Development Cycle Archive
Thread: Holobits?!?!?!
CasualMaker wrote:
Propain666 wrote:
Iceman-KG- wrote:
I think statements like that are precisely what they are trying to get rid of, and for good reason.
Five - only 40 back packs, all packs have 50 items in it, this is my storage vendor WITH EVERYTHING I OWN WORTH EASY - 20 MILLION - in armor weapons crystals furniture harvesters loot kits ( ie rugs gongs ya know) Loot galore that is 2000 ITEMS
There is no way i have any room any where for all this stuff. ALMOST 4000 ITEMS
Amythen shakes his head in disgust over the above post.
I have to agree with ya on this point.
This guy is a dope for even listing that crap. You just made it painfully obvious why this change is happening and because of who.. people like YOU!
DONT USE VENDORS AS STORAGE AND WE WOULDNT HAVE THIS PROBLEM...
(and the community turns on one another)
Message Edited by Propain666 on 08-10-2004 07:13 AM
I swear I have said this before... No wait I think it was, stop exploiting macros for unattended gameplay and there would be no needfor removing recursive macros. (just an observation, not a poke at the poster, no offense intended what-so-ever
And where ARE we supposed to store things? My house is usually full to the item cap with stacks of crafting resources (Furniture? What's that?). My lots are generally covered with harvesters and factories, so i can't put down more houses. That leaves my vendor as the only place to keep the stock I've already removed from factories; some items are selling slower than I'd hoped, but I don't want to lose them OR stop stocking new things that sell faster.
Bigger resource stacks would help a little, but not very much. Wish-list item: stacking crates of identical item! You can split a crate but never recombine them.
To your first point, the whole idea of economizing on moves is a key element that should really come through with the changes to combat. The challenge is to make it more dynamic and excited and not just make it a game of diminishing returns. It should be more like a recharging mana pool orsimilar type of mechanic where the player is challenged, but not hamstrung. With the new HAM, what will happen is rather than use specials until your bar is empty, you would use a special and wait for it to recharge ( just a couple of seconds) and then be able to use it again.
I am just wondering does this new HAM and COMBAT system take into fact the element of your population that enjoys solo play....
I know that the combat system needs to be worked on and made more intereactive...I am always for adding content and playablity. However, these changes do "NERF" the ability to solo. With the current re-addition to mobs using weapons and the Night sisters Using there force powers again while gaining the ability to also use weapons soloing has become more challanging.
I am just afraid that this change will limit those of us to a degree that we can no longer solo certain areas that offer a large enough reward to be worth it. Since as you well know or atleast should that this game is weak on true"Content" Kill/Loot and PVP is the only thing that keeps many of us from leaving from plain old boredom.
Without the ability to do this and no realy dynamic content I find that I may have no reason to play in the end. I am willing to wait to see what the additions that JTL and the Combat Rebalance will bring. I just hope that this new system will not kill my ability to, with properly planned stratigy go out and solo a vast majority of certain areas I used to enjoy going.
I just represent one of your solo players voices...I do have friends and I do group but I do enjoy being solo most of the time.
I've been reading the feedback with regards to the Merchant/Vendor changes.
On one hand, merchants need to be the vendor wranglers. There is no getting around tying vendor limitations to Artisan/Business skills and Merchant skills. On the other hand, I've been speaking with the team on the item number restrictions and I'm pretty sure we'll be able to get those limits raised to a suitable level.
I am sorry ThunderHeart but I don't see why this is such a difficult concept for the developers to grasp. Very Few people disagree this the statement that "merchants need to be the vendor wranglers". However, you take a simple concept like this and go way overboard, terrorizing the general population.
It would have been simple to state that non merchant vendors will be limited to 100 items(though even for non merchant artisans I believe this numer is a bit small considering the amount a Master of Artisans has to offer). As one progress up the Merchant tree they not only gaint he ability to have "more vendors" but thier "artisan cap" on "stored items" also increase dramatically with accent to master. Just like a Merchant's Number ofVendors increase you could add to various collumns an "increase in Stored Items".
If you do this not only in one column but in multiple colums, for example, your vendor limitations increase in 2-3-4-1 aspects, of these columns and then finally max in Master Merchant you wont get the person who just masters the one line of Merchatn they will beforced to be a true merchant to gain this benifit.
I don't believe this would be difficult for you to implement and I believe that a vast majority of your clients would be satisfied with this compramise.
I am not a merchant nor do I care to be, but I know that the whole of SWG would have trembled if you had implemented that very limiting cap on those who have choosen to be not only Crafter's but also Merchants.
VarnaxDespin wrote:
Thunderheart wrote:
I've been speaking with the team on the item number restrictions and I'm pretty sure we'll be able to get those limits raised to a suitable level.
