Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
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.
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.
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 =)
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.
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.
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
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.
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.
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.