Development Cycle Archive

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

Nomorenerfs
Sat Jan 10, 2004 4:29 pm
#1405

Another cause/effect database issue (and this is gonna be unpopular)...


Resources shifting every 3-12 days causes a LOT of "new" db items that have to be tracked. Hundreds of them EACH shift. Theres resources on one of my characters from June. Having to track 100000000000000000000000 different types of steel alone, for instance, is just plain stupid (but thats the way they chose to design it). Perhaps if they "purge" 2+ month old resources we wouldn't HAVE this problem to begin with.





SWG is a lot like the Nicotrol System.

With each patch, you're that much closer to quitting.
ScarletPhoenix
Sat Jan 10, 2004 4:39 pm
#1406

I have to say no on the bazaars. Right now, their purpose is for newbie items, while the actual big ticket items are stored in a remote location, and I like that. It's nice having a specific vendor you tend to buy from. If the cap is raised to 6000, all the raw newbie CDEFs and poor clothing are going to be relegated to the sixth page. Leave it the way it is now, except for possibly adding in the ability of master merchants to have vendors in certain areas of cities.


About the vendor limit: as a non-artisan, I can't comment much on their side of things, but I have to say, if it substantially reduces lag anddowntime,I'm all for it. Perhaps this would make room for actual businessmen to step in and be middle men more than now. Maybe remove the limit for master businessmen? That way you'd have artisans selling their extra wares to opportunists who have the room to stock them.




- The Bothan
Hawkeye2272
Sat Jan 10, 2004 4:46 pm
#1407

I'm all for the Bazaar cap increase. Right now I hardly use the bazaar unless I need small amounts of some metal or other resource.

I think the vendor limit would be good for tech issues, but I personally don't mind if the vendors have a bunch of stuff. Just use the boxes on the left to get more specific and it's fine.


Later =)



Kenya
Mastered: Swordsman/TK/Scout/Marksman/Brawler/CH

Do or do not, there is no try

ScarletPhoenix
Sat Jan 10, 2004 4:48 pm
#1408

Actually, sorry to double-post, but just to clarify: is this going to be 150 unique items, or 150 items period? Do individual items within a factory crate or in a stack count as different items or the same item?


If the former, then it seems there wouldn't be too many problems. Since each item from a factory template is identical, then you could have 150 billion of the same items from the same factory run and it wouldn't exceed the limit. That might not make sense in the context of the game, but as far as DB load, you'd only have to store the name of the item and the number of items total. If factory crates count as one item as well, you could sell sets of armor, etc just as usual.




- The Bothan
_YakFace_
Sat Jan 10, 2004 4:52 pm
#1409

99% of merchants have crafting abilities then what's the point of the merchant profession? bad design and bad concept, i think the best is an adjust of the profession to mix with the crafting professions, not a separate class.




__________________________________

YakFace in Radiant [ exMaster CH / exMaster Pistoleer]
A smuggler now

Wynan
Sat Jan 10, 2004 4:57 pm
#1410

lol please stop with "the bazaar purpose is to store lowbies items such as CDEF,...." it's wrong, it's like that cause we cant sell anything else due to the cap, but it doesnt mean it's its purpose, nobody needs a CDEF, except smugglers to grind on slicing exp so theybetter buy crates of them anyway, it's useless selling a CDEF 60 creds when it costs 20 creds to post it and it's not worth more anyway isnt it


/end rant


Now to answer yes I think raising bazaar cap is a good idea and I thought best would be between 5 and 8k so 6k seems good to me, cause deeds, armors, best weapons,...will still only be sold in player vendors but still let us sell more stuff in bazaar


And I also think that 150 items isnt enough for our vendors,instead of 2 vendors like I have now I'd need 6 at least to spread them in : pistol/carbines, rifles/spec heavy weapons and melee, why ?


not to help database anyway cause item number wouldnt change

Yorjo
Sat Jan 10, 2004 6:12 pm
#1411

I am not a merchant but even I can see the unbalancing effect of lowering the Vender limit to 150. When it is set it needs to fall somewhere between 300 and 800. 300 being the absolute minimum.


