Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
The first protest song!
http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=19660
donnah42 wrote:
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.
I agree compleatly. I would lose alot of buisness (and its not like I have alot of buisness now, lol) if I could only stock 150 items at a time. And custemers would hate it. If you could manage to get the clothing items you wanted, none of them would be the same color.
This is a really bad idea imho.
Capping the items for vendors is not.
If what SOE wants to do is streamline the database they should just eliminate all of the "junk" and Junk Vendors. That's a TOTAL waste.
I play this game because I can be a master weaponsmith, work 2 days to restock my vendors and then I can go out and hunt/shop/site-see/do whatever on the other days....IF you limit my vendor it would force me to master merchant...in order to master merchant I would have to surrender the skills I use to hunt with.
Now my toon is a full time Weaponsmith and Vendor....THAT is NOT attractive to me....not to mention that even if Istill hadpoints in my hunting skills, I would not have the time to hunt because the vendor would need constant restocking.
YOU created this game and marketed it this way...now your finding out that you cant support what you created because your DATABASE cant handle the volume of items in the game....heres an Idea....
SPEND SOME OF THE MILLIONS OF REAL DOLLARS WE SEND YOU EVERY MONTH, TOFIX IT ON YOUR END FOR ONCE.
INSTEAD OF TAKING EVEN MORE AWAY FROM EVERYONE WHO HAS SPEND SO MUCH TIME AND EFFORT TO BUILD THEIR CHARACTERS THE WAY THEY LIKE THEM AND FORCE US TO GO AWAY FROM THE PATH WE HAVE CHOSEN.
YOU HAVE ALREADY DONE THIS WITH THE JEDI DEBOGGLE.....
As far as I am concerned you should foot the bill on this and buy more servers/hire more techs/programers or do whatever "\font ;<bold> database :if then else .com/loop" stuff that you have to do to make the product you marketed to your customer work the way you marketed it.
You guys act like you have no money to fix anything and so you just have to cut back on the product instead of spending achunck of your money to fix things right.
Why do we always seem to pay the price by US making all the sacrafices?
I know your mind is already made up so cut up the game more....and I will leave do to your actions, because I dont want to be locked into any one thing in this game.
Touneves
I think allowing a higher cap on the bazaar is a great idea.
Putting a cap on vendors could be workable, however I'd like to see a higher cap for the more skilled merchants. A master merchant should be able to put hundreds of items on a vendor if they want. A artisan with bus III maybe has a much lower cap.
bobalonius wrote:
Bazaar Cap
I'm not sure how i feel about raising the cap on Bazaar prices. While it would make it convenient to sell some of the mid level used items someone may not need anymore, it will probably hurt some of the professions who deal in lower priced items.
well i am trying to wrap my head around this...
everyone who is AGAINST the bazaar increase says it will hurt some professions... i dont really see how?
you can still craft and sell the same items. all that has changed is the location that they can be picked up at.
personally, i buy tons of stuff on the bazaar and hate going from house to house looking thru 5 different vendors to find the item i need. i like the convience of being able to shop, buy something at my next layover or my current location, run out o f the starport and pick it up. I often see an item on the bazaar and then contact the creator to place a larger order
it seems like it would increase your business as you would then be tied into the galactic market instead of however just passes your shop.
I also like both ideas however I think both numbers are much too low.
I think the cap on the bazaar should be about 10000 that allows players like myself who sometimes come across things of moderate value to sell them yet it still allows Master Artisans/Weaponsmith/Architech/etc to sell their advanced goods from their own personal vendors. I think a 10000 credit cap would help with the limit to the vendors by having less types of items to sell.
I TOTALLY agree with the vendor cap. I always have issues with vendors not working. I think I would not appreciate having only 150 items to look at though. 300-500 maybe better. At least then we could get some variety without being bombarded with having to look through 4 or 5 different vendors.
Good ideas guys and thanks for letting us have some input.
well lets tale the things in the order
increasing the bazaar cap prices what are the consequences :
prices will double for almost everything, and if like some already said 6000 credits is nothing for a businessman nowadays, it is still a very high amount of money for rookie characters.
