Development Cycle Archive
Thread: Holobits?!?!?!
Naaah. There's no need to seperate them because after #1,I and others like me arepulling my stock to storage anyway. I will not be selling my stuff to a Merchant to profit off my labor. The economy in SWG is getting to be too much like real life. I'll be holding onto it for myself and my friends. I'll probably switch from architect to armorsmith since that will be more helpful to myself and my friends under the new Merchant-dominated economy. #1 kills cottage industry. What percentage of the 50% losing vendors in #1 do you think are going to keep selling stuff to the general public after this? ...given that they have to start selling to Merchants of sacrifice skill points permanently to Merchant.?. Maybe 20% is my guess, and I bet half of them quit crafting altogether after a few months. ...and I think the number cut by #1 will be more like 80%, so you can kiss 72% of current crafters selling their wares to the public good-bye. Of course, the remaining Merchant/Crafters will make a killing. Kudos to them.
Mkappus wrote:
TH,
Thanks for finally commenting on the vendor changes. My biggest concern is that you are implementing both changes at the same time:
1. Drastically reducing the number of vendors by getting rid of the ability to have a vendor without the appropriate skill. I would imagine that realistically 50% of the vendors in the game are invalid.
2. Drastically reducing the item count possible to have on a vendor.
I fully support the first change and think it is a great idea. The second idea I can see some reasons for caps, albeit much higher caps. However, change #1 is going to result in the need for a vast quantity of goods to find homes on new vendors. If chang #2 is implemented at the same time I don't think it will be possible for the merchants to absorb the goods. Hypothetically, I lets say there are currently 500,000 items listed on 5,000 vendors. After change #1 there will only be 2,500 vendors left, and if you get the cap raised to 1,000 items, there is only the possibility to have 250,000 items listed. So half of the goods for sale may wind up getting deleted from stockrooms of invalid vendors, because no one has anywhere to put them.
If SOEs goal is to purge the game of thousands of items, then go ahead and do both changes at once. However, I would recommend making change #1, allow 4-6 weeks to pass, then implement change #2.
Message Edited by StolenDiagram on 08-10-2004 08:47 AM
That's all well and good, but you still haven't answered one of the KEY questions we artisans and merchants have been asking...
WHY ARE YOU IMPLEMENTING THESE LIMITS - AS IN, ANY LIMITS AT ALL?
We have conjectured that you're either doing it because of limitations in your database or because you want to exert some sort of control over the economy. But they're all guesses.
Please... throw us a bone. If you're going to nerf us (and this is a bigger nerf to us than taking Flamethrowers away from Commandos), please tell us WHY.
(I'm referring to item count limits here, not whacking vendors belonging to those with no Business / Merchant skill.)
Message Edited by Sigrun on 08-10-2004 09:25 AM
Propain666 wrote:
Blimigerite wrote:
TH, if you are unfamiliar about Intrepid's greatest player event please read up on all that is involved in Groovefest. A merchant item cap will kill off this event inwhich merchants across the server gather to sell their wide selection of goods and thousands of Intrepidians gather for this event to shop and party with smaller events being held to include every possible type of player from entertainer to combatants to roleplayers. The success of Groovefest has launched it into it's 5th occurance which is coming right around the bend (hopefully before this patch goes live) An item cap on the vendors will cripple the income provided to throw such an event in the future and as patron of this Festival I would be saddend to see it disapear.
Damn that sounds like alot of fun....
People standing outside there tents barking off what items there selling. A true Bazaar....
Very nice, to bad they dont do that on Flurry.
also to bad it will be nerfed into the dark ages....
you should just shut the hell up if you don't know anything about this player created event
Thunderheart wrote:
Mejowepra wrote:
Thank you for your answers on the macros. This is helpful (timelimit is good). I assume this would also stop:
/pause 3600
/macro spam
things as well. It's so simple it's too obvious..
Vendors: yes, limits needs to be higher. We don't complain about there being limits but rather how low they are. Also aggregate limits is almost a necessaity (unless individual ones are high enough).
I have a vendor with, at the moment, 250ish powerups but my total is less than 610 right now (I dropped arch and haven't started with doc yet really).Thanks
This has been mentioned before on the forums in the threads regarding this but I think it could use repeating. It might be "as simple as that" to fix. How? Simply do a /dump (or equivalent) as a player goes AFK. Also don't allow players to disable auto-afk (really, nice feature perhaps but it doesn't make sense). That way VALID at-the-keyboard macros will continue working while the AFK macroing will be gone with a very simple (comparingly) code change.
