Development Cycle Archive

Thread: ID#2: Two Changes to Bazaars and Vendors

aibo220
Sat Jan 10, 2004 12:12 am
#1288

FORGET SCREWING OVER MERCHANTS AND CRAFTERS ALIKE... FIX THE BUGS ALREADY!


FOR THE HUNDREDTH TIME NOW, AND 5TH TIME TODAY I WAS BOOTED OFF DANTOOINE TO SEE SERVER LOADING. FIVE MINUTES LATER I GET BACK AND IM AT THE OUTPOST, UNBUFFED, AND WITH MY WOUNDS.


This is getting extremely annoying as it continues to occur more and more often. Now I must reheal my wounds, get the doctor back out to Dantooine to rebuff me, and start all over on gaining xp.


Get with the program now and stop trying to ruin this game more. Fix the bugs you already have here. Then focus your attention to ruining something else.




"What a piece of 5|-|17 I returned to." [ Tiphini ]
/cough "Damn book." /cough

Seshemw
Sat Jan 10, 2004 12:23 am
#1289

The comment that the change may include only merchants being able to have vendors? Exceptionally bad idea. With the bazaar limited to 'low end items', you're going to require EVERYONE that sells something for more than what amounts to pocket change be a merchant? If so, the amount of extra pain and suffering to filter items through merchants from doctors, architects, combat medics, heck ANYONE that has a crafting skill (and especially the ones who have crafting skills that have nothing to do with the novice artisan profession, meaning they'd have to come up with a minimum of 35 skillpoints for novice merchant to have that first vendor, not just the 20 an artisan based advanced crafting profession needs).

Right now, my vendor is my doctor/BE's only way to sell crated meds, petstims, tissues, and creatures. I can do it word of mouth. I can do it hand to hand in secure trade windows. But it's 150% more hassle than I need, since that requires both buyer and seller to be on at once, and totally kills any chance of me selling while I'm doing something other than strictly selling. If I lose the ability to vendor by not being a novice merchant or better, the economy as a whole will suffer from big markups at the least (as the crafters who don't want to be crafter/merchants alone, or crafters that have more than one crafting profession) have to put their wares onto merchant vendors (who will, presumably, add their own markup to the product if they take it).



--
Nivis Nix [TLC] - Rori
Master Sergeant - Imperial ground forces, detached
Tortilla
Sat Jan 10, 2004 12:23 am
#1290

Plz do not cap the vendor limit to 150... I sell about 300-500 weapons a day,If u cap it i would have to be by my vendor all day just restocking (not to mention vendors dont initialize nowadays). You aredestroying the Merchant profession. What good is it to be master merchant anyway? i spend about 70 skill points to be having to restock a vendor frequently?


I RATHER SPAM AT THE STARPORT DOING SECURE TRADES THAN HAVING TO RESTOCK MY VENDORS 2-3 TIMES A DAY....Im sure that will fix the server issues (yeah right).


You are just tradingone problem for another. FOR ONCE FIX SOMETHING!!!




Masta Weaponsmith
Shop @ -4680 3350 Naboo 1000 meters SE of Theed
Redguard
Sat Jan 10, 2004 12:27 am
#1291

TH as you've pointed out there will be new model weapons for each level of skill. This means that as a weaponsmith I now have to stock these items. I am not the type of smith that just focuses on guns. I'll have a selection of melee and heavy weapons available as well. How many of these items do you think should be kept in stock? What is the reason behind establishing a merchandise multiplier prior to setting a limit to stock I can have in my vendor?


On Monopolies: I have yet to see any crafter(Monoploy) or any group of crafters (Oligopoly) corner the market. Any crafter can make money if they price their wares to sell. Even if people bought the goods you crafted for resale means that I would be making money.


I think that people are mistaken if they think that any crafter who has a high demand for his goods and is successful at selling them is a working monopoly. In no way shape or form are you obliged to buy weapons from that crafter/businessman.


We can also look at it like this. Crafters do have somewhat of a right to dominate the economy of the game. While other players make money the crafter makes the goods that will be used by almost all in thier further endevours. Why is it an issue if some like minded crafters have decided that they'll set the value of x item at the y price? There is nothing fair in business.




Given the choice between style over substance. I'll take a sandwich.
Breigh
Sat Jan 10, 2004 12:29 am
#1292






Nicolasa wrote:






Thunderheart wrote:





Draznar wrote:
I want to expand on my idea to tie vendor item limits to Merchant Skill. I think that the limit should be as followed:

  • Bus 3 = 50
  • Bus 4 = 100
  • Novice = 150
  • Man 1 = 200
  • Man 2 = 300
  • Man 3 = 400
  • Man 4 = 500
  • Master = 1,000




This is an idea I like too. I shared the idea with theLead Designer and he likes this idea too.


