Development Cycle Archive

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

LazyAmy
Sat Jan 10, 2004 7:31 am
#1353

Sorry let me finish.



No merchant will want to host weapons, resources or clothes because they will not be able to host a complete inventory without using up all thier vendor, in essence each master tailor, master weaponsmith and resource collector will have to have a dedicated merchant, which will only happen with alts.



Which brings me to the solution you seem to be forcing upon me. I will have to dedicate a few of my alts to strictly be merchant mules so that I can actually carry my whole stock. So when customers come to my Cantina (-2400 -2200 on Talus in Chilastra) they will not see a Bulk resource vendor and a water vendor. They will see a steel vendor, a iron vendor, a copper vendor, a carbonite ore vendor, a silic ore vendor, an aluminum vendor, a water vendor, an organics vendor, a chemical vendor and a gas vendor. ( I don't sell power, but I do buy a lot of it)


And even with 10 vendors Spread over 2 characters I will likely have to visit them daily to keep up the stock.


If you want to limit vendor Items then either mak it 150 at bussiness 3, 300 at novice merch, 450 at management 1, 600 at management 2, 750 at management 3, 900 at manage ment 4 and 1050 at master merchant.


OR


Make it so a merchant can dedicate a building to be a warehouse that will automaticly restock a vendor as it sells items. Also raise the storage limits on houses to 250 per lot, no cap. (So a PA hall could hold 2250 items if owned by a merchant.)


OR


Allow merchants to place warehouses like entertainers can place cantinas and theaters. Make warehouses store a couple thousand itmes and restock vendors automaticly when they sell an Item.


OR suck it up and leave it how it is before you completly destroy the capitalist system.




LazyAmy Indigo
Resource Merchant, Thorn in the Imperial backside.
Owner/operator of The Lazy AT-AT Cantina
Proud member of The Crecent Order (TCO) Resource Division
Chilastra Galaxy
Talus
-2400 x -2200
PvP+, Combat+, RP+
CenoKreFey
Sat Jan 10, 2004 7:34 am
#1354

I don't like posting negative posts on dev posts, but this is crazy! Do the devs actually play characters who craft and run vendors? 150 items is nothing. When I do a run of Powerups, its usually 1000 which makes 100 crates. And that's only one type of item. I keep over 150 crafting tools on my vendor. If the cap is made at 150 items, I will be cancelling my second character. It will make this game more like work than play.




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Chalisa
Sat Jan 10, 2004 7:35 am
#1355

Raising the Bazaar limit is a good idea, and would be a help to many players, both the seller and the buyer.


Lowering the Vendor item count to 150 is a terrible idea ! If you want to place a limit on the items a vendor can hold, then be more reasonable with the item count. I am a tailor, and as you can see from the other threads here, for that profession this will be a killer.


It would be better to address the bug's for the Merchant profession, for example, being able to keep your vendors after you have dropped the necessary merchant skills.

plonger
Sat Jan 10, 2004 8:01 am
#1356

Just a suggestion to SWG, if your having problems with the number of items in your database, how about working on the stacking of items to help out?


As a armorsmith, I have several stacks of resources limited to 100k per. Let me stack these together to help reduce storage issues for you and me. I also make fiberplast panels and synthetic cloth for crafting my wares, but they come out of the factory in crates of 25, let me stack these crates together please, the serial numbers are all the same, why do i have to have to have 40 of these when I make a factory run? Same with powerups, why only 10 per crate? Put them in one big crate of 1000, let me break them up for sales as I see fit.


This is a big problem with other items too, for instance stim Bs, if I have to buy them as singles on the bazaar, but the serial numbers are the same, let me stack them in my personal inventory.


Bustok
Sat Jan 10, 2004 8:17 am
#1357

raising the cap from 3000 to 6000is not good for for the gameinflaction, the market is the only thing that low the inflaction now.


And i think 150 is too hight for the cap, it should bemore more low, we need a sense for the merchant skill hiring.


merchant skill


merchant skill


merchant skill


Amberlyn
Sat Jan 10, 2004 8:18 am
#1358

I am against both raising bazaar prices and lowering vendor items and here is why:


Bazaar: If you do raise the bazaar prices to 6000cr then most vendors would be moot! Why would I want to go to a vendor outside of the city to buy an item when it is on bazaar? Tailors in particular would be hurt by this as most of their items are less than 6000cr. I myself play an Architect as my main character .. I have many items worth a lot more than 6000cr but I have furniture I list that sells for a whole lot less. Why would they come to me when they could find it on bazaar?


