Bio Engineer Archive
Thread: For those BEs who are also Mercahnt, major change coming
darthsabertooth wrote:
no offense but i dont see how this is a big deal...although for me it is..i might have to drop rifleman...just so i can get som merchant skills...okay i guess its sort of a big deal...but its not as big of a deal as some make it out to be and i dont see why anyone would quit the game because of this...
I took a quick look at my 2 vendors last night. I have just shy of 1200 items on 2 vendors presently. I have around 60 pets alone. The cap that the devs suggested would have me capped at 60 per vendor, or 120 total. The counterproposal that the merchant corrs has would cap me at 75 total(lol, good to know he's representing me! Maybe if he works a little harder he'll have me down to 50 total). In order for me to pick up more merchant I'd have to drop one of the following:
bio engineering - not gonna happen
tailor - not gonna happen
exploration - can't be a bio engineer without it
So the net effect on me would be that I'd lose somewhere in the neighborhood of 1100 items off my vendor. Assuming an average value of these items to be around 10k, that's about 11 million credits worth of merchandise, and more importantly represents months worth of work that I'd just flat out have taken out of my account by SOE, never to be returned. Thenlooking at it in the future I would be so bottlenecked by it, that I would not even be able to stock 1 of every item that I have a schematic for. Still don't see the problem?
bah
Message Edited by ArthurDentOnBria on 08-08-2004 07:27 AM
Doc is working hard and has been before these numbers were announce, to raise the limits but the devs are really focussed on cracking down on crafting monopolies and they think limiting stock levels and using vendors for storage will do that.
I know this situation is particularly problematic for BE's and I explained our position fully when these changes first came up for discussion and then again when the final list was announced.
Seiryuu wrote:
The dev's logic boggles me at times. I don't see how forcing everyone out of business stops monopolies. All it promotes is people with second accounts to be the major merchants.
I'm not gone yet, but I suspect this will be the end of my BE career. I'll keep my fingers crossed until we get our final answer.
The basic idea behind it is that there will be more room in the market for new traders if the large crafting monopolies cannot be stocked 100% of the time... I dont think it will work but thats the theory anyway.
I'm also trying to push to get rid of the 2 week delete and replace it with a manual delete after 2 weeks for store owners.
Yes I've mentioned our little vendor problem, and in fact other corres have mentioned it too in my absence, but I have gone on and on about it, unfortunately the issue has not been acknowledged, but I know it at laeast has been read.
1. Get rid of EMPTY vendors.
2. Leave stocked vendors ALONE.
3. 10 items at Business 3? SLAP IN THE FACE. I could sell 25 items on the Bazaar without merchant skills.
SoE needs fess up to why they are driving players out of this game before JTL. Players need to let SOE know that they will not purchase EQII if they are driven out of SWG.
/sigh
Seraphym14 wrote
If they make ANY changes to the number of items stored on a vendor, SOE will be seeing TWO CANCELLED ACCOUNTS.
1of2alts wrote:
Seraphym14 wrote
If they make ANY changes to the number of items stored on a vendor, SOE will be seeing TWO CANCELLED ACCOUNTS.
completely unrealistic.
Please name 1 other online game that allows you to store an infinate amout of items or information on their servers. That's what Mercahnts can do right now. Store an infinate amount.
All other online games have very strict amounts that can be stored in the inventory or banks of their players.
Other games DONT have a completely player run economy either....
Apples and oranges.
NancyJ wrote:
Seiryuu wrote:
The dev's logic boggles me at times. I don't see how forcing everyone out of business stops monopolies. All it promotes is people with second accounts to be the major merchants.
I'm not gone yet, but I suspect this will be the end of my BE career. I'll keep my fingers crossed until we get our final answer.
The basic idea behind it is that there will be more room in the market for new traders if the large crafting monopolies cannot be stocked 100% of the time... I dont think it will work but thats the theory anyway.
ScoutMastr wrote:
Ok, simple question: Who's been complaining about monopolies? Usually when someone is nerfed, it's due to some huge uproar from players about a situation ingame...this excuse came out of nowhere.
1of2alts wrote:
ScoutMastr wrote:
Ok, simple question: Who's been complaining about monopolies? Usually when someone is nerfed, it's due to some huge uproar from players about a situation ingame...this excuse came out of nowhere.
No it didn't come out of nowhere. this was one of the reasons given when the vendor changes first were discoussed in the 'In Development' thread months ago.
You are correct, but what I was saying is that even back THEN, it came out of nowhere...there is no outcry to stop monopolies. I didn't believe it then, and still don't. I just thought it odd that NancyJ would even bring that garbage up without a disclaimer first stating that: "the following is a complete lie and an insult on our intelligence"...