Ido think the Bazaar cap needs to be raised though.




It's not how many people I have killed. It's how I get along wth the ones that are still alive.

Who pissed in your cornflakes and why did you eat the whole damn bowl?
Tal-N
Sat Jan 10, 2004 7:42 pm
#1412

6000c is a great price. You'd be surprized just how many consumables fall within that 3000-9000 price range simply because they're a high quality. PetstimDs for example are very costly, can't be mass produced in any decent amounts so unless you have a vendor then you can't really make them available so there's no point in producing them. Yes, and money is so painfully devalued that 10k is simply a generous tip these days rather than the fortune it was supposed to be originally... does anyone remember the days when Holocron said that in SWG money would be valuable, oh how far from the goal things havebecome.



Tal-N Chratk
Ahazi Master Bioengineer / Hunt Master / Rifleman
______________________
Tal'N Chratk
Shadowfire Bounterhunter / Commando

Simbelmyne
Sat Jan 10, 2004 7:50 pm
#1413

Idon't mind the price cap being upped on the bazaar, but the 150 item limit on vendors seems a bit extreme. My husband has a character who is a tailor, merchant and architect. As a tailor, he has a very wide range of clothes to offer and in many many different colours. the 150 item cap would be hard on his sales because he won't be able to offer a wide variety of clothing and inseveral different colours. You're probably thinking "well why doesn't he just divide it up among different vendors??" He does. He separates wookiee clothing, regular clothing and jewellery, plus he has his architect vendors and also my bio engineer vendor (pets, pet meds and clothes). So the whole 150 item limit sounds like a bad idea to me. The way it is now is not hurting sales. But this change will definately hurt the crafters in the long run.



_____________________________
Aetris Oniyx - Master Pikeman/Brawler (Tempest)
Ceyles Liroki - Entertainer/Tailor/Image Designer (Gorath)
Liv_Traisharan
Sat Jan 10, 2004 8:55 pm
#1414

First off, I'm a chef... a rare breed (at least until the next patch comes out).


I have to place AT LEAST 20 of each of my items on my vendor. I usually stock around 300 items on my vendors.


It costs me 11,000cr to run a vendor for a month. Paying that much for a crappy 150 item limit is horrible and I would hate to see that happen.


For some crafters 150 is nothing... for those who need to stock a lot of consumables (items that have to be restocked for being used up often) the 150 item limit is crippling to their business.




BANTHAMART
"
Where poodoo is a GOOD thing!"
Bestine: [-1707, -2748] Tusken's Bane(Tat): [-4558, -5883]
(12pt Food by Master Chef Liv, Ships by Averos!)
Website: http://www.fiercekitten.com/banthamart/


Eola
Sat Jan 10, 2004 9:27 pm
#1415






Nomorenerfs wrote:

Another cause/effect database issue (and this is gonna be unpopular)...


Perhaps if they "purge" 2+ month old resources we wouldn't HAVE this problem to begin with.






Well true we wouldn't have this problem....


... but you would have effectively destroyed any point in being a long term crafter in this game. A large number of the only .decent. resources for use in certain weapons are 2+ months old, purging them and you effectively thank people for their long-term dedication to the craft by shooting them in the head.




Eola Lasmy -- Master Weaponsmith, Master Artisan, Master Merchant
Part of Weyland Yutani Corporation
Ahazi Server: Tranquility, Theed: -3115, 5795
Force Sensitive Crafting my Behind
I've got 1 Million Monkeys and 1 Million Keyboards bet you they
integrate JTLS more smoothly than the Dev Team will.
Shjane
Sat Jan 10, 2004 9:36 pm
#1416



"The dead know only one thing, it is better to be alive."
Karquile
Sat Jan 10, 2004 9:43 pm
#1417

If they nerf the vendors, people will work around it, and they will lose their money sink. It's as simple as that.
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