Master Tailors sell most of their items at lower price than 6000cr (at least the ones I shop at do). This would make going to a Tailor's Vendor out of the way when you could just go to bazaar and find the item. It would ruin that profession in my oppinion.



Vendor limits: Now this is a BAD thing! I carry very very High Quality items. I work hard finding the best resources to do this. People come to me to buy my items because they are a good quality and I sell LOTS of them! This means one person will want 10 Medium harvester alone. While the next will want 5 to 10 of something else. It wouldn't take long before I was totally out of stock at 150 items. As an Architect I carry many differenttypes of harvesters and at least a few of each. Then I have furniture to do... that people by in multiples also ... most people buy a table and maybe 4 chairs and plants ..Oh and don't forget the torches that sell by the tons on Naboo to light those dark homes!


Now ..what makes this worse is ... some of us have more than one profession. I am also a Master Artisan and Novice Tailor. I carry Cars, Powerups, Fishing Supplies, Synth Cloth, Resources, Clothing, Crafting Tools, and numerous other items. I use all5 vendors to be able to do this and not have everything on one vendor. My vendors are set up by what they have in them so people don't have to hunt and I Still run over 150 items by far!


Then there is the person who emails in an order ..who isn't online when I am .. for this person I need a Special Orders vendor set up so that persons order doesn't get bought by someone else.(Hmmm ..there goes vendor #6) Some of my orders I get by email and have to set up seperate have as many as 50 items on them. They come from people furnishing large homes and Guildhalls etc. So the extra vendor set up in a seperate building becomes nessessary. If you limit me I not only would have to offer less items on my vendors for my customers but would have to use my Special orders vendor just to try and hold some of the sales stock. That would make my customer getting their entire order (without it being purchaced by someone unknowingly off my regular vendor) somewhat iffy.


The other issue with the vendor limit is I would have to craft constantly to keep stock on my vendors! I have Harvesters to run and special orders to fill. As it is I need to restock every 2 to 3 days. In between Irun harvesters and do my shopping for what things I need I haven't been able to harvest. If I had to craft everyday I would never have the time to get other things done. It's hard enough now to keep up.


If it gets to the point I have to craft everyday just to keep my vendor stocked I think I will give up! I want to have fun in this game as well as work! Being a good Architect and carrying HQ items is enough work as it is without making me craft every single day then afterwards have to run to do harvesters too! I have a life! I would have to live in- game to keep up (I almost do now) I spend over 10 hours a day playing this game on several characters. Don't make it so all I get to do is craft to keep vendors full! I want to be able to play my Teras Kasi too and Whoop up on Bolle's and Fambaa's awhile!


If the vendor cap goes live you may just find Corbantis one Architect short! You may even find me on a different game somewhere! I am tired of things being done that hurt Professions instead of help them. Creature Handler IMO has been gutted. Bio - Engineer is now a mess! Chef has been buggy since I came to the game in July. There are many things in a LOT of professions that just plain don't work at all! Fix those for goodness sake... don't break more stuff!


Amberlyn Cloudymist,


(Master Architect / Master Artisan / Merchant) :Corbantis

denmstrsn
Sat Jan 10, 2004 8:22 am
#1359

I think that the cap at the bazaar is a fair one. The items that are in the bazaar are meant to be common and for newbies. Once you start going over that, the items are specialized and you should travel out to the crafters vendor to pick it up or do trades. Plus, how else are the players that are going for the Merchant profession going to get their XP.

As for the cap on items in the vendor, I think that it is a good idea. It makes players manage their businesses alittle better. For example, I am a Master Merchant on Lowca and when I start selling a new type of item, I place a new vendor so that I can advertise that particular type of item. I am guilty, though, of having one vendor that sells my spoils of adventuring, but that is jsut my droid vendor.



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sweatyclimber
Sat Jan 10, 2004 8:32 am
#1360

as i think the whole world has said...


up bazar= good


vendor limit @150 ... shows that you dont play the game... this would be horible for crafters or even merchants who simply buy and sell stuff... if your database is having trouble with it take some of the 4.5m/month and get a new database that would cause yet another gamebreaking issue




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Sistere
Sat Jan 10, 2004 8:35 am
#1361

What a bull**edit** vote. Next time don't load the question to get the answer that supports your decision.


