Development Cycle Archive

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

ThornlessRose
Sun Jan 11, 2004 12:52 pm
#1470






Nurani_ENT wrote:

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?






true true... besides... its like 60+ pages now, do you think they read through all of them?



Thornless Rose
Corporal http://invis.free.anonymizer.com/http://themovement.netfirms.com/dec03/swg_nude/bonus.jpg target=_new>Ikborr Galanne of the Imperial Armed Forces.
Armoursmith | Droid Engineer | Medic | Marksman | Brawler | Scout | Merchant
IPourBooze
Sun Jan 11, 2004 1:44 pm
#1471

So let's recap here.


As far as the Vendor cap goes.


No use being a Tailor


No use being a big Miner


No use selling Furniture


No use selling Weapons


No use Selling Armor


No use selling Droids


Why you say. Cause it will be impossible to keep the vendor filled once your name is out there as a Master. You'd have to spend all your in game time just filling your vendors. Forget Variety, Forget different price points.


All around, this will crush small and medium sized merchant/crafters.


But hey, the PA's will be able to pull together enough people and Vendors to corner the market.


There's your Monopoly.


The DEVS have some serious groupthink going on here.


Oh, yeah, Certainly no point being a chef.


Jaye




The Mancoruf Brothers - Jaye and Trajen
The Best Thing to Hit TAT Since Sand!!!
Mos Veris, Tatooine, Valcyn -2755 -4388

Purveyors of Deeds, Droids, Furniture, Powerups, Meds, Weps, Armor, Pets & Pet Supplies, Clothing, Smuggler Supplies and anything else we can get our hands on!!!!
Kosie
Sun Jan 11, 2004 2:11 pm
#1472

Don't have the willpower to go through all the posts, but how about a minimum item limit ? I dunno about the rest of u, but I'm tired of empty vendors



Kosie/Joli


Kauri




Radiant/Scotti

12pt Master Chef/12 pt Master Artisan

Food Vendor Waypoint Corellia -731 -3619
PunkRoadkill
Sun Jan 11, 2004 2:39 pm
#1473

no no no no no to the vendor limit, its bad enough trying to keep my weapons restocked as it is, i have 6 vendors, all of which are used all the time.


the trouble is i don't just sell weapons, 3 are weapons, 1 power-ups, 1 advanced weapons, one misc. and i have vendors on 2 planets, you know how many weapons there are, and theres no way i could stock them all, otherwise i'd be restocking every single day, and that is a big no no.


The bazaar idea is fine, but dear god no to the vendor one!

Lagamiso
Sun Jan 11, 2004 2:55 pm
#1474

Speaking as a non-artisan who despises crafting:


Bazaar raise seems fair and alright (and ultimately not too life-changing anyway).


On the other hand, the vendor limit seems like a poorly thought out idea. It looks like it'll be forcing too many artisans to rely upon person-to-person sales which ultimately simply lowers the ease of use that vendors provide, while invalidating their convenience. It'll likely make the purchasing system more tedious and inefficient, and while that's a pain for the crafters, it's also a pain for the consumers as well.




___________________________________________________________________________
avalon kiyet
knights of the old republic


Bidoni
Sun Jan 11, 2004 5:18 pm
#1475

As a consumer, and an aspriing Merchant, I like both proposed changes. The 150 cap seems to have gotten a lot of flack, so let me just say this:


1) You CAN place multiple vendors in a house, tent, etc. This makes it much more efficient for the buyer to find what he wants. I dont want to scroll through hundreds of items to find the one I want. If you're a WS...put powerups on one vendor, melee weapons on another, etc.


2) This also makes higher Merchant levels worth something (to get the additional vendors).


Whatever amount you'd normally put on a vendor, you can STILL do. Just have more vendors.


----- OR -----


If you really do go through 200 identical (or nearly so) items quickly, then TH, what about this idea?


Let only 150 items show up. But allow a merchant to stock as many as he/she wants. When one item is sold, another one automatically takes its place. Thus, we dont have the constant restocking problem, and the buyer isnt paging through 400 pistols to see what carbines you have.


Another feature I'd positively die for (well, not really) is a SEARCH feature.

Grungie
Sun Jan 11, 2004 5:24 pm
#1476

Bazaar instant cap only 10k


Max items on vendor: fire your database managers. I know that most of us are sick of the gameplay excuses to limit the database size. You aren't fooling anyone.


150 = 15 suits of armor


Figuring that armorsmiths are already tired of throwing out everything else just to display one or two suits in their house, carry one suit on them and have the resources to make it through the week, this is just another lousy stinking nerf. Of course, I speak for other armorsmiths. I don't trust your vendor coding to leaveanything for sale on a vendor for more than a day or two. If it disappears,SWG has CSR on standby to tell me where to take a flying leap.

