Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes

auggy
Mon Aug 16, 2004 4:56 pm
#118

TH,


Once again I ask you, where is the give to your take? You have told us that you are restricting functionality for us and yet you can't give us a bone in return? How about those resource stack limits being increased? How about increasing the component stack size to whatever the schematic was for?


x8
Mon Aug 16, 2004 4:56 pm
#119

Corbantis will be losing another Weaponsmith. I simly have no interest in dropping my only combat skills to regrind a bunch of merchant crap. Would it be too much to ask for those of us that are master smiths to have one vendor? I can live with the limits, but having to pick up merchant again....blech. I'll just go combat only and become like every other character on the server. *sigh*



--------------------
Corbantis Server-Dark Jedi Knight(stoped being a JEDI cause lets face it there are to MANY!!!!!)



CU just aint that bad GO SWG
also COMPTON ROCKS

-NIKK- still me just put the Light saber up for ever
PlayeroftheDay
Mon Aug 16, 2004 4:57 pm
#120






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?




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.

MagenShae
Mon Aug 16, 2004 5:00 pm
#121






CowboyBothan wrote:






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




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.






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







~The good you do is never remembered... The bad you do, is never forgotten~
PlayeroftheDay
Mon Aug 16, 2004 5:00 pm
#122






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!
ChairSSO
Mon Aug 16, 2004 5:00 pm
#123

I also think that you need to address item storage issues on houses, banks, and on character. I know that it is exploiting the system, but many players are using vendors for storage because they have no other option. You continue to add items in the game for us to collect i.e. loot kits, but you do not provide us with adequate storage space for these items. A player should not be forced to use every lot for storing their items, and even if they do, they can only have 750 item storage on their lots. As the game has progressed, players have collected more items, and crafters especially need storage for resources. With the increased number of schematics that require loot components, crafters (Weaponsmiths especially) need more storage space for all the items they need to make all these items.


Just realize what the reality is in the game right now and please try to help us cope with it. Things may be worse than you ever intended, but it's not all our fault, and everybody shouldn't have to go on a mass destroying items spree because you decided to change ingame functions that have been operating a certain way for over a year.



Tierce

Jrock



Third time's a charm right?
MagenShae
Mon Aug 16, 2004 5:02 pm
#124






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







~The good you do is never remembered... The bad you do, is never forgotten~
PlayeroftheDay
Mon Aug 16, 2004 5:04 pm
#125






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







While we are at it lets combine Commando and Bounty Hunter and Fencer and TKA.
Creaturedoctor
Mon Aug 16, 2004 5:06 pm
#126

x8 you are not the last one....


many Docs and CMs willfollow....

btw where,you all YES-GREAT-Saying People , do u get your Weapons,Buffs or other crafted Stuff in the future !?!?!?!





Darkcloud
.:: TGA Ltd. ::.
FS Master Weaponsmith+2
WS since December 2003
Elwan, Naboo @ 884 -4716


If you want to be the best,
think like the best and use resources like the best.
then you can craft the best.
Seiryuu
Mon Aug 16, 2004 5:09 pm
#127

Thunderheart, these changes are looking more reasonable.

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.



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Rueger_Karde
Mon Aug 16, 2004 5:09 pm
#128

Lets say for the sake of argument, this NEEDED to be done. I believe it does, but some of you may not.


I am not going to say that there isn't the possibility that the devs intentionally posted numbers they KNEW they would change just so that they would change them to make us feel better. However, I think it is more likely that they erred on the side of caution so that if they did have to change it, it would be for the better instead of for the worst.


The reason I believe this is because the devs know (TH has stated it quite a few times) that the collective intellegence of the people who read this board is amazing. I sincerly doubt that they would try to pull the nerf hide over our eyes on purpose, becuase I think they know they wouldn't be able to get away with it.


This game and its development are very dynamic and in most cases of changes in plans (such as the infamous combat revamp) I am willing to accept the fact thatvariables changed after word got out to thepublic that something was planned. HOWEVER, in this case it seems to me that little could have changed (DB and storage and population wise) since the origonal numbers were posted here.


