Chef Archive
Thread: Merchant/Vendor Changes for Pub10 on Testcenter NOW IMPORTANT!!
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HuttSlug
Mon Aug 09, 2004 3:13 am
#1
( Reposted from the Eclipse Server Board. Props to Vladi'mir for starting the thread and DogPea for this copy/paste.
Origina threadhere: http://forums.station.sony.com/swg/board/message?board.id=Eclipse&message.id=341228
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TC Patch notes (copied directly from the launchpad for you to see):
Publish 10 Test Center Update August 6thThese are the Test Center Patch Notes and are subject to change before publish 10 is pushed to live servers.
Major Features
There has been a great disturbance in the Force...as if millions of voices suddenly cried out in relief. An ancient path to becoming a Jedi has been altered. In its stead, it has been said that there is a new group of Force wielders in the galaxy who can help mentor those beings gifted with a sensitivity to the Force. A lost village in the Meridian sector is believed to be the hiding place. It is also said that this place has fearsome enemies. This journey begins with a single step and can last a lifetime.
Bazaar / Vendor Changes
GUI Enhancements
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).
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
Client
Fixed a problem where experience points (XP) would not show up until you logged out and back into the game
Fixed one of the most common client crashes.
Resolved an issue where non-anonymous crash reporting wouldn't include the user's information if they crashed very early in the loading process.
Commands
Changed the /unstick command so that you can only have one pending unstuck command in the cue at a time.
Furthermore, if you move, the previous unstuck command you have pending will be cancelled. a /findFriend command has been added. /findFriend will only work when both players are on each other's friends list. As long as both players are on each other?s friend list, the /findfriend command will create or update a 'friend' waypoint to a friend's current location.
Datapad
When clicking on a mission icon in the datapad, a small summary of the mission will be given in the UI without having to open another window.
Grouping
Fixed problem with the group user interface (UI) not correctly displaying the group member name under certain situations
GUI
Added option under 'Miscellaneous' menu to disable the camera shake (In-Game, press CTRL-O and press the 'Misc' button)
Crafting user interface (UI) now has additional information about resources
Can put VCD/PCD in toolbar to call/store vehicles and pets
Radar now has "consider mode" which shows con rating of NPC?s and Creatures (Mobiles)
When clicking on a mission icon in the datapad, a small summary of the mission will be given in the UI without having to open another window
Fixed some cases where the GUI does not update XP gain
Fix problem with the GUI not updating XP totals when XP is gained or lost
Pets
Pets will no longer suffer vitality loss from PvP deaths.
Profession: Jedi
There has been a great disturbance in the Force...as if millions of voices suddenly cried out in relief. An ancient path to becoming a Jedi has been altered. In its stead, it has been said that there is a new group of Force wielders in the galaxy who can help mentor those beings gifted with a sensitivity to the Force. A lost village in the Meridian sector is believed to be the hiding place. It is also said that this place has fearsome enemies. This journey begins with a single step and can last a lifetime.
Theme Parks / Missions / Quests
Made some changes to the Mark of Intellect event spawn controller. The Mark of Intellect event should now spawn more reliably and give better feedback if spawning fails.
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.
Major Features
There has been a great disturbance in the Force...as if millions of voices suddenly cried out in relief. An ancient path to becoming a Jedi has been altered. In its stead, it has been said that there is a new group of Force wielders in the galaxy who can help mentor those beings gifted with a sensitivity to the Force. A lost village in the Meridian sector is believed to be the hiding place. It is also said that this place has fearsome enemies. This journey begins with a single step and can last a lifetime.
Bazaar/Vendor
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
Client
Commands
Datapad
Grouping
GUI
Pets
Profession: Jedi
Theme Parks / Missions / Quests
Vehicle / Mount
shnazzy
Mon Aug 09, 2004 11:04 am
#2
I don't post a lot...but this is something I feel very strongly about.
Instead of limiting a merchants item limit to next to nothing. They really need to try the below listed ideas first, and see if that helps the server data base issues.....
1..... The Devs need to focus on all those (as mentioned previously) people who have vendors and use for storage who no longer have merchant skills, sweep those vendors that is unfair to a *real* merchant who still has there skills.2......AndI am totally for the 2 weekempty vendor sweep. I hate empty vendors just as much as anyone else.
......I am a merchant my vendors always have stuff on them, I am constantly restocking to keep my customers happy and give them variety. I spend atleast 4 hrs a week restocking alone, not to mention the crafting part of it.
Devs I hope you read this, I am sure it wont make a difference but, I tried.............please don't nerf the *real* merchants nerf the none merchants who no longer have the skills to have the vendors.....
ryukinku
Mon Aug 09, 2004 7:47 pm
#4
I agree with all of the merchant changes except limiting items. This is total garbage! How am i supposed to keep an sufficient supply and variety on my vendor? I guess log in everydayand cancel the subcription to my real life! Jezz SOE are you trying to slowly ruin everyones gaming experience one profession at a time? I would like to take this moment to thank you SOE for "fixing" or "improving" the game in whatever twisted parallel universe you guys are working in.
I never thought I would find myself debating canceling my account and switching to EQ2 over Star Wars! <sigh>
Mayor_Woosh
Wed Aug 11, 2004 1:06 pm
#5
A Master Merchant should have NO limit. That should be the bonus of spending all those points to become a Master.
I dont like imposed limit one bit. Bad idea to late in the game.
d2a007
Thu Aug 12, 2004 12:03 am
#6
I think that with all those changes/bug fixes the devs worked so hard on to get going, they lost some sleep and don’t realize how bad 110 items at master is … I love all the other fixes, the bike/group names will be nice. Ok devs sleep on it another day and come back and make me proud.
Now for a few quick questions. I have a vendor with about 1000 or so items on it, since I heard about the change I’ve been grinding up merch as fast as I could but I’m going to be way off. What will happen to my items? Will I just not be allowed to sell more till I get under my limit, or will they just disappear? Also I have a char on a different sever that got merch and has since dropped it, will his vendor go away or will I just not be able to list new items? Also it seems that when I see something posted on TC it’s live like the next day or two. Does anyone think this update will come in the next few days? I was thinking I still had a few weeks…
Thanks,
Crazyhorse
sciguyCO
Thu Aug 12, 2004 12:35 am
#7
Crazyhorse:
These changes are slated for Publish 10 (or maybe even a minipublish after that), so you should have at least a couple weeks. Major publishes sit on TC for a while, it's just the mini-pubs and hotfixes that get pushed to live fairly quickly.
My assumption (as yet unconfirmed) is that when pub10 goes live and a vendor is above the limit, you will be unable to put more items up for sale (probably giving a "too many items" error), but the items already on the vendor will remain. Worst case scenario may be that items get moved to the stockroom if you are over the limit.
The check for number of vendors vs. Management skill is even less known. With all the talk about the item limits, I haven't seen anything about what happens if you have, for instance, three vendors placed but only Novice Merchant (which only allows 2). Here's my guess on a likely implementation:
Vendor checks are done periodically (say at server reset), and if you have more active than you can support with your skills they (all? newest?) go inactive. You go around re-activating them, and when you hit your limit based on Management skill, you can't reactivate any more. Inactive vendors are deleted after 2 weeks, giving you time to move items to inventory, house, safety deposit, or other vendors.
Again, that's just a guess, there hasn't been any specific dev mention about how the limitations are going to be implemented if you are exceeding them once the publish goes live, and I haven't seen anything particular to that from Testcenter reports.
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