Development Cycle Archive

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

Kailah
Mon Jan 12, 2004 6:40 am
#1509

I agree with Elona, nerfing vendors will punish those of us that strive to have a good business and offer a good stock of items.


I am Master Tailor/Master Merchant. All I can see that Merchant gives me that is for want of a better word "useful", is extra vendors. What is the deal with the silly house signs? I want a BIG house sign that says "THIS IS A SHOP" on the front of my house (Not those exact words but you get my drift). Anyway should a WS for instance be able to sell as many items as me when he gets to go and hunt as he has skillpoints left after his master craft, when I saved mine for master merchant and that we both get to put the same number of items on our vendors. Merchant needs some serious attention not a nerf.


If you do place a cap of 150 items I will simply have to place all of my 7 (?) vendors and offer what i am now, you have the same problem as I will still be selling as many items as I was before the nerf.


So, why not get rid of all those vendors belonging to people who have dropped the skill, and find a way to eliminate those using vendors as storage and leave alone the ones that are using them as theyre supposed to be used.


Or is this going to be like the house nerf, where you the devs suggest a stupid house item limit (50) and then raise it to 150 and we all bend over and thank you, when we have still been nerfed drastically?


Maybe it is time to spend some of that cash we send you and fix your database so that it works how YOU wanted it to. Maybe try lowering the number of hide/bone/meat types, I for one have about 60 stacks of meat which is all different and 90% of that is from one planet, why nerf something that isntbroken when you can do something as simple as that?


Lenee Terran


Master Tailor/Master Merchant


Mos Quito Hills - Tatooine




--------------------------------------------------------------------------------
LeneeTerran
Master Tailor
Master Merchant
www.mosquitohills.co.uk

Eola
Mon Jan 12, 2004 6:47 am
#1510






tgtaro wrote:

I'd rather see the following:


1. Raise the cap for the bazaar from 3000 to 1,000,000. Reason being is that you want people to be able to purchase anything off the bazaar from the cheapest gun to 50,000 minerals.


Ridiculous. I'm sorry the bazaar is not supposed to be an all-purpose personal vendor. 6K is probably too high a cap as it is, but 1M? Ludicrous.


2. Limit people to only 100 items on each personal vendor.


What exactly would the purpose of that be other than neutering the Merchant profession entirely? You do understand that fewer merchants and fewer items is a BAD thing for the player economy right?


Another cool thing would be if you let players erect a bazaar terminal in their playercities. The terminal will work just like the ones in the regular cities.









Eola Lasmy -- Master Weaponsmith, Master Artisan, Master Merchant
Part of Weyland Yutani Corporation
Ahazi Server: Tranquility, Theed: -3115, 5795
Force Sensitive Crafting my Behind
I've got 1 Million Monkeys and 1 Million Keyboards bet you they
integrate JTLS more smoothly than the Dev Team will.
Sowsky
Mon Jan 12, 2004 6:49 am
#1511

What about an add ofa new type of building, lets call it "Wearhouse", Only one room and a capacity of300 items to store there, So you can crate your stuff and leave it there until you need to reastock your vendor.


This way you can crate your stuff for a couple of days, leave them there and do othere activities, ten once you see your vendors stock go down you just have to restocked with the stuff in your warehouse.


I think vendors should not be allowed to be use as a place to put your stuff

Rya
Mon Jan 12, 2004 7:05 am
#1512

Yes - raise the Bazaar limit to 6k


No !!!! Do not limit Merchants to only 150 items, that is was to low a limit.

lynnnoton
Mon Jan 12, 2004 7:26 am
#1513

The bazaar cap - cool.


The vendor cap - please no! I don't run a vendor, but I'm against anything that will cause more empty vendors in the galaxy. It's bad enough trying to find things now, let alone when all the "popular" vendors are running out of items after a day due to the item cap. It'll just drive more people to the bazaar and kill the player vendors even further.

