Development Cycle Archive

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

Tringard
Tue Jan 13, 2004 1:23 am
#1626

I like the bazaar idea, 6000 is still kinda arbitrary, but is a definite step up from the current 3000

for the vendors, I understand the need for a cap, but 150 is much too low, it would force many people to stock and care for their vendors daily which would take a lot of the fun out of the game for several people I know and others, as others have said, around 400 would be more reasonable for the serious crafters out there



Tringard

Former MCM / Master Carbineer
Then, Ranger in training/TKM, medic
Now, unsure of myself
TuskenJedi
Tue Jan 13, 2004 1:25 am
#1627

I like the bazaar cap increase.


One suggestion I might submit is in support of "specialty" items. Some of them should probably be taken off the bazaar, spice in particular. Throw a couple "dealers" in the largely unused Underworldtree of the Smuggler profession if you have to. By removing a few classes of items, you can give a bit of contraband flavor to the smugglingprofession finally.

Phosho
Tue Jan 13, 2004 1:32 am
#1628

i totally DISLIKE the raising of the bazaar cap, it will ruin oppurtunities for new players, instead of half the items being 3k, they will ALL be 6k now



phosho delka
"type like I am intellegent? hmm you mena like this- would you like a
cup of tea? it was made by jolly good blends." - neurosis888

Slimjim_Iapkre
Tue Jan 13, 2004 1:35 am
#1629




XanEldarie wrote:


Reasons the AhaziTrade Boards are better than a vendor:


1.) It's free.


2.) It reaches alot more people alot faster.


3.) There's no cap, nor will there ever be one.


4.) People can discuss a given item prior to purchasing it.


5.) Other servers can "peek in". This is good (and bad) in many ways. But I won't go into that.


6.) No skill is required, outside intellectual prowess.






Hmm...lets see. Say I sell 40 items a day. Times 5 mins to chat about price and meet with every person I sell to. Great, I get to spend all my play time posting to the forums and selling individually to people. Good thing I didn't want to do anything else...




SlimJim Iap'kre

Quality Stim shop selling 400+ stim B's and 600+ stim C's
In Mos Nihil, Tatooine at 275, 5365
and in Sanctuary, Corellia at -1591, -4626
Keiyla
Tue Jan 13, 2004 1:54 am
#1630

You've got to be kidding me. You're NERFING merchant?


A bazaar restiction to 6k would be fine for auctions...I thought auctions were supposed to go up to 10k anyway, but it's been broken since the game began. For selling items though, there are a great deal of items that sell in the 3-6k range, and having them all available on the bazaar would put all those merchants out of business. Tailors, for example. Almost everything I sell is 4-6k.


Also, a lot of items are capped at 3k because of the bazaar restriction. I can see this patch as being intended to increase the costs of items like disks and resources, since they are only being sold at 3k because that is the cap. If there were only SOME items, like resources, that had the cap increased, that would be fine, but for crafted goods, I would REALLY hate to see this happen.


The vendor cap item is just a bad idea all over. As a tailor, I have over 300 items I can craft, and each in literally hundreds of color combinations. A cap will seriously limit the selection I can offer to customers. Again, I can understand the desire to limit the use of a vendor as storage space, but surely there is a way to do this without penalizing the legitimate retailers! Perhaps decreasing the amount of items that can be sold at 10,000,000 credits...since most of the "storage" people put items up for ludicrous amounts of money. Limiting the number of items in bags that be sold, maybe. Or even allowing the vendor cap to be increased with merchant skill. 150 items for a novice, and increase by 10 items with each box, and a master can have 400 items or something.


Please, please don't nerf merchant!

ProGuard
Tue Jan 13, 2004 2:14 am
#1631

Bazaar Cap Raise: Bad Idea - Anyone shopping at the bazaar shouldn't be paying more than 3k for a "pedestrian item."


Vendor Cap:REALLY Bad Idea - UNLESS the storage problems are fixed and the STORAGE SPACE is RAISED. Perhaps create a special "warehouse" for Architects to make that will hold more items but impossible to declare residency there or place furniture & the like.. Make it more expensive to maintain but with a storage capacity of 500 items, and use perhaps 3 lots. I already have 2 HOUSES FULL of inventory THAT WILL SELL, and I am NOT abusing the vendor by keeping 800 items in my "stock" by placing an item for sale & then withdrawing the sale.