This is not enough and far too vague,
What type and how many items we place on vendors is already limited......not by a arbitray # thrown up into the air by us and/or the dev's, rather by the 30 day limit placed on all vendor items.
Let me explain.... currently I and everyone else can put as many items onto a vendor as we like... what stops many of us from going over a certain number is the 30 day limit. For instance I have aprox 700 100k unit stacks up on my resoruce vendor... using my backstock I could double or maybe even triple that number. Yet I dont.. why? because some items sell slower then others and I dont need to have 5mil units of X resource up at any one time, especially if I know that by doubling my items.. I am going t ohave to spend an extra 2 hours re-stocking those items in 30 days... the amount I put on my vendor is proportional to the amount I think I will sell and how much time I am willing to spend re-stocking ever month it those items dont sell.
Why else do we not see vendors with 20k items... or 50k items.. or even a 100k items? because no merchant in their right mind canwants to spend20+ hours adding and then re-stocking all those items.
I am going to keep posting this becasue there is no reasonable item limit....100 items per vendor...200 items... 500 items the number is irrelevent.... You cannot go from an infinite number to a finite one and maintain any rational perspective.
Heres a real life example from another post of mine to point out how absurd a vendor limit is:
2 assumtions:
Humans need to breath air inorder to survive
Merchants need vendors is SWG to survive as a proffesion
Lets say you live in a large industrial city (SWG) and the goverment (Sony) comes to the citizens and says, "Hey guys, we have a carbon dioxide problem (database) and inorder to to solve it we are going to have to limit the amount of times each person breaths per day. Now in order to make this fair, we cant base the number of breaths on the size of the person (the amount a crafter produces/sells) because larger people and athletesbreath more then small people and that isnt fair. So next month (publish) each family is going to be alloted a number of breaths per day....If you a single Adult you'll get 50 breaths, a couple each get 70 breaths, couple w/ 1 kid each get 80 breaths, couple w/ 2 kids each get 90, couple w/ 3 kidseach get100 and a couple w/ 4 kids each get 110 breaths per day, Have a nice day."
Well of course the community (forum) gets all up in an uproar and yells, screams and kicks thier feet because they cannot survive only breathing so few times a day. People start throwing out ideas on how many breaths "they" could actually live with, how they could get around the breathing limit and how they could change the way they breath. The problem with this is they have by doing this already accepted the insane idea that they should have to limit thier breathing to solve the cities air problem rather then the city working on solving the amount of carbon dioxide being emited by the city's Industries.
So after a week the city government comes back and says, "We hear your plee's/concerns, and thanks for the feed back and ideas, we understand your points of view and feel your pain, so we have decided to double the amount of breaths we previously proposed. We have given, now you must."
Well I am sorry I cannot live on 50 breaths (items), 100 breaths, or 1000 breaths a day....This leaves me very few options, try to live with the absurd demand to limit my breaths and die, or leave the city (swg)I have loved up until now, for another town (MOG) that will allow me to breath.
Vendors are a merchants main tool, much like a rilfe is a riflemans main tool,Limiting items per vendoris akin to telling a rifleman they can only shoot a rilfe so many time per day....It is absurd.
As some have disliked my rilfe/vendor analogy I will add a rebutle here to keep it visable.
Argument against: a combat proffession is limit by the spd cap and the condition of a weapon so they are limited and so should vendors be..
Rebutal: The loss condition of a weapon for shooting it does not limit the skill/or abilty to shoot.. the weapon itself is the limitation. Theoratically you could have 100 weapons on your person and stay online from server re-boot to server re-boot and shoot those weapons for as long as you desire. While there is a "actual" finite number of shots that could be made in a day...that number is going to depend on the amount of enemies you can find to shoot and the spd cap at which you shoot... but you have at least have the option of doing that.. the items maybe be limtied and the speed at which you shoot them, but the "skill/tool" (ability to fire it) is not limited to a specificaly unrealistic number.
Merchants have the option of theoretically stocking and infinte number of items..how many vendors have to stumbled arcoss that currently stock an unlimited number of items? My guess is none
While theoretically the number of items on a vendor has no current limit, we.. merchants are limited already by something called the 30day drop off....if I spend 8 hours of RL time puting 20k identical items up on my vendor...then most likely 30 days from now I am going to have 15k+ "item auction unsuccessful" emails to delete and I am going to have to spend another 6 hours of my time restocking those items...
We merchants control ourselves and place as many items as we think is necessary to maintain a selection and keep up with our sales...but we do not overstock by massive amounts because we dont want to waste hours of our time restocking those items. In other words....we are limited...by ourselves, just as combat class is most likely not going to spend 24 hours a day 7 days a week, week after weekonly shooting thier gun...
Message Edited by VarnaxDespin on 08-10-2004 08:36 AM
I whole heartly agree with Varnax on the issue.
Combined with the economic issues I mentioned on the TC forum thread andit amounts to a very Bad situation.