Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
I'd like to clarify one point in my post on the previous page. I support the 6000 credit cap for the bazaar, but ONLY for Merchants. It would still be 3000 for non-Merchants. For those working on the Merchant skill tree, the bazaar cap would raise as they advance up the Merchant tree.
Thunderheart wrote:
i dont know that your still reading all these negative responses, but hopefully youve gotten the gist that people really dont want a 150 cap
I do.
You may have missed it, but it's looking like there will be an incremental cap based on the merchant skill.
ALright Thunderheart... in the past, I've not liked you (I think I said this before, I still am not too keen on some of the CH changes, I did not like it when I had to go BUY XP from the rebel recuriter with my faction points, running a bunch of rebel missions to get more XP so that I could use my mount again (and all my other pets were now (changed levels or not) above 20, and no extra slots for new pets, didn't want to destroy any... so no way to get CH xp cept to purchase it from the rebel recruiter...) my mountain dewback went from 20 to 21 while my skill ranks went from 30 to 20, so I had to get another skill level to get the +2 to 22 to use my 21 mountain dewback... twas very annoying!
), but your responseson this thread, show me that you really do care, that you really do listen, and that you have the patience and fortitude of an... um... elephant? Anyway, to actually read the 75+ pages of this thread (which I now can believe you do) you really do care.
Thank you, Thunderheart! ![]()
i dislike the cap raise on bazaar since its taking away from merchant profession and unpromoting player cities since they cant have bazaars
Kriel wrote:
i like the idea of a limit on vendor items, sometimes it takes 15-30 seconds to load because there are just too many things on there
i dislike the cap raise on bazaar since its taking away from merchant profession and unpromoting player cities since they cant have bazaars
This is a common misconception.
Please explain to me how my 500-ish item vendor takes longer to load than, oh, lets see, the 10000000000000000000000000000000000000000000000000000000000000000000000000 item bazaar? I don't dump 10000000000000000000000000000000 CDEF pistols on mine, its the same database, how is limiting my personal vendors going to make anything better? Same thing with Thunderpant's lame excuse about stupid people not being able to find the Next Items button - NEWSFLASH, they can find it just fine on the Bazaar terminals. Sounds like a GUI issue (or a stupid people issue), not a database issue there.
Changes need to be made, sure, I'll give em that, but punishing the people playing by their rules is a common theme with this company. Changes need to be made to the underlying problem (in this case, there is something obviously wrong with their Oracle database). Fix that and quit screwing over your paying customerbase.
Shadowfire wrote:
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Why bother to even ask the SWG community what they think on this issue anyways?
You've shown in the past that you don't listen to what we (YOUR PAYING CUSTOMERS) think.
I seriously doubt that this issue will be any different.
You just want a sound off board to make it seem like you really care.
When in reality, in the morning conference room this issue has already been decided, and
it WILL BE implimented no matter what we think or want.
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I hate to say it but I agree.
Any kind ofcap on private vendors is just plain wrong and all of you coming up with this compromise or that, are only playing into the hands of the devs...
Oh mr Dev, please please don't do that, how about this instead...... BULL! ![]()
I say Let them spend the time and money nescessary to correct the data base problem once and for all and STOP trying to get us to swallow half-baked solutions!!!!
FIX THE PROGRAM DATA BASE!![]()
PERIOD!
Iann ![]()
Great, a 6000 credit cap means that sparkely new scout can try and sell his 12 units of hide for 6K instead of 3K, or people can price gouge even more for actual usable resources. I disagree with the raise of the Bazzar Cap.
Now, as merchant, I also disagree with a cap on my vendor 150, and if you decide to make it incremental and change it so yes you can have more, but I can't because I am not a master merchant, then I will probably cancel my account the next day. I can't keep Muon Gold stocked as it is, If I get limited to say 25 items because of my merchant level, It will do me no good to have vendors.
Bazaar Cap increase is great However we should be able to sell more than 25 items, how about we make it 25 items per planet on the Bazaars?
As far as lowering the items on vendors I think 150 is way too low. And is this limit per vendor or total vendors? Some merchants have multiple vendors.
Yeah...that question just occurred to me too...how come...you devs are wasting time on things that are working well...and not spending time on things that DON'T WORK? When you have thousands of issues, why are you fixing things that work? Ever hear of the old saying if it isn't broke don't fix it? Vendors are not broken, but they will be once you try to start fixing them.
There are lots of things you COULD do to help the community, lots of advances that need to be made, lots of fixes to classes that you should be working on...but your trying to fix vendors who aren't broken...pardon me while I laugh my head off and wonder how long SWG will be around.
This most likely has been said multiple times in the 76 page thread. wow, this has to be the longest thread i have ever seen on any site! Which means it shows how strongly we all feel about these 2 changes. Personally when i hit the bazaar looking for a decent quantity of organic food, i.e. meat, i find 23 avian meat for 3000 credits, Ridiculous, then i see 1200 avian meat in auction for 3000 credits, but because of the cap i can't bid on the item,....so i would say raise the auction cap or get rid of the auction altogether, its pointless, useless and just serves to annoy myself and most likely others as well. The idea is nice, but the reality (such as it is in game) is that auctions do not work. so raising the 6k cap while good for some things, like say stims, some better quality weapons, better than crappy cdef's, and food, etc. its horrid for resources i.e. 1 steel for 3000 credits. Why not make a minimum amount of resources allowed to be sold on bazaars, like say 250 or 500, then at 6k which is still a rip off, is at least more consistent.
On vendor caps, who ever came up with that idea should be made to run around their office, yelling im an idiot. 150 items on a resource vendor, are you high? the shop i go to the vendor goes through 150 items an hour...so i would give that short sighted idea a big HELL NO sir. thank you for your time in reading this.
I think raising the price cap is great.
I think a cap as low as 150 on vendors is a bad idea. I hate going all over a plante and not being able to find what I want on a vendor. I would rather click through and see lots of items on one vendor instead of having to open multiple vendors to see all the items.