JebMarin
Sun Jan 11, 2004 5:38 pm
#1477

Since the changes suggested (no doubt intended ) will encourage bazaar sales, forcing more people into the big laggy cities more often, hows about4 things


1 Create a decent search filter mechanism for the bazaar,


2 Enable a multiselect purchasing mechanism for buying grouped resources


3 Player city bazaars


4 Fix the horrendously clunky static cities




M A V E R I X K A E L E L L / G I G A
H O M E I S W H E R ET H E S U N F A L L S
MI S S I N G I N A C T I O N
donnah42
Sun Jan 11, 2004 5:38 pm
#1478






Bidoni wrote:

As a consumer, and an aspriing Merchant, I like both proposed changes. The 150 cap seems to have gotten a lot of flack, so let me just say this:


1) You CAN place multiple vendors in a house, tent, etc. This makes it much more efficient for the buyer to find what he wants. I dont want to scroll through hundreds of items to find the one I want. If you're a WS...put powerups on one vendor, melee weapons on another, etc.


2) This also makes higher Merchant levels worth something (to get the additional vendors).


Whatever amount you'd normally put on a vendor, you can STILL do. Just have more vendors.


----- OR -----


If you really do go through 200 identical (or nearly so) items quickly, then TH, what about this idea?


Let only 150 items show up. But allow a merchant to stock as many as he/she wants. When one item is sold, another one automatically takes its place. Thus, we dont have the constant restocking problem, and the buyer isnt paging through 400 pistols to see what carbines you have.


Another feature I'd positively die for (well, not really) is a SEARCH feature.





Both of your ideas are still bad for us tailors. Tailors who want to run shops shouldn't be forced into master merchant just to be able to stock a good selection of styles (from our 200+ schematics) and colors (our regular pallet is I believe 255 colors).


And those tailors (like me) who choose to be master merchants shouldn't be forced to use all of our vendor allotment to keep up one decently stocked shop. I currently run 2 non-tailor shops and would be forced to shut them down if this change goes through.


And as far as letting 150 items show up, that wouldn't work for us either. Would you like to go to a tailor shop looking for a new outfit and only have 150 items to choose from at once? That may be fine for those who regularly stock 10 or 15 of the same item, but even when I stock 15 of the same type of shirt, they're all different colors.




Kara Vasa
----------------
Radiant Master Tailor
Mayor of Barsoom, Rori
Naufragus
Sun Jan 11, 2004 5:40 pm
#1479

NO to vendor limits....get a betetr database and remove all the junk you guys consider loot...ie wooden staffs, broken items, 1 unit of some resource, cdef carbines...


why do you have to break things that dont need fixing

Cat_Herder
Sun Jan 11, 2004 5:40 pm
#1480

I understand the need to conserve database space and why the vendor item reduction has been put forward to help with that. If you are going to cap the number of items on a vendor I suggest that you add functionality to them simultaneously so that they retain their worth.


What I think would work best is an option to load crates onto vendors and have them unload individually as items are sold. This means that crafters who do large volumes of sales can still do so but it limits the ability to use vendors for extra storage. As well it keeps the load on the database down as it uses only a fractionof the database space because they game is tracking a single item instead of twenty-five on the vendor. Likewise give options to sell resources at a per unit basis and avoid loading multiple identical items on the vendor.


Those two changes along with a vendor cap (150 does still seem quite low) would help address the database issues without ruining the use of vendors.

Naufragus
Sun Jan 11, 2004 6:01 pm
#1481

REMOVE NEEDING CAMPS TO CALL MOUNTS AND VEHICLES
Nomorenerfs
Sun Jan 11, 2004 6:12 pm
#1482






Cat_Herder wrote:

What I think would work best is an option to load crates onto vendors and have them unload individually as items are sold. This means that crafters who do large volumes of sales can still do so but it limits the ability to use vendors for extra storage. As well it keeps the load on the database down as it uses only a fractionof the database space because they game is tracking a single item instead of twenty-five on the vendor. Likewise give options to sell resources at a per unit basis and avoid loading multiple identical items on the vendor.






You may have missed this two pages back...



A note to those commenting about "just put crates on the vendor"...


Tailor specialization (color schemes) comes AFTER the choice of "Create Prototype" or "Create Draft Schematic"... so if you want 500 plain grey slacks, 500 plain grey light bustiers, 500 plain grey Healer's Robes, 500 plain grey skirts, 500....... getting the picture? No tailor in their right mind is going to sell ONLY grey ANYTHING.






SWG is a lot like the Nicotrol System.

With each patch, you're that much closer to quitting.
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