Development Cycle Archive

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

Magusarcanum
Sat Jan 10, 2004 2:54 am
#1327

Sorry if this has been said before but wouldn't a better way to fix the sheer number ofentries on vendor listsbe to modify vendors themselves.


1) Have any identical items placed on the vendor auto stack in the vendor.


For instance let's say I make a factory run of identical guns and throw them up on the vendor. Instead of them each being listed why can't it just list one and then a quantity number to represent how many of that type are available for sale. The customer could then, with a slightly modified buying process, purchase any number of them they wished similar to how power is transferred manually to harvesters...or how the bank slider bar works. Another example would be with resources. Instead of a vendor full of descrete packets of resources why not have identical resources stack on the vendor and let the customer decide exactly how much they want down to the single unit.


This would allow those running vendors to set unit prices for all their items instead of having to price every single item that goes onto the vendor. Would also simplify the restock process.


2) Limit number of "unique" items sold


Now that similar items stack, throwing a "unique itemlimit" on pc vendors would hurt less and at the same time keep the number of unique items sold from becoming too extreme.



One of the biggest benefits of the quantity system would be that vendor lists would no longer be large catalogues ofmostly repeated items. Shops could focus more on what selection of goods they want to display without having to worry their quantitiesgoing over pages and pages.


Perhaps even throw some kind of unique item count increase to Merchants as a bone to that skill tree.




To'Bosh
Chief Executive Officer
Bosh Mining Consortium (Kettemoor)


"I will tell you this, Droids (and DE's) are going to be the MAIN feature for the January publish. We will be fixing alot of things and adding combat droids.Yes, talk is cheap." - JustG - 11/25/2003

KivanMontres
Sat Jan 10, 2004 3:03 am
#1328

Because EVERY item created has a unique serial number.


Not every e-11 has the same attributes. you cant stack the 20 e-11's on a vendor cause you have to account for the difference in quality. EVERY e-11 created is absolutely unique EVEN IF it has the same stats as another E-11 simply based on its serial number.




Judging by the blank stare on your face id say you been playing Galaxies today...
Vipossk
Sat Jan 10, 2004 3:03 am
#1329

You know, why don't you guys spend some of the $ you earn from this game and buy some better gear that can handle the needs of all your clients rather than limit what we can do because your servers can't handle it. We can put a man on the moon, but we can'tput over 150 items on a vendor because of the limitations of your technology. Step it up folks, I'm paying good money to play this jacked up game. Oh yeah.....when you do decide to go through with your miserable plans anyway, try not to nerf too many other things when you do it. Cheers.

Magusarcanum
Sat Jan 10, 2004 3:08 am
#1330

I was under the impression that items built during factory runs all had identical serial numbers. That has been the case so far with every factory crate I have ever purchased.


Furthermore that would be the trade-off. If you made a wide variety of alternative experimentations of the same item it would take up more space but it wouldn't be much different than it is now. My suggestion helps clean up the sale of items with identical serial numbers which I believe are all factory produced items of a given run and all resources of identical types. This would also make having and operating factories even more attractive than before just due the the space savings it would allow.




To'Bosh
Chief Executive Officer
Bosh Mining Consortium (Kettemoor)


"I will tell you this, Droids (and DE's) are going to be the MAIN feature for the January publish. We will be fixing alot of things and adding combat droids.Yes, talk is cheap." - JustG - 11/25/2003

DarthJar
Sat Jan 10, 2004 3:22 am
#1331

Raising the cap on the bazaar to 6000 is a great idea. Alot of us mine resources but do not have access to vendors. It then adds to lag when those Miners have to stand around in a city square somewhere shouting out their wares.


Frankly the "cap" should be 10000 and 50 items instead of 25

Bluude
Sat Jan 10, 2004 3:23 am
#1332

raise prices on bazzar good - because it would allow people to sell more there. but it should be raised to 30k instead of 6k so more houses and harvestors could be put on the bazzars.


Vendor limit bad - it would kill tailors especially as they usually have to have several different colors of each item in stock to make a sale.


At least let tailors and merchants have a higher limit. Otherwise we will not be able to keep enough choices in stock




RENDAR BLUUDE

MASTER TAILOR
MASTER RIFLEMAN
Colonel in the Imperial Army
Giamai
Sat Jan 10, 2004 3:47 am
#1333

raising the credit cap on the bazaar is a good idea because it keeps me from having to split my resources in order to sell at the going rate for that resource, and therefore there would be fewer items on the bazaar.


lowering the number of items on a vendor makes no sense, those vendors that actually make it to 150 items on it in the first place (a very rare thing from what i've seen) usually have a pretty high turnover rate anyway.


someone else mentioned this idea but i've been thinking of suggesting it for awhile, create a search option on the bazaar and vendors. if all i want is class 4 liquid petrochemical, scrolling through multiple pages and looking at details to screen out the other types of liquid petro is a huge pain.