Should have been:


Do you agree with rasing bazar limits YES OR NO?


What you did was basically have the vote being all players, vs merchants.


Screw you




Chinatown Medical Group, Sistere Allison MD/MChef and Alexi Carlone MD

Wanderhome
ds210
Sat Jan 10, 2004 8:42 am
#1362

I think that raising the 6K cap on the bazaars is crap. People will just raise their 500units of goods from 3K to 6K. By changing this you will be making pretty much every profession a sales profession as everybody will be selling stuff. There will be people that will sell their goods on the bazaar for reasonable prices, but those people will be far and few in between. Mostly you'll have people sell 1 unit of whatever for 6K. As for theconcernon database space, I think the bazaar is going to fill that up if you also change the limit on personal vendors to 150. As a master weaponsmith/master artisan I sell tons of weapons and power ups. Putting a cap on this will only make us crafting professions log on every couple of hours to make sure that our vendor's are still stockedin orderto keep up with the combat professions wanting goods. You guys in the dev area know at what limitthe problem with personal vendors being stocked arises, use that info and scale it down a bit. I don't think that having 200-300 items on a vendor is cripplingthe database. As I was reading through many of these posts, I get the feeling that many who agree with these changes are non-crafting/merchant people. If you change this I think all you will be doing is making the good crafter's quit making stuff as they also like to do other things than just stocking up their vendor(s). Then all you'll have is the crafter that is just makingstuff rather thanquality goods. For you in the combat professions, please consider this: I'm sure you have a favorite WS, armorer, etc...should they decide to quit and now all you have is the person next door that you wouldn't give a second thought to in buying their stuff, but because they don't sell much, the 150 cap isn't a problem for them. Now you have to buy their sub-standard goods because that's all that is now available. So those really good weapons and armorsthat youhave been counting on now won't be there anymore. So just take a quick moment to think about that before you say you agree with the idea. Maybe that's what the dev's want so they can stop making the creature's stronger, just makie the weapons/armor less effective. In my opinion, my large postand the several hundred posts for or against will not matter asthe dev's have already made up their mind. I just hope that I'm wrong in feeling that way.


Towelle


Master Weaponsmith/Master Artisan


GTF


Scylla Server




Towelle - Force Craft Master & 12pt. Weaponsmith
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TOMATO
Sat Jan 10, 2004 8:42 am
#1363

Hi!


Increasing the Bazaar limit is right a great idea. I suggest to increase it up to 10k. But I can't agree with the vendor limits. Ok, I've got more than one vendor in my shop but it's sorted by groups (1: Clothes-Armor-Weapons; 2: Resources; 3: Needfull Things; 4: Used Items). So I got a problem, when I am selling Armors and Clothes on one vendor. I have no chance to offer the items in diffrent color or quality. I appreciate the limits you want to develop, but I hope the limit would be higher than 150. May be a limit at 300 items per vendor would be a good compromise.


Tschuess,


TOMATONI from Germany


Toma Hawk @ Gorath

Redfyree
Sat Jan 10, 2004 8:54 am
#1364

The problem with the vote is that it only held the ONE planned change, not both.

Ie: "do you think we should raise the bazaar cap".

Well most people would vote yes for that and did.

But you didn't post (at least if you did, I sure as hell can't find it) the second part of your idea which is:

"Do you agree with lowering the cap of items on a player vendor to 150"

You'd get a RESOUNDING "HELL NOOOOOOOOOO!" in that vote, but like i said, you seem to already know that, hence why you didn't post it as a poll.



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DarkDekieon
Sat Jan 10, 2004 8:54 am
#1365

I think raising the price cap on the Bazaar is a good idea, I've always though it was too low.


Putting a cap on the merchant venders is a bad idea. As an armorsmith with 1 vender. I can see my business dieing. People go to where they can get what they need all the time, not some of the time. with a cap of 150, I could only stock a few sets of armor and then my vender would be full, not to mention, no room for Armor Upgrade Kits. If you must put a cap on a vender, it should be higher like 500-1000. Also in my opinion putting a cap on them at all, should mean an increase of the storage space of a house.


Also what is going to happen to the items in the vender that go past the cap the day the patch goes into effect? a loss of inventory is completely unacceptable to all of us who use venders. Let me stress thispoint, very clearly for you.....UNACCEPTABLE. SoI hope you got a good plan for this. Asyou will likely see cancelled accounts following the patch, when people have lost 10 million in inventory.

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