So,I would like to ask the devs to learn fromthis little miscommunication issue (I think you told us too soon what the numbers would be before you did some heavy hitting with the devs to get them raised) and not release info on things too soon. Especially when outside variables such as database and so onwill change little because that gives you less and less excuses on why they are miraculessly higher now.


In this way you wont make the player basefeelas if they are being mislead on purpose and we can get back to constructing what will be the greatest game ever made.



"People are wondering what will happen to Afghanistan when were finished fighting there. Im sure there are plans to rebuild the country, and a lot of times with rebuilding comes a name change. These are some possible name changes the government has been mulling over: Halfghanistan, Pothole-istan, Jenniferanistan, @ssbackwardstan, Bye-bye-Talibanstan, @ss-Kicked-istan."
— Jay Leno
Cudayn
Mon Aug 16, 2004 5:10 pm
#129






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

Homper
Mon Aug 16, 2004 5:11 pm
#130

(as posted on some forums)

Ok , this idea will aleave SOE's problem of server space, as well as clean up the economy of empty vendors. Yet at the same time, it will give way for the 'casual merchant' to sell there stuff like loot items and things of that nature. Please take a good look at the numbers, here, as I believe this will solve everyone's problem.

Ok, first things first: The principles

1) Vendors owned by characters without sufficient vendor skill(s) will be removed when patch goes live.
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.

The logic behind the principles:

1) When a player decides to drop a skill, he/she loses the effects of having the said skill. example: if you are a medic, and then decide to drop it to make way for other skills, you are no longer able to heal yourself and others. The same principle applies here.
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.

2) How long do you think your local Walmart would stay open if its shelves were completely empty? I promise you, being a business major here, that it would not be a long time. Imagine if your local Mcdonalds ran out of all its food products. The doors would shut and the employees would be sent home; Irregardless of whether or not the owner has enough personal wealth to keep it open. Technically speaking, if they can make 14-day trial accounts, they can make 14-day vendors.

3) If your store has enough space on any given shelf to display X number of wigits, you're not going to be able to fit X+1 items on the shelf or in the stock room. This could lead to thievery (new smuggler ability?) of your wares. Perhaps SOE might consider allowing players to increase the ammount of vendors by X%, but then of course run the risk of items being stolen... just an idea there. But the principle here is, you can't add more stuff when you already don't have enough space. Technically speaking, this should be equivalent to the programing code for back pack or inventory limits.

4) Show me a store on this planet where the owner doesn't add their own personal touch? Even franchises 'look' a certain way. Technically speaking, this should be the same as IDing a player.



Ok, now for the numbers. This is simple, yet highly effective:

Master Merchant------- +50 (+1 vendor) (7 total; 8 if also master artisan)
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)

300 total items available for a Master Merchant per vendor
400 total if if also a Master Artisan per vendor.

This comes to a max of 2100 items for Master Merchant on 7 vendors.
This comes to a max of 3200 items for a Master Merchant + Master Artisan on 8 vendors.

The logic behind the numbers:
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.

Ok, next... these numbers give the 'casual merchant' the ability to sell their loot items, batteries, or smaller things of that nature. the kind of stuff you can find at your local gas station.

This also gives players a greater incentive for being a Master Artisan. Not only that, but a player who chooses to just be a Master Artisan, and not a Master Merchant can have 2 vendors which can hold 200 items a piece. Of course, the big time time Merchant who spend those limited skill points would see the greater benefit for their further specialization.

There you have it.... The solution... if this is used.... the following will be true:

1) SOE meets and exceeds their need for more server space, and reducing lag, thuse making us and them happy.
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.

May the force be with you.




l ^isionelle l
__________________________________________________________________________
Praetorianof Valor - Leader Emeritus
Alurielle ~ R.I.S certified Armorsmith <~^v^~> Andarielle ~ She-Devil in baggy pants
__________________________________________________________________________
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