The thing here is to implement it right away means that as a merchant goes up in level, it wouldnt automatically upgrade in numbers. If you gained a new merchant skill box which unlocked more slots, you would have to create a new vendor. We'd be able to add an automatic check and upgrade in the future, but it wouldnt be for a long time.


Even still, I think its a great idea to add this ability in. I dont know what the max numbers would be yet though Ill ask.









I really like this, except that I'd like to see the efficiency line used instead of the management line. This requires more breadth of the tree to get usefulness out of it. And it makes it so that Master Merchants are more useful. Do something where you get increases at Efficiency I, III, and Master. Make sure to keep Efficiency IV as lower building prices though. That's one of the few useful Merchant boxes.






hehe noooo! That's the only line I don't have! *laugh*




Moibeal Saorsa
Master Tailor / Master Image Designer
~ Chimaera ~

WookieRebel
Sat Jan 10, 2004 12:49 am
#1293

I agree.




Jezek//Trickshot

GadeEtaf
Sat Jan 10, 2004 12:49 am
#1294

Bazaar price raise: Awesome (kinda, may discourage people from using player shops and such, probably not going to be a very big deal, unless you are a "new" shop owner)

Vendor item limit: Bad. Two reasons. 1: Items such as clothing, medicine (just two examples), things that either require numerous styles (clothing) or degrees of effectiveness (medicine) are going to be hurt. The more common items in for some will sell quickly, and the rest will pile up. As for tailors.... they are really hurt because they wouldn't be able to place several styles of the same item, in different colors, etc. on their vendors... limits their options for marketing greatly.



-----------------------------
Master Smuggler
Teras Kasi Master
Master Merchant (Retired)
Pistoleer: 2/0/4/4
-----------------------------
GadeEtaf
Sat Jan 10, 2004 12:50 am
#1295

Request: Edit button for posts.

(Forgot the "2:" right before "As for tailors....")



-----------------------------
Master Smuggler
Teras Kasi Master
Master Merchant (Retired)
Pistoleer: 2/0/4/4
-----------------------------
Brevo
Sat Jan 10, 2004 12:55 am
#1296

simple stop selling crap on bazzar, as a buyer its a waste of time looking through endless lists of pure cack.



Brev

Honest-Harrys Radioactives. Nr Dant mining -291 2731
kwynn
Sat Jan 10, 2004 1:01 am
#1297

I like the idea of raising the credit cap so a little more variety of items could be sold. I especially like it for resources. It's annoying to have to buy 3 seperate 1k lots of a resource because you want more than 1k worth. I prefer the bazaar for buying resources because I have yet to find a vendor that sells any in variety. Since the number of items you can sell on the bazaar isn't being raised I really don't see this affecting merchants.


I don't have a problem with a cap on the number of items on a vendor but 150 seems a little low. I have a clothing vendor right now that regularly has ~200 items on it. Of course I also see a lot of vendors that have <10 items on them.


d






Kwynn
darknacht
Sat Jan 10, 2004 1:02 am
#1298

Raising cap on bazaar to 6k is great.


Limiting total of items on each vendor is ok IF vendor maint expense is lowered. The expense was meant to limit placing too much...if you are going to impose limits, the high expense is not justified. Of course, this will hurt the low end and marginal vendors more than the so-called monopolies. The 'monopoly' business can find a way to work around almost anything. The limits to one vendor will keep the small artisan or merchant limited in what they can sell. So saying that this will limit the big business is a questionable statement.

camode
Sat Jan 10, 2004 1:02 am
#1299

bazzar cap....i can care less

limit on items on our vendors is bad, bad idea!!!
for the love of god, use those subs! if u run into a vendor that sells weapons, armor, skill tapes, medical, and resources, then just go to and view just weapons, or just armor its not that hard! use it like a bazzar. limit will put many business man out of business...only crafters will be able to sell crap.

if u set limit on items on the vendor...then u should give us more bank space or house space or something, wearhouse type. other wise...i don't know...i bought 25 suites of armor...thats 225 pieces and u telling me i can't put it all up on my vendor? 25 suites thats not much.

plz don't do that limit thing



Colonel Kiazer Arragon
"Arragon Steel"
----------------------------------------
FINEATOPIA
Located on Dantoone (Imp Outpost)
Jedorin
Sat Jan 10, 2004 1:03 am
#1300






Barabelbounty wrote:

If its database problems then make items with same serial number stackable .





Brilliant!





Jedorin Auj <OZ>
Order of Z Malls:
Toxic Tavern, Sanctuary, Dantooine -2660 5150
Theed, Naboo -5370 3420

Page 100 of 178