting word-of-mouth is the method now and I hope it doesn't get easier.