Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
I noticed 8k is the average payout for missions when I solo with my maxed out toon and am not using pets. Have bizaars go to 4k (half that sum) and a couple of npc cities in game go to 8k if they are listed as a trade or businesss center in the storyline. The trade/business npc cities should also have a slightly higher posting cost, say 100 creds.
As for the player vendors, 250 would be better.
As of now there are 63 pages of response to this idea and very few developer comments. Let's hope we see something soon because this can of worms has the potential to do a number of things like destabilize server economies, disrupt service by creating problems with the database and disenfranchise probably one of your better player bases (i.e. crafters) because what has been proposed is simply unacceptable.
It's unfortunate that you placed the bazaar question as a poll and not the vendor cap issue. What this demonstrates is that you really didn't want our input on vendors. The bazaar cap poll should have been presented to the individuals that this would have the most impact on first ( the crafters) and not have been made a general poll until you got feedback from these communities. Asking the general playerbase if the cap shoul be raised is like asking them if their weapons should do more damage the popular answer will always be yes but that doesn't mean it's the right answer.
I think the vendor thing is bulls hit
BECAUSE Im a tailor working on teras kasi which would only allow me about 2 vendors for my shop and thne tailors have like alot of stuff to put on it all and stuff and yea to me this idea is really stupid
GnomeAd wrote:
I think these are both excellent ideas. The increase on the bazaar will allow some of the items that are currently only available in vendors to reach a wider customer base on the bazaar. The vendor cap will actually add value to the merchant's ability to place multiple vendors. Currently, it seems that the only people placing multiple vendors are just trying to grind merchant XP.
Bitch please
*Pimp slap*-: lp'
I think the economy has matured enough that raising the credit limit to 6k would not be a bad idea. However, the 150 limit on vendors would be particularly unfair to Weaponsmiths and Tailors, the classes that have so many different products that are much in demand. How about 300?
The first idea is a good one the second idea is a disaster!
My pet hate is going to a vendor and finding only a handful of items, or none at all, on it. In my experience this is a common fault.
In contrast our guild currently has 19 vendors in it packed to the gills with everything you could ever want. Has this had an effect on the growth of our player city? No, the opposite in fact, crafters know they can always find a ready market for their goods and has spured many to set up their own vendors.
And what of the ordinary, non-crafting, player, what do they think? Do they like coming to our city where they find full vendors and thousands of different items or would they rather waste precious game time going from vendor to vendor on a fruitless search for what they want.
This has the look of a poorly thought out response to a non-problem - unless of course the real problem is with the SWG database?
1 yes
2 are you insane?! 150.. 300.. 500.. Fix your **edit** DB, don't ruin my **edit** game.
Setting a Cap to Vendor amounts: Bad Idea.
I won't beat a dead horse as to the reason as they have already been outlined in previous posts. And to follow the sentiment of another poster, why make the life of merchants/crafters harder than it already is?
I bet this thread goes ignored, and the changes go in despite player opinion on the issue.
They set this new forum up system so they could better communicate with us?
I think raiseing the cap on bazzar is a bad idea, haveing a low cap here alows for newer or less rich players to have a place where they can get the supplies and equipment they need, it also forces players to go to Player cities or player vendors to get the higher priced items which helps all players.
A vendor cap is also equally a bad idea. Sure things like 4000 items on one vendor exist, but it is better to have to sift through tons of pages of items, then to spend 2k in credits to search a planet for a vendor only to find that all the items have been bought by the time you got there.
I appriciate the thought of expanding content on these two issues, but this just isnt the way to do it.