Development Cycle Archive
Thread: In-Test: Merchant Vendor Changes Part 2
A voice in the wind
A flower divine opens
Acceptable change
Ender007 wrote:
Twyst1 wrote:
Lol... this is perfect!
Now, if we could just geta"re-list all" button to instantly re-list everything in the stockroom at the same amount they were orginally listed, I would give all the devs a big wookiee hug!
RELIST ALL or just a RELIST button so I don't have to doa detailed look at every item to see the previous price. I'll click the button 100 times in a row gladly.
These are great suggests to get to DocSavag ![]()
Thunderheart wrote:
Some answers from a lurkin' programmer
=HTML was removed /sigh = The concept of taking deliveries on vendors was inserted here before the HTML filter yanked it off
A: Correct. Items offered to you vendor will not count against your item limit.
I have my merchant vendors in our mega-mall near coronet, but I also have a "Wookiee Butler" style vendor at the entrance to my large naboo house in our player city on Dantooine. This "Butler" was set up to facilitate two purposes: remote management of stocking, repricing, etc of the vendors at the Coronet Mall, but also to take receipt of asynchronous deliveries from my fellow city residents who want to drop something off to me when I'm not online.
I have been structuring an "in concept" suggestion for an enhancement to Master Merhcant along the lines of having us be able to create and market (sell)vendorsto other players. I feel there could be two immediate benefits from this in design:
1. We could customize a specific vendor for use by players who have appropriate skills to place and manage a vendor, but now they can purchase a more advanced one from a Master Merchant instead ofthe ones they would normally be limited to.
2. Wecould create restricted use "Butler" vendors that can be used for asynchronous pick-up and delivery in any player's declared residence. I realize some coding would be needed to set limits on the butlers, but allow them to take reception of up to 50 items and allow the owner to linkto another player name up to 50outbound item(s) so that only the "linked" playercan pick these up*.
* This "linking" concept would be fantastic to help with special order sales as well, vs relying on community honesty in not purchasing custom orders organized in containers and left in vendors for pickup.
This is just a quick summary of the concept, I should have the full document ready soon for posting.
heck no! when i sell stuff from my shop i sell at cheap prices, and i do huge volume to make up for it. but i am not making that much money. i sell on average 10-30 items a day, this would get prohibitive quick.
CriticalMassr wrote:
You still fail to address the fact that player's vendor throw all their goods away. This is bull. As long as a vendor is still standing and has been paid to do so, the items I have spent countless hours harvesting for and creating to put on the vendor's should not be casually just thrown away. A vendor should NEVER toss out my items, so long as I have paid it to stand there. If you feel the need to prevent people from using a vendor as storage, there is other ways to deal with that besides throwing my stuff away. For instance, the first thing a player in game does when they "store" an item on the vendor is price it at 99,999,999 to prevent it from being sold. Just make it cost prohibiting to do so. Make the vendors charge commision instead of a flat rate per time fee. The vendor's "maintenance pool" now would reflect its fee based on a percentage of what is being sold. It would become cost prohibiting to now use the vendor for storage, without running the risk of someone buying your stored items. Problem solved, and now the vendor don't need to throw away all our goods when we can't be online for a period of time. Add this change to your vendor revamp and I'd sign up on it too. But untill the vendors stop throwing my stuff out, I'll never merchant anything ever again. As I lost over 3 months of harvesting with 20 heavy harvesters as a result of the current system, and will not even think about starting my shop up all over from scratch untill I know the vendors won't throw it away.
Thunderheart wrote:
Ender007 wrote:
Twyst1 wrote:
Lol... this is perfect!
Now, if we could just geta"re-list all" button to instantly re-list everything in the stockroom at the same amount they were orginally listed, I would give all the devs a big wookiee hug!
RELIST ALL or just a RELIST button so I don't have to doa detailed look at every item to see the previous price. I'll click the button 100 times in a row gladly.
These are great suggests to get to DocSavag
If everyone had one vendor for storage.
- Vendors are not storage banks (They are there to sell your goods)
- The Database size would have to be huge
- Because of the size and the simultaneous number of accessesby players would make the sever running this very very slow
- Currently the vendors hold on to your stuff for two weeks before it trashes it. (Pretty sure it is two weeks)
Message Edited by Samath on 08-18-2004 02:02 PM
CriticalMassr wrote:
This is still not good enough, as there is not enough points left to go into merchant to take advantage of this. master artisan/master weaponsmith/master architech. I barely have enough left to even do any merchanting, let alone master. I can't even set up a merchant tent as it requires a lvl 4 skill train. In order to set up the tent, I have to give up vendors. Ok, so now i have a tent, but no vendors to put in it. Where is the logic in that? The bigest help of all you could do for us crafters is lower the points needed to master merchant in the first place, and still have our 2 elite masters. That alone would shut up most of your vendor critics.
What are you talking about? I am a Master Artisan, Master Armorsmith and a Master Architect. I still have enough skill points to get 3/0/4/4 Merchant. If you went 3/4/0/4 you'd be able to have 10 vendors and a total of 3000 items. If that's not enough then you should think about your customers that don't want to have to wade through a bunch of junk.
CriticalMassr wrote:I can't even set up a merchant tent as it requires a lvl 4 skill train. In order to set up the tent, I have to give up vendors. Ok, so now i have a tent, but no vendors to put in it. Where is the logic in that?
Put down a normal house. On Naboo you can even use the small round house which only takes up one lot and provides more space than the tent. As an alternative, you could join any of the many malls out there. Join a PA or player city. There are plenty of possibilities. I joined both a player city and a mall. That boosted my sales by several hundred percent. I used to rent a merchant tent, but boy am I glad that I moved my vendors to a mall. Somehow I have this feeling that people prefer going into one place and finding multiple vendors there rather than going into 12 different tents. Lets face it.... people are lazy