Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes

yeskatribe
Mon Aug 16, 2004 5:11 pm
#131

Thunderheart:


good movie BTW,,,


This is going to kill me as a master artisan master doc.

I have factories running all the time to make good powerups for my customers with 33 max dmg 16 min and 7 mind or speed. Obviously i like to mix it up to support the diffrent tastes of my clients. So i stock anywhere between 400-1200 powerups on a single vender for ranged items and another vendor for mele, and vehicals and repair kits. We all know why you want to limit the number of items so that people stop using the stock bugg for holding more items.


Lets face it something has been over looked. For a crafter to make x amount of items they need y amount of resorces and then z amount of support materials to make those items and materials and turn them into sales. now there are several reasons why this is a major issue that a simple modification how vendors work and item limit is onlygoing to cause mroe problems. It started off with limiting the number of days items can stay in the stock room. Granted 7 days is good amount of time for perishable items but not nonperishables. The truth is as the player base has grown and resource availiability has increased storage space has stayted the same. This has prob been suggested before but why dosn't the Team come up with a warehouse structure where say up to 5000 items can be stored. Im not saying all types of items but crates of goods like armor repair tools or crates of unsliced armor. Also have a terminal in the building where you can transfer crates to your vendors. Also have your factories linked to the warehouse so as items are made they can then be transferd for storage. This way you can have crafters have the ability to make their goods and not have to play a crafter every single day setting up factories and adding resources to the factories on a daily basis. Dont get me wrong i like to craft but i cant do it every day, I got to go gank some IMPS and PVP and gank night sisters.



I can see where this change comming up will hit me real hard to the point wher i wont care if i craft anymroe or not. To me i dont pay money every month to play a game where i have to work every night moving crates from the factories to the vendors and restocking the resources needed for the next run of goods. it wont be worth it unless i can do it in bulk.


Wargassm

Master Doc/Artisan





Wargassm

Master Doc/Master Artisan
Westpark
Mon Aug 16, 2004 5:13 pm
#132

thats better, thank you for listening



------------------------------------------
JCW West
Master's Mall
Smuggler/Scout/Artisan Items/Weapons/Loot
Now with Shipwright vendors and space loot!
876, -4460 Coronet
-------------------------------------------
NiBorg
Mon Aug 16, 2004 5:16 pm
#133

While I agree this is a vast improvment over the prior state of affairs I also am in agreement with many on some of the aspects of this. Would it be easier to allow varying levels of merchant to get a + to the # of items listed as a whole even if they choose to only have 1 or 2 vendors? Having the ability at master merchant to combine the total # of items into one lump vendor might be usefull in some cases or to be able to evenly divide them up in balanced ammounts. EG would be 1 vendor at master level of 3600 items (the proposed 300 * 12 vendors) or 2 vendors at 1800 items each etc etc.. 12 vendors while being very nice and yes I do thank you for your work in getting this enhancment could be seen as overkill when you only only selling a few types of items which you stock in bulk ammounts.


Also an additional question. Many armorsmiths like to stock items in bags, will 9 items in a bag count as 1 item on a vendor or in fact 10 items? This has also been a place of great concern for several professions.


Any response would be greatly appreciated.
Khristen
Mon Aug 16, 2004 5:17 pm
#134






PlayeroftheDay wrote:


What exactly would a crafterSELL if it weren't for merchants? .... ok let's do it again

what the heck would a merchant SELL if it werent for crafting classes?


rinse and repeat.....hey look its a circular reference everyone!






Actually, crafters CAN sell the items they make without a merchant...it's just much more inconvienient and time consuming.


Merchants, on the other hand, would only be able to sell resources and loot drops if it weren't for crafters.


So it's not a circular reference.




| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Khaldun
Mon Aug 16, 2004 5:18 pm
#135

Translation of Thunderheart post:


"Five years from now, if we're bored, we might actually try a positive implementation of ideas about the Merchant profession that have been suggested since late Beta, but for the moment, we're going to stick to a simple negative implementation of making you feel like a profession by enforcing the bare minimum definition of your skills."




