Development Cycle Archive
Thread: In-Test: Merchant Vendor Changes
I think you are missing that point, the database was much much much smaller at launch than it is now. You know, there is such a thing as software limits...ah forget it.
Cygnusaa wrote:
Devs fooled us all by lowballing the initial numbers so that we would all have a happy-fit when thy brought them to these numbers which are simply ridiculous to begin with.
Item limits are simply punitive in nature.
They complain NOW about the servers inability to load x numbers of items blah blah....gimme a break....get better equipment.
It is over a year after launch for cripes sake.
How does any of this help reduce empty vendors? Now players can ultimately have 12 registered emtpy vendors. LOL. (Unless i missed something that was put in place to delete them when they go empty).
I for one support a solution that reduces empty vendors and forces people to actually have the appropriate skill box to own a vendor, but item limits punishes us.
I can't see it any other way.
Anyone else feel bamboozled again?
CowboyBothan wrote:
Why not? Because your not a merchant. Essentially you want something for free, you want the manufacturing and retail aspect all in one? I'm getting tired of everyone complaining about being a crafter and not getting vendors, your crafters (as in you craft items) not sales people. The convience store you shop at doesn't make their own potato chips, they don't have a tobacco farm for the cigarettes they sell you. They buy the items they sell from someone else and sell them. If you don't want to invest in merchant find one to buy all of your stuff at a discount. otherwise if you want the whole profit margin get the merchant class, if your an armorsmith you have the points for merchant too. If your a doctor and want to be a medical supplies merchant you can be a master doctor and a master merchant so your complaints are not valid. As far as I can tell the only "crafter type" that can't also buy master merchant if they want to control the whole distribution line is Combat Medic.
MagenShae wrote:
WHY isnt merchant integrated into the crafting professions? novice AS = 1 vendor, Master AS =6 vendors.. do away with the merchant profession all together. Its a complete waste of skill points, with very little benefit to being Master. You get reduced fees and maintenance. Woopdie-doo.
Everyone is so curious why SW:G is doing this. I have no answer.. all I can see are problems:
First, you're going to get a lot of people who have enjoyed their double Masters (such as Doctor/CM) who will have to make hard decisions regarding their professions. Decisions that will ultimately cause them to leave the game, because they wont be able to support themselves by selling items on a vendor (lets not go there with the bazaar, 6K for 927/11902 med use 90 buff packs? i dont think so). So you're left with Doctors selling buffs in front of starports for cash. Yeah, just want I want to spend my $15.00 a month doing.
Two, you're going to see prices for everything sky rocket. Why? Because they can. Who wants to find a Master Doctor to make them buffs, when there's a vendor with them on there for twice what they should be. People pay for convenience and you're going to see the prices for everything go through the roof (as if it wasnt bad enough now). You think spam is bad NOW in coronet, wait till all those vendors go away and you place limits on the existing vendors.
I simply don't understand why a game development team is making a game that people pay for monthly, more and more difficult to play, and less and less fun.
regards,
A'ier Crestingstorm
Master Doctor
BHSS
Tarquinas
I have an alt thats a Master Merchant (yes, pity me, i pay for a second account). So this DOES affect me. This also affects all those people who cant afford to pay for a second account to do nothing but Master Merchant (pointless profession IMO). The point of my thread, if you had actually read it, was that I would like to see Merchant integrated into the crafting professions. To get rid of the profession completely. Sell to you something at 10K, that I made, with the resources I scrounged and paid for,so youcan turn around and sell it at 30K? Dream on. Get a Mini-Mall and charge me rent. That is a feasible solution. Finding a Merchant that doesnt have their own secondary crafting profession to host you a vendor? That is not, because they don't exist.
A'ier Crestingstorm
Master Doctor
BHSS
Tarquinas
MagenShae wrote:
Moepple wrote:
Creaturedoctor wrote:
Sorry this changes are crap....
however this Merchant-Revamp is the stupid way to seperate crafters and fighters.
People tend to forget that Merchant and Crafters are two different Classes. It a little bit like Marksman and Rifleman, if you want to be good with a Rifle, you need Rifleman, not only Marksman Rifles 4.
If you drop your crafting-skills because of this Nerf, its ok. You had the wrong aproach from start.
Be lucky about this.
This has got to be the most illogical thing I read today (aside from said thread name-sake post)....
what the heck would a merchant SELL if it werent for crafting classes? Im truly interested to know what you have to say....
A'ier Crestingstorm
Master Doctor
BHSS
Tarquinas
PlayeroftheDay wrote:
MagenShae wrote:
Moepple wrote:
Creaturedoctor wrote:
Sorry this changes are crap....
however this Merchant-Revamp is the stupid way to seperate crafters and fighters.
People tend to forget that Merchant and Crafters are two different Classes. It a little bit like Marksman and Rifleman, if you want to be good with a Rifle, you need Rifleman, not only Marksman Rifles 4.
If you drop your crafting-skills because of this Nerf, its ok. You had the wrong aproach from start.
Be lucky about this.
This has got to be the most illogical thing I read today (aside from said thread name-sake post)....
what the heck would a merchant SELL if it werent for crafting classes? Im truly interested to know what you have to say....