Just an idea that needs repeating.
I appreciate that you're working to increase he vendor limits (despite certain conspiracy theories :-) and I do believe it's a first step on making the merchant class worth something. However I still think that the merchant limit isn't the only thing that needs looking into. Storage (in houses and such) is a major problem for crafters, especially ones with multiple master level professions. The simplest way to solve this is to allow bigger resource stats and crates.
I.e make max crate size 1000 and max resource size 1000000 or something. This alone will not only drastically cut down on the number of objects in houses (AND in the database) but will also make crafting a lot less tedious (I just moved around crates to make 300 buffpacks of each type between my 6 factories - that is a total of 216 crates! Can you imagine how nice this would have been with just 18 crates (one per component per buffpack)?
In either case, as you limit vendors (not a bad thing), please consider the effect this will have on storage for crafters. I have myself not really needed to use vendors for storage but I have two accounts and only one is a crafter. If I was just one account I would have no lots left for harvesting.
Thank you. Oh and thank you (SOE) for the 5 minute starport wait. Less wait == more fun == very good change.
MoSko wrote:
A lot of people are saying this cap is being introduced to help smaller businesses compete against player who have apparently got some kind of monopoly on their server's trade. Is this true?
(snip)
I've mastered Tailoring and I desperately want to give my customers a wide choice of clothes to purchase. This proposed cap has pretty muchshattered those plans. I'd love to sell more but only on a level playing field, notbecause others have been forced to sell lessand not at the expense of my time.
I don't want to play SWG: Adventures In Restocking.
I know that through some planning, building up my stock and my resources and cultivating a base of regular loyal customers, I can make my small business work. I don't need some artificial help from the devs that, in the long run, will cripple me if I become successful.
Funny you should say that. I just gave a lecture to a player in the merchant forum I accused of being a socialist, because he wanted government (Sony) intervention in the economy (SWG).
Quoting myself, talking about the success of my business:
Make me an oligopolist? Not hardly. Since then I've rented other lots from guildmates to add more harvesters and factories, and built my business up, despite moving it across the galaxy (his shop is nowhere near the guild town). The guild represents< 20% of my business by value. I am aten point Architect, and have no massive stocks; I busted my butt to buildup the business. I developed a plan, sought out a specific market, executed my strategy, and it is working.
Does it involve buying up everyone else's stocks so they're empty? No. I don't make enough.
Does it involve hogging all the best resources? No. I don't make enough.
Does it involve undercutting everyone else's prices to drive them out of business?No. In fact, I'm higher than most other vendors competing with me. Small houses: 20k, for instance.
What I am is *in stock.* And it requires a lot of items on the vendors to make sure I stay that way. I have a few other things I do to enhance my chances, but I'm not going to give away all the details. Every thing I do is aboveboard (except the cross-server lots, if you have an issue with that) andis a strategy found somewhere in these forums. And hard work. Lots of it.
In short, don't blame your lack of success on conspiricies, and then claim you need a nerf to help you deal with it. Thats a socialist's ploy: "government intervention to correct historical inequalities."
... I'm trying to make it perfectly clear: if you start blaming the world for your failures, you cannot be a success. Sony is about touse force majure to fubara winningstrategy used by many merchants. They havebased this action on their artificial (and distorted) views of what an economy should be, rather than what it IS.
Sony, do not think that trying to achieve 'equality of result' is a good idea. You said yourselves that the income & wealth curve matches the real world's, so why are you trying to flatten it now?
Talking about vendor limits is all fine and good, but you're missing the bigger picture: the system for getting resources from the producers (those that run harvesters and hunt critters) to the consumers (the crafters) is NOT FUN. At best, its haphazard and complex. What fun is it if a miner can't easily sell his goods? What fun is it if a crafter can't get all the different types of material needed to make an item? I learned armorcrafting and, for all practical purposes, gave up on it because I can NOT get the materials I need! Not unless I want to spend another 40 hours a week tromping through the universe. Sorry, but I already have a full-time job.
In my vision, vendors should be for finished goods. If they were just used for finished goods, then limits would make sense. HOWEVER, resources are in DIRE need of a new system to buy and sell them.
What I describe in my thread should even be easy to implement and code. Heck, I could post you some Java-esque pseudo-code to help...
Just look at the thread. Please. Before anything gets published that's going to tweak people's nipples.