Atino Xepteed
Maker of Mediocre Weapons
Chilastra
JacobKell
Mon Aug 16, 2004 5:19 pm
#136






Westpark wrote:

thats better, thank you for listening






Thats the problem..they havent



RIP SWG
Who wants my stuff?
Niru
Mon Aug 16, 2004 5:21 pm
#137


This looks like a great compromise. The extra vendor at Artisan Business IV is really helpful, and 250 items seems reasonable.


Niru - Master Smuggler, Master Artisan Intrepid

Isom - Master Chef, TKM Tempest




Niru - Intrepid
CoRGaNNo
Mon Aug 16, 2004 5:24 pm
#138

Who needs vendors.. I sell more through the trade forums than I ever have with a vendor




--"---------------------------------------------------
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Commodities Broker for RaVeN ReSouRCeS, Inc.
NEW VENDOR: DarkStar, Rori -> -5510 -6699.

Visit our Website

Dinonio
Mon Aug 16, 2004 5:26 pm
#139

/cheer

yay this is a better compromise than i could have ever imagined



#Yatchu X'vim#


///PRE-CU CENTURION///


Dubolom
Mon Aug 16, 2004 5:28 pm
#140

TH,


this wouldn't be such a problem is houses could store more stuff. Please consider dramatically increasing house storage capacity.


After playing for over a year, I have so much loot, furniture, weapons, etc. that they all do not fit in a single large house and I am forced to look for alternative storage solutions... and fromrole-playing perspective I REALLY do not want to have more than one house.



==============
Veni. Vidi. Discedi.
Nouveau
Mon Aug 16, 2004 5:37 pm
#141






Thunderheart wrote:





LeBob wrote:

TH


When this goes in, will players be prevented from using vendors if they already dropped the Merchant skills necessary to create that vendor?


I think I read this in the patch notes, but I wanted to make sure... if so, I think this will be a great change... too many people were taking advantage of the skill points...



Yes, they will.


Though, I was able to sweeten the pot for Master Merchants. At the Master Box level, all of the Master's vendor limits will be raised to 300 per each vendor.







As the Merchant community breathes a BIT easier, I still feel this is a bit on the low side. I'm not an architect or a tailor, but their points are valid in having enough space to peddle their wares. Being a Droid Engineer, alot of space is being taken up by supplies (batteries, recon kits, repair kits, custom kits, etc) and need to be offered because demand dictates this. 250-300 is a good starting point, and I'm sure this has been stated already, but as a Master Merchant who's expended his 63 skill points into the profession, I still think we should get a larger return. 1000 per vendor at Master seems to be a good figure since we are now able to have 12 vendors (kudos for that btw).


Being at 1000 per vendor would also allow us to sublet space and not cut into our inventory and such. I'm happy to hear that our concerns are being addressed, however I think we aren't quite yet to the point of acceptance for both sides.


Thanks for your time.







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ScahtRunningstar
Mon Aug 16, 2004 5:37 pm
#142

Ok TH here is a question for you guys that I don't think has been addressed yet.


Here is the situation. I've had merchant skills for awhile and as ive gone up the trees in the old system. I've created an Ithorian and Devarian vendor. If I drop my merchant skills to artisan business IV i should be ok at the vendor limit cap, but what happens to the type of vendor, i.e. species Ive created? Do they stay that race? Do they get converted to bulk terminals, or do I lose the abilty to use those specific species anymore because I've lost all the skills in the hiring line?








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Unofficial scum of FoE
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Durniboy
Mon Aug 16, 2004 5:43 pm
#143



Dinonio wrote:
/cheer
yay this is a better compromise than i could have ever imagined




Obviously you don't have much of an imagination. Me? I imagine I'm finished with crafting. Good luck to Ahazi with trying to get a customized crafted item again. Try to get your friendly neighborhood Master Merchant to name a fountain or statue to honour someone that is special to you. If they can, you can play hide amd seek among their 12 vendors they may have placed it on. Ta ta...



It's the dream afraid of waking that never takes the chance.
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