A'ier Crestingstorm
Master Doctor
BHSS
Tarquinas
What exactly would a crafterSELL if it weren't for merchants? .... ok let's do it again
what the heck would a merchant SELL if it werent for crafting classes?
rinse and repeat.....hey look its a circular reference everyone!
Here's a thought.. COMBINE THEM
/gasp
A'ier Crestingstorm
sick of posting to this thread.. bye
MagenShae wrote:
PlayeroftheDay wrote:
MagenShae wrote:
Moepple wrote:
Creaturedoctor wrote:
Sorry this changes are crap....
however this Merchant-Revamp is the stupid way to seperate crafters and fighters.
People tend to forget that Merchant and Crafters are two different Classes. It a little bit like Marksman and Rifleman, if you want to be good with a Rifle, you need Rifleman, not only Marksman Rifles 4.
If you drop your crafting-skills because of this Nerf, its ok. You had the wrong aproach from start.
Be lucky about this.
This has got to be the most illogical thing I read today (aside from said thread name-sake post)....
what the heck would a merchant SELL if it werent for crafting classes? Im truly interested to know what you have to say....
A'ier Crestingstorm
Master Doctor
BHSS
Tarquinas
What exactly would a crafterSELL if it weren't for merchants? .... ok let's do it again
what the heck would a merchant SELL if it werent for crafting classes?
rinse and repeat.....hey look its a circular reference everyone!
Here's a thought.. COMBINE THEM
/gasp
A'ier Crestingstorm
sick of posting to this thread.. bye
There is still one concern I have and that is the fact that Bio-Engineers are crafters that are severly impacted by these changes. They require more skill points for pre-requistes than any other crafter, none of which are in the artisan line. For us to get even a single vendor, we have to spend an huge number of skillpoints.
Please talk to NancyJ about this issue.
Thunderheart wrote:
LeBob wrote:
TH
When this goes in, will players be prevented from using vendors if they already dropped the Merchant skills necessary to create that vendor?
I think I read this in the patch notes, but I wanted to make sure... if so, I think this will be a great change... too many people were taking advantage of the skill points...
Yes, they will.
Though, I was able to sweeten the pot for Master Merchants. At the Master Box level, all of the Master's vendor limits will be raised to 300 per each vendor.
Wow, I may have to dust off my Merchant on Shadowfire, sounds like the Merchant class is becoming more like a real Merchant now and that spells good news for both Merchants who like to be Merchants, and to the crafters that just have enough Merchant skills to have a vendor, but who now will "want" to be in business with a Merchant, because you will no longer be able to stockpile everything, including the kitchen sink, into a single vendor.
I can understand where the crafters are coming from in regards to resources though, and maybe sooner, rather than later we can have a Player Storage Facility where you can store bulk resources, but would require a Binary Load Lifter to access the "crates"? Would be a win, win, win situation for everyone as Merchants get to be focal points of sales, Droid Engineers get to have a very useful droid and Crafters get some great new storage facilities, much like a cross between a barn and an equiptment factory![]()
Lucius Wunklin of Shadowfire
Master Artisan / AP shy Master Merchant / Novice Weaponsmith and Armorsmith
If its a bad idea, just shoot me ![]()
Message Edited by Cudayn on 08-16-2004 07:13 PM
2) Abandoned vendors (empty) will disapear after 14 days. (2 weeks)
3) Players that have items more than the proposed limit will not be able to add more items until the limit is met.
4) Vendors can be IDed by Image Designers.
Of course, SOE could and should notify the community of when the patch goes live, as this effect would cause all items on said vendor to vanish as well. This will give players time to retrieve their goods. Technically speaking this should not be hard.
Ok, now for the numbers. This is simple, yet highly effective:
Elite Box 4--------------- +25 (+1 vendor) (6 total; 7 if also master artisan)
Elite Box 3--------------- +25 (+1 vendor) (5 total; 6 if also master artisan)
Elite Box 2--------------- +25 (+1 vendor) (4 total; 5 if also master artisan)
Elite Box 1--------------- +25 (+1 vendor) (3 total; 4 if also master artisan)
Novice Merchant------- +50 (+1 vendor) (2 total; 3 if also master artisan)
Master Artisan---------- +100 (+1 vendor) (2 total if also master artisan)
Basic Box 4------------- +50 (+0 vendor) (1 total)
Basic Box 3------------- +50 (+1 vendor) (1 total)
400 total if if also a Master Artisan per vendor.
This comes to a max of 3200 items for a Master Merchant + Master Artisan on 8 vendors.
Ok, we've already gotten rid of the unskilles vendors, so free space has drastically improved.
We've set a hard limit that eliminates those 1000+ item vendors out there. I mean lets face the truth folks.... even Bill Gates had his company broken up into smaller pieces by the government itself for a monopoly, which under our own federal law is illegal.
2) The big time merchants will still be big time merchants if they spend their points to be Master Merchants/ Artisans. Example: A Player can easily be a Master Artisan, Master Merchant and Master Chef. Even with this template, they can still have 47 points left over for other classes and skills.
3) The small merchants, or (as Jedi Master Qui-gon Jin would say "a smaller junk dealer") would still have a wide open market to sell their loot items, batteries.... tools and repair kits that the big timers won't want to stock.
4) We end up with a healthy economy. Everyone spends their money still... no running around like maniacs, and no one has a complete monopoly.
There you have it. Please comment as needed.