Where will they get their equipment so in shops in player cities, they can hardly afford a shuttle ticket they often travel by foot and are not comfortable with traveling safely. so it will make the game harder to start.
But it will grant people with supplying more intresting goods on the market, yet with only 25 items sellable in the whole galaxy i dont know a lot of artisans who will be bothered with getting to a market place with one item of each type every day to sell on the market.
Market will stay a place where people can resell their equipment when they dont need it anymore. Dont expect to see master weaponsmith and so on stock the bazaar with their goods.
Some other things must be taken into consideration related to the 2nd topic of this forum.
The high number of items is said to make the vendor lag and have several pages people are bothered getting along and sometime forget.
Does the bazaar not obey to the same rules ?
increase the prices and you will increase the number of items sold on the bazaar making it longer to load and even more loaded with items.
on top of this the pages are bugged it works well in vendor items are presented 100 by 100 but on the bazaar the pages are not refreshed immediately and some items are displayed several times if yo
well lets tale the things in the order
increasing the bazaar cap prices, what are the consequences :
prices will double for almost everything, as some already said 6000 credits is nothing for a businessman nowadays, it is still a very high amount of money for rookie characters.
Where willthe rookiesget their equipment so in shops in player cities, they can hardly afford a shuttle ticket they often travel by foot and are not comfortable with traveling safely. so it will make the game harder to start.
But it will grant people with supplying more interesting goods on the market, yet with only 25 items sellable in the whole galaxy i dont know a lot of artisans who will be bothered with getting to a market place with one item of each type every day to sell on the market.
Market will stay a place where people can resell their equipment when they dont need it anymore. Dont expect to see master weaponsmith and so on stock the bazaar with their goods.
Some other things must be taken into consideration related to the 2nd topic of this forum.
The high number of items is said to make the vendor lag and have several pages people are bothered getting along and sometime forget to press the next button.
Does the bazaar not obey to the same rules ?
increase the prices and you will increase the number of items sold on the bazaar making it longer to load and even more loaded with items.
on top of this the pages are bugged it works well in vendor items are presented 100 by 100 but on the bazaar the pages are not refreshed immediately and some items are displayed several times if you go along all the pages and some other are not displayed once, amazing you can't buy the same stuffunder the whole galaxy filter using a bazaar terminal in coronet and 10 minutes later another bazaar terminal in theed.
Will this mesure prevent people from gathering in hive cities like coronet, theed and bestine , no it will increase it, will it make people go back to npc cities, no exept the capitols which are already overcrowded.
These three cities are running at 2 or 3 fps already even with 512 MB of memory and a 512 DSL connection and the most advanced 3D chips.
Will this prevent people from making the bazaar lag with scam offers like2 units of hide for 3000 credits 25 times just in case an absent minded guy clicks on.
Will this solve the problem of people starting an auction at 3000 that can be won or even started because you cant bid more than the bazaar cap. does it make sense to propose auctions when there is a limit to the amount of money you can bid ?
Why not increase greatly the lsiting fee for auctions, and take a percentage on the final price , but remove the limit for bids to an auction.
In fact this measure will not solve the deep problems on the bazaar
so increase the bazaar price cap to 6000 yes but :
-make the pages display the items correctly, you are a chemist you need a very special ressource, spend 2 hours on the bazaar to find it because display is bugged and you see5 times the same offer while changing page.......
-review the filters, if you dont know exactly where to look you never find what you want.A rookie never finds what he wants, want a vehicle look in deeds, want a pet look in deeds, want a bag look in misc, want a stimpack look in misc, want an armor attachment look in armor attachment hum.... no look in cloth attachment it is no under the correct filter, so if rookies can 't use the bazaar who is it for ?
-and a price and unit count filter to avoid the scam offers like 2 units of steel for 3000 credits setting the item count to 100 for example and avoid the scam announces a CDEF pistol for 3000 credits setting the price filter to 500.