Axe_Grinder
Mon Jan 12, 2004 7:33 am
#1514

Bazaar limit needs to be increased to more like like 10k.


Item limit on player merchants should be more like 300.




**Dark Jedi Knight of Onyx** - Quis custodiet ipsos custodes
Peace is a lie, there is only Passion. Through Passion, I gain strength.
Through strength, I gain power. Through power, I gain victory.
Through victory, my Chains are broken.


The force shall set me free.
Quick
Mon Jan 12, 2004 7:43 am
#1515

PLEASE do NOT limit vendor quantities!

I am not a crafter and don't even have a vendor but I know how hard things fly off the vendor shelves. Sometimes you have to be there within 5 minutes of stocking or forget about getting what you came to buy. I feel that limiting vendor quantities will only make this more aggrivating. And nothing is more aggrivating, as a customer, than unstocked vendors.



--------------------------------------------------------------------------------------

NERF TEH HATS!!!!11!
CyberGhost
Mon Jan 12, 2004 7:44 am
#1516

The bazaar cap raise to 6000 creditslooks very good to me. I would also give players from the Merchant proffesion2 additional raises : a 9000 credit cap in Efficiency I ( Market ) and a double amount ( 50 )of available items/items for saleon the bazaar in Efficiency III ( Increased market efficiency ).


This I think would improve the bazaar for both non-merchants and merchants alike.


The new cap for vendor items looks a bit harsh to me. Some people have 1000+ items on 1 vendor. If you then make a cap to 150 items, that is not fair. I would sugeststarting with 150 items per vendorin Business III, then with Business IV +50 ( giving 200 items per vendor total. Then for Merchant I would add +50 per Management level, topping out at a grand total of 400 items per vendor when at Management IV.


This total package would make the Merchant proffession more interesting imho, and would also benefit the customer.



Greetings,


Cyberwiz.





The price for freedom is eternal vigilence.
Master Marksman, Master Scout, Novice Fencer, Entertainer.
GoBills
Mon Jan 12, 2004 8:23 am
#1517

Proposition #1: Raise the Bazaar cap to 6k credits.


I'm kind of undecisive about this one. I'd much rather they tied the raise to the Merchant profession. How about leaving it at 3k for "normal" people and allow Novice Merchants to sell their items at max 6k? Then add another 500 for each box in the Merchant tree and an extra boost at Master, capping them at 20k. Since it's still a 25 item limit on the Bazaar it won't kill private vendors.


Proposition #2: Cap private vendors at 150 items.


VERY bad idea! Even as a Master Merchant you will only be able to keep 900 items in stock. This means you will have 6 vendors standing around, making it much harder for the customer to find what he's looking for. The crappy filtering is bad as it is. Imagine having that spread out across multiple vendors... A customer won't return to an empty vendor which means the only people who can keep their customers are the ones with lots of play time. Having casual crafters leave the business (and maybe even the entire game) will allow powergamers to monopolize the market. So in effect, it will create the exact opposite situation to what TH wants.


The other reasons? Technical issues? Why should the players have to suffer because SOE has a crappy database engine that cannot handle the load? And there is no guarantee a cap will take care of those problems if the database is already poorly structured. Monopoly? Creating monopolies instead of getting rid of them doesn't make sense. Perhaps Economy 101 would be a good idea for the Devs. Players having difficulties drilling down to find what they want? Once again, if the UI is too difficult for players to handle, it's SOEs responsibility to change it. Not throw the baby out with the bathwater.


Suggestions:


- Remove the vendors from players who no longer have the appropriate skill.
- Limit the vendors to trade only and at the same time add a building called "Warehouse" only placable (and usable) by Merchants of a certain skill level.
- AllowMerchants to add "discount groups" to a vendor. For instance, make it possible to give everyone belonging to a certain Guild a 10% discount.
- Allow Merchants to "name tag" certain items, having them only show up to the named person.
- Get rid of the Auction option at the Bazaar. It serves no real purpose.