Fenrix
Tue Jan 13, 2004 2:17 am
#1632

I assume that this has already been raised.


The poll that was put up had :


"I do not like this idea because it would hurt my crafting business."


Hmmm now this was the only negative possible response to the bazaar issue. This immediately insinuates that anyone voting this way is more interested in their character than the Game itself, and that they are in someway self centered. Secondly it assumes that if you oppose this change you will be a crafter or a merchant.


I personaly think that these are poor ideas, and will adversely affect the player economy (partcialy due to the fact the Bazaar itself is poorly orginised). But I am not a merchant or a crafter so what am I supposed to vote? I did actualy vote for the above option but I will state that does not reflect my opinions correctly.


I also suggest that this is worded as a leading question.It could actualy have been written as :


a) Don't let those greedy crafters have all the cash


b) I am a greedy crafter and I want more money


c) I dont really care.


So unless you put up a sensible poll what is the poihnt of doing it unless you are trying to bolster a weak position.



Fenris.




__________________________FTech__________________________
[Molecular Clamps] [Armour/Weapon Upgrade Kits] [CDEF grind Pistols]
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_________________Tatooine Anchorhead -415 -5346 _________________


Tugud
Tue Jan 13, 2004 2:32 am
#1633

10K Bazaar



25 limit for artisan vendor


50 limit for novice merchant vendor


100 management 1


150 management 2


200 management 3


250 management 4


500 Master Merchant






May The Force Make You Angry!!


Iwaem Ackease
Master Bio-Engineer
Knights of Darkness Soldier
Kauri
Sandusky
Tue Jan 13, 2004 2:36 am
#1634



Tugud wrote:

10K Bazaar

25 limit for artisan vendor

50 limit for novice merchant vendor

100 management 1

150 management 2

200 management 3

250 management 4

500 Master Merchant






Is it April 1st already?



=========
Sandusky R.
Mayor, Haven City, Corellia
Owner of The Lucky Pharple Cantina
Sunrunner
BaronFoxxe
Tue Jan 13, 2004 2:37 am
#1635

I vote NO to the vendor cap... 150 is just not enough. I appreciate being able to find just the right thing when I go shopping.

Clothes have how many styles and colors.... way to many choices for such a small number

If I want the right gun/melee weapon and I want to buy a couple to get just the right slice... I need a weaponsmith that fully stocks his vendor. with 150 limit me and every other weapon buyers will have the thing sold out in an hour or two after the poor smith stocks it. since word of mouth is the only true advertising... reputations will be destroyed by empty vendors. as already happens when a smith doesn't keep well stocked.

Armorsmiths would have it really bad... a grand total of 15 sets of armor??? no room for upgrade kits or the like.

chefs already have it bad... but even the small selection of worthwhile foods would still fill out that 150 items in a hurry and they canna be selling it all in crates... beleive it or not some people canna afford that.

even the artisans will have problems... consider all the different types of power ups. max/min damage is not the end all and be all of power ups. I prefer max damage and speed for leveling. A doshan BH will certainly prefer a powerup with an action reducer. And this isn't even touching the melee powerups.

droid engineers, architects, doctors and BE would all run into problems with a 150 limit.

Believe me a 150 limit is also not going to encourage other players to boost prodution to fill in, because the big names lose there reputations from sold out vendors. there is already alot of vendors out there that are empty on a daily basis, those vendors aren't sold out.. they just plain aren't stocked.

all this 150 item thing is going to do is create a timesink for those of us buying from crafters as we spend several hours trying to replace our stuff because the vendors are empty.



Ja'Noss Ulthmar
Scylla
Aylish
Tue Jan 13, 2004 2:37 am
#1636

Since we only have a small window of time to comment in, I guess I will add my say to this monstrously long thread.

Raised Bazaar Cap to 6000

I voted against this in the poll. Not because I think the Bazaar is fine as is, but because raising the credit cap is a fairly pathetic improvement to it.

I would rather see the auction function fixed so that it has no credit limit.

I would also like to see Bazaars in Player Cities.