TGiamai Oewai (Elder Jedi without a clue)T
T Giaman Srawhe, 12 pt MWS [GS] Weapons, near Theed -3955, 3322T
TGiavamai Oewai, Where's the lewt?T
T Ahazi T
T*Not everyone who wanders is lost...*T
Sunflower
Sat Jan 10, 2004 3:57 am
#1334

Oh, yeah...can Merchants have more vendors, while you're in there twiddling with things...6 vendors is NOT enough.




Seniph Gales
1st Dark Jedi Knight on Tarquinas
One Half of the former Dynamic Duo
"I don't take treason lightly."

Kangaroorat
Sat Jan 10, 2004 4:09 am
#1335

Setting a higher price on bazaar items will be fine for everyone, you buy or you don't . Easy.


Setting such a low limit on vendors on the other hand, is not allowing choice.


Most who rely heavily on vendors use all 6 they get at master merchant. Most all craftspeople I know have vendors in several cities allowing them access to a wider range of people. For people who took up merchant line to sell their 'loot' or resources they harvest and do not use them selves, a limit would be crippling.


An aweful lot of people spent time actually going thru the points to see how they can have a vendor that they can supply and keep track of ( yes there is the bazaar but it already has a max limit which IS why people want vendors)


To say to merchants in any form that you are going to allow them a certain number that can be carried on vendor is wrong. There is zero monopolie on vendors. There is a copy of some stock out there somewhere, no one is controlling sales except customer. If limits are set in place that WILL change. Only those who can sit and craft endlessly will have sales. For those who stock up well and then journey out to gather, explore, hunt, or just have fun setting an amount is basically telling them " You can't play that way, even though we created worlds to see"


For the single collector who sets rare objects, the harvestor of hides bones and resources, the hologrinder who is desperatly trying to recoup some creds, and the dedicated crafter who stocks vendors full so they have time to do special orders, this is a blow that should not be dealt.


Why create so many POI's that non combat folks can earn a badge for (albeit a small just there nothing more one) if you are planning on forcing them to craft harder to stock vendors?


* Creating 1000 items over 2 days for stock weeklyis acommon practice,raising inventory on vendor from 500 to 2000 itemsat begining of each week means you have that much less to worry on.Knowing you have 150 items that will sell out in less then 2 days allows for utter exahaustion. period.


I have known over 15 people who already quit game just from crafting bugs and broken schems/recipes. I will not be surprised when more leave due to limits.

Riffmaster
Sat Jan 10, 2004 4:14 am
#1336

I just wanted to say that I like Magusarcanums idea, and if its not possible with items, it should be at least possible with ressources.


I have to put up my ressources to the basar in amounts from 500 - 1000 units to get the usual price, and so I have to put up lots of them, as the crafters need quantity. With this, and wanting to sell some other stuff without a vendor, I quickly limit myself to 2-3 ressource types and a handful other stuff until I reach the 25 items cap.


Putting up my whole bunch of, say, 30k Aluminium and setting a unit-price of 4, every crafter could get out the amount he wants until all is sold without me creating min. 30 basar entries for just the Alu, not to mention the Fiberplast, Copper, Wind Energie and some others of the million ressources sold everyday on the basar.


And as already told, browsing would be much easier.


And I would think, it could work with items, two. Just make the serial number a checksum of all its abilities combined with its Name and the crafters name, and if the crc is equal, it could stock. I could imagine this might work.


Well, that were my first 2 cent in the "new" boards here

Heltain
Sat Jan 10, 2004 4:17 am
#1337

Besides the obvious database issue, i'm afraid the SWG dudes are again trying to to force us to play the game the way they want us to

The problem though is that most crafters want to run their own vendor (like me), because that gives me control over my buisness.
If i have a merchant that sells stuff for me i'm totally dependant on him/her: if he gets sick, on holidays quits playing i'm in for big troubles and it's nigh impossible to get a good ressource supplier so why should it work better with a merchant ?
Another point is as a crafter you have enough stupid stuff on your hands already, like trying to buy rare loot, get prime ressources that are hard to get from miners, plan and organize huge runs on your factories and now you want to burden us with the search for a trustworthy merchant. Tell you what i work hard enough in RL i don't need this game to be a huge unfun timesink as well, just because you guys smoked some bad weed again.
Ekiah
Sat Jan 10, 2004 5:05 am
#1338

raise the cap!



I remember when you could by an ice cream cone and a movie ticket for 3000 credits, those days are long gone....




Captain Negative
Master Bounty Hunter
Ekiah Warew
KivanMontres
Sat Jan 10, 2004 5:14 am
#1339

when you pull an item from a factory crate it creates a new instance of an item with the same stats but it still gets a unique serial number in the database.


I checked it with a FC of stim b's i had.


Look im not saying its a bad idea. id like to see store inventories similar to the ones you see in final fantasy games. a pool of items at a certain price per unit. ect. its just not feasable with the system as it is now aside from actual stackable items like raw resource materials. but then you get into the issue of seller a's itemA stacking together with seller b's itemA.


heh...




Judging by the blank stare on your face id say you been playing Galaxies today...
Page 103 of 178