Another suggestion:


- Add a Sales Tax to everything sold at the Bazaar and at private vendors. This would lower the inflation rate by removing some of the money from the game. It could be tied to the GCW so that it would be possible to strike deals with corrupt Imperial official (maybe something for the equally corrupt Politicians ). Or give Merchants the ability to instruct vendors to skim some of the tax credits. Getting caught in an Imperial audit would render a warning the first time and then it would get worse. *muahahaha*




__________________________________

Inner Chi / Natalis Bluestar

"Life. Loathe it or ignore it. You can't like it."
Walhabie
Mon Jan 12, 2004 8:37 am
#1518

* Bazaar price increase?


- No, you raise it once and youwill have people asking you every month to raise it again. The bazaar is a good place for new merchants andprofessional merchants,to sell low cost items for everyone and the vendors are forthe higher costitems. Just my 2 cents on that.



* Vendor limit at 150?


- No way!!! I know that you might have a data base issue but a 150 items is way too low. I sell furniture for people to buy on my vendor and I have over 300 items on there - because people will buy anywhere from 1 to 6 items of the thing, and beings I'm a casual player I can't be on every day to restock - I know that isn't your problem but I would rather see a 500 limit then a 150. Sorry... and people that say, just make another vendor - I have 6 up now... each with 300+ items on them:One furniture, one Artisan vendor (selling all kinds of tools, repair kits, GP modules, etc.), a resource vendor, a vehicle sells vendor, droids and batteries vendor, and one vendor for all my custom made items and customer sells. I


I know that I could probably cut out on some of the items I have made, but if I do that then I might as well just drop the merchant skills, pick up another skill and just do custom jobs, but I don't like that... I can understand why you might need a limit to solve some issues but 150 is too low... if you play a pure crafter I can't see how anyone can think the 150 limit is good.

FCK
Mon Jan 12, 2004 8:43 am
#1519

Bazaar: no comments, never used and never will.



Vendors: very bad idea - 150 items???? if the reason is to help people who cant read (theres a nice buttom saying next page and all) i dont think its a valid reason to change such an important issue. Make holocron more informative on the issue if people seem to have trouble understanding plain english. And by limiting # of items to 150 for sure wont help newbies getting what they need - my vendors will be sold out most of the time if this is added and might not even have room for anything else than high-end weapons. I got Master Merchant but didnt really plan on using all vendors just to have them named "Ranged Weapons #1, #2, #3 etc. If so you need to raise # of vendors in merchant line too. 6 for sure wont be enough now.


Please reconsider this action and think again if the problem stated about not understanding a simple vendor-browse isnt better solved in adding to info in Holocron. My understanding of the holocron was that its meant to be ingame help-tool. This issue is about people needing help - so ingame help-tool need to explain use of vendors more detailed.





Roi N'aldo
Elder Jedi

IllandroKIlek
Mon Jan 12, 2004 8:53 am
#1520

Bazaar Cap: Good idea to raise. Most hunters do not go up the Aritsan skill tree which allows them to place vendors.


Vendor Cap: I won't like to see it but in all honesty It would be fair. That is why there is a merchant class and why merchants have multiple vendors. It has always seemed to me that without the ability to do consignment sales, Merhcant has been a pretty useless class. Perhaps this would add a little meat to it.



/sigh For what SWG could have been.
/weep for what it is today
Xnera
Mon Jan 12, 2004 9:02 am
#1521

Raising the cap on the bazaar will only serve to inflate prices. If you really stand by your statement where the bazaar isfor "pedestrian" items then don't raise the bazaar cap, there really is no reason.


People who talk about having all kinds of credits and getting 15k doesn't mean everyone has that. Maybe they think it is, but there are also plenty of people out there who don't millions of credits at all and seriously consider spending 15k on anything, never on a tip!


As far as the limit on merchant items,I think it is a bit low because some people like to stock lots of stuff or use thier vendors to sell multiple types of products.

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