On a larger scale, I'd like to see the interface reworked for both Bazaar and vendors, to allow for more sortable and intuitive item categories. The "Next 100" issue is not so much of a big deal when you select to view only the category of item you are interested in. This works well for most clothing items (though Clothing Categories also need reworking). For other areas though, the list really needs to be looked at. Why have a "Buildings" category when buildings are found under "Deeds" for example?

Item limits for Player Vendors

As a tailor, I am of course against the initial statement of this change. I am sure you have read the arguments pertaining to the tailor's need to stock a range of colours as well as styles, so I won't go over it. I will just reinforce that yes this is the case, and that 150 items is nowhere near enough space to do it in.

Though as a merchant, depending on the exact figures, I would be happy with the merchant skill based compromise you seem to be going with.

I'd like to see the highest amount of items be awarded to Master Merchants, since there is very little in that box to encourge people to spend the skill point on it

The figures you are talking about are very important as to whether this change will kill all the best businesses throughout the Galaxies. A good vendor is a stocked vendor, and as other people have stated, people don't want to have to "babysit" their vendor, restocking when people buy the items on there to make sure no-one sees thier vendor empty.

I think something like 300 items per level would be sufficient to cater for the needs of most merchants. I would also rather see the item cap be across all vendors, rather than on a strict "per vendor" basis. For example, the Management line could give +1 vendor and +300 Item Stock. You could then either add 300 items to your existing vendor, and not place your second vendor, or spread the items out over both vendors.

The main reason I say this, is because many people use a whole vendor just for orders, as there is no real game mechanism for delivering orders. To make it easier for the customer to see their order, and to prevent mixing it up with regular stock, many of us put a vendor aside and stock orders only on it. It would not be fair to charge us a whole vendor worth of items to do this. Also in the case of Player Run Cites, some of us are using vendors to provide city information. The implementation of customisable NPCs for cities, placeable by mayors, would free up these vendors, but until then, those doing this for their cities would be disadvantaged by a "per vendor" item limit.

I'd like to see an Item incrementation in Novice, in 4 skills boxes and in the Master box. Even if this was weighted, so that it looked something like this:

Novice: 300 items, 2 vendors
Management 1: 450 items, 3 vendors
Management 2: 600 items, 4 vendors
Management 3: 750 items, 5 vendors
Management 4: 900 items, 6 vendors
Master: 1800 items, 6 vendors

This would truly reward the Master Merchant, while helping resolve your "technical difficulties" by keeping the amount available to the masses low.

Of course, you can see my biases in my sig

I have to admit to not reading the entire thread, so if I have repeated anything others have said, this is a reinforcement of those opinions.



Ay'lish, almost ex-SWG player
Retiring Mayor of New Roseholme, Naboo, Ahazi
Contact Tammarion for future city enquiries
Veers_Intrepid
Tue Jan 13, 2004 2:54 am
#1637

well,



imo the bazaar limit raise isnt that good cause u will see WAY more items going in which were before in vendors cause of higher prices, so your database i am afraid will explode on bazaars. other then that i wouldnt care about it. also this drags some ppl away from having a shop visit i am afraid, but on this i might be wrong.



the item limit on vendors at 150 would be the worst idea ever again. 150 is to easy to reach and makes crafters life even more work then before.


reason: well for example as architects i got 2 vendors, 1 for buildings and 1 for furnitures, but with huge amount of different furnitures i will reach the 150 item limit in no time with just a minimal sort of differetn items :/ make limit to 300 prolly that could work, but 150 is way to low sorry.





Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
NomOrion
Tue Jan 13, 2004 2:59 am
#1638

I just stocked my vendor with resources of all types. I decided I wanted to give the consumer a choice of quantity with each resource. So I divided them into 100k, 50k, 10k, 5k units. After I got done I ended up with 202 individual items all priced accordingly by OQ of the resource and quantity. With the suggested cap my ability to do so would be limited, greatly.


If you take something away, you should give something back in return. If this is implemented I would like to see the storage capacity of houses increased at least 50%. But that will probably not happen since the very reason you are considering the cap is for server load issues.


I will capitulate that unlimited items on vendor is extreme. But 150 as the proposed cap is absured. Not all the merchants and artisens out there are holobreeds. I intend to keep at it for a long time to come. Perhaps 300-500 items is more palettable.


Why yes, it is.




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