- reduce lag, make the swg client do the filtering job for people with broadband and make the server do the filtering job for people with a restricted download bandwidth.
- prevent people from putting auction starting at the maximum bid limit
- implement a specialised system for auctions.
Lets now tackle the second topic
there are two ways to sell your goods at swg either you make a very low amount of goods and you sell it very high this is what you will encourage with capping the number of items to 150 per vendor. or sell a lot of objects at a fair price. Capping the number of objects per vendor and letting the system as it is nowwill encourage the first category of businessmen and make the second category disappear. So you will end up in increasing the actual phenomenon of loads of crappy equipment for very expensive and kill the good artisans who can't afford to spend skillpoints in businessman job. What about the stores trying to supply commodities like batteries, clothes, rookie weapons and so on ?
For the moment these shops survive because they can fidelise custommers. and affirm their difference with people advertising a lot but not selling very good quality products or having no stock, let alone people setting access fees who dont even have a vendor inside the house but they do have a very pretty red color sign with super weapons incorporated displayed on it.
Will this valorize themerchant job, of course, but it is already a big handicap to hold a store without businessman skills, no specific house sign, no map registration, only one vendor and several pages people are bored browsing.
increase the number of items thanks to skills okay good idea, lets add bonuses to the vendor item limit in one of thecolumns of themerchant skilltree, but give also a bonus to master artisans, and give a bonus in the artisan skill tree in the business column, give a bonus tomaster specialised artisans as well,merchant should remain a profession and not a must have for every craft oriented profession. Otherwise lets just leave the things like they are and double the skillpoint cost of every crafting profession skill.
So to solve the problem of browsing, make the previous and next items buttons red ! ! ! !
To solve the monopolies cap the vendors to 100 items with +25 for business 4, +25 for master artisan, +50 formaster weaponsmith, +50 formaster architect, +50 formaster armorsmith, +50 formaster tailor, +50 formaster chef, +50 formaster droid engineer. Give a bonus of +50 for novice merchant then +25 for hiring 1, +25 for hiring 2, +50 for hiring 3, +50 for hiring 4 and +100 for maste merchant and +2 vendors.
This would make the artisans have the same difficulties as people detailed in the 70 pages before.
But above all take the following alternate into consideration:
The following idea is solving everything
- Create a new structure called market , that businessmen can place in cities, in these marketplaces they can place vendor just like in every other houses but they have a bonus to number of vendors and max number of items if the vendor is placed in a market place lest say +4 vendors and +50 items per vendor.
The merchant can register the marketplace on the galactic map paying a fee.
The merchant can put the vendor he laid inside for hire without granting them administrator right,the artisan who hires a vendor to a merchant would have no other right than putting items for sale on it and removing these like on his own vendor but could not move, change type rotate etc....., hence artisans have to hire a vendor with space in a market place to a merchant.
Let the business man put an acess fee for his market place, let him set the rent for its vendors, steady rent or rent + cut on the sales etc....
when a weaponsmith for example wants to sell his rifles he can simply go to see the merchant and hire one of his vendors, then the merchant grants him access to the vendor.
-the artisans who hires also have a permanent free acess to the market ( he doesn t pay the entrance fee if he hires an vendor inside)
-a master merchant could hence hold a market place with10 vendors and each one could contain at least 475 items this storage capacity being dedicated to the artisan who hired the vendor to the merchant.
I really do think this mesure is running against monopoly because this places favorise competition, this would allow merchant to make money selling the products other people craft instead of making merchant a backup profession for people who want to sell what they craft.
to solve the browsing problem as i said before put the buttons and these two only,in a flashy color so that nobody misses them.
last but not least if you liked the idea in this post dont just reply to it telling good idea if you think it is good vote for it and help the devs finding it, there are 70 pages already.
SCROFULE CHIMAERA
HOW ABOUT ADDING AUCTION OPTION TO PRIVATE VENDORS? WITH NO MAX CAP ON IT LIKE BAZAAR AUCTION?
This is insane.
How about a discussion of the economy in general first, before tweaking it?
Bianca Minola