Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes

Nitra
Mon Aug 16, 2004 8:25 pm
#170

K it looks like you guys are going ahead with this so my first concern is

What happens to the vendors that are stocked with 500 600 or even 1000's of items

where does the excess product go ? in the storage room of the vendor ?

if not then you better think twice before releasing this and destroy 3million player crafted items ...


with that said Please Please Please implemnet a feature for merchant to allow players to utilize a merchent to search the galaxy for items ....

either do this via a vendor or a player to player transaction .... this alone would make merchant a more valuable skill and much more a merchant than before.
ArkonPhoenix
Mon Aug 16, 2004 8:27 pm
#171

So What happens to the vendors we got while merchant but then droppped artisan completly? Will Our Vendors go poof? Shall I start unloding it now so I dont loose anything of value?


I hope for an answer on this soon.




I just hit a bunch of buttons and hope everything works out.

Click here for "Arkon’s Ideas and Suggestions for SWG".
QuiJonOz
Mon Aug 16, 2004 8:40 pm
#172

Much better. I would suggest increasing the per vendor limit to 300 to give a real boost to that box, but it's just a suggestion.



No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

Aslanon
Mon Aug 16, 2004 8:45 pm
#173






QuiJonOz wrote:

Much better. I would suggest increasing the per vendor limit to 300 to give a real boost to that box, but it's just a suggestion.






They already did that at Master Merchant!



Aslanon


Marker Newcastle
Business Man
Marker's Resources- 1300 meters from the Coronet Starport, -946 -3637

Location 2 to be announced
Just moved from Dant. to Talus
QuiJonOz
Mon Aug 16, 2004 8:48 pm
#174






Aslanon wrote:





QuiJonOz wrote:

Much better. I would suggest increasing the per vendor limit to 300 to give a real boost to that box, but it's just a suggestion.






They already did that at Master Merchant!






Great minds think alike .


That's what I get for not reading the whole thread first.




No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

ThalenCynelles
Mon Aug 16, 2004 8:56 pm
#175


This is my official Taking a Breath of Relief post.


::inhale.....exhale....::


Okay, time to look at my available skill points. And thank you for keeping me playing.


Side note to Devs: Do not cave in an INCH to anyone who wants vendor maintenance reduced. We all know that every single person with a vendor can afford the maintenance on each one they have. If they NEED all 12 vendors, they have a minimum of 2751 items for sale. Call me crazy, but I suspect anybody with that much product has enough credits to keep their vendors running for months if not years.

Message Edited by ThalenCynelles on 08-17-2004 12:27 AM



____Thalen_________________________________________
ANGEL KILLER INDUSTRIES
Caution, Live Crafters!
Cygnusaa
Mon Aug 16, 2004 9:00 pm
#176







PlayeroftheDay wrote:




I think you are missing that point, the database was much much much smaller at launch than it is now. You know, there is such a thing as software limits...ah forget it.










I'm not missing the point at all. I refuse to believe that they cannot find a software/hardware solution that can handle it.


Believe me, I'm trying to see that side of it in a realistic manner. Frankly, their ineptitude across the board is probably catching up with them.


The result punishes the players.


And I would like to point out the fact that if I am wrong about this, why on earth were they not able to forsee this and adjust the item/economy/vendor mechanics long ago? Not being able to forsee negative mathematical resultsin the structure they create combined with all of the other issues and bugs leads to situations like this.


We get used to a CORE game mechanic then they pull the rug out from under us.


Bleh.


Also, of course the database is larger now than it was at launch. You should work for SOE.I'm not insulting youby the way, they apparently forgot this fact and need someone there to remind them that this tends to occur.






Cygnusaa Ar'Kogni d

Imperial Colonel N Pistoleer - Smuggler N New Suntir Defender

Sunrunner Clone Data 7/3/03
Ke_la
Mon Aug 16, 2004 9:13 pm
#177


Good

3000 item


Bad

12 vendors







this is better 4-5000 iteams good

split among all vendors(12 Vendors at master) so you can have5 vendors with 1000 iteams each or 10 vendors with 500 iteams each or any veriant aslong as the Total for all venders never goes above 5000




Ke'la Korian, Waylon Korien, Me'na Korien
Ke'la is a Master Rifleman/retireing Ranger and Waylon is an ID/DE
Me'na is the mayor of the City of Obalisic
"Have fun storming the castle". -- Miracle Max
"I knew it I am surrounded by %##@&!$# " -- Dark Helmet
"I am not Dead yet!" -- Guy from Holy Grail

Ke_la
Mon Aug 16, 2004 9:14 pm
#178

DO THIS AS PART OF A MERCHANT REVAMP OR KILL THE PLAYER ECONOMY




Ke'la Korian, Waylon Korien, Me'na Korien
Ke'la is a Master Rifleman/retireing Ranger and Waylon is an ID/DE
Me'na is the mayor of the City of Obalisic
"Have fun storming the castle". -- Miracle Max
"I knew it I am surrounded by %##@&!$# " -- Dark Helmet
"I am not Dead yet!" -- Guy from Holy Grail

Ruh
Mon Aug 16, 2004 9:21 pm
#179






Earymi wrote:






Thunderheart wrote:



Merchant Management III:


Merchant Efficiency III: Get (9) Vendors, that will hold (250) items, for a total of (2250) items for all vendors


Merchant Management IV: Get (10) Vendors, that will hold (250) items, for a total of (2500) items for all vendors


Merchant Efficiency IV:


Master Merchant: Get (12) Vendors, that will hold (250) items, for a total of (3000) items for all vendors







I'm a little confused, but that's not unusual for me


If I have Management III and Efficiency IV, does that mean I get 11 vendors? Or 10? Or 9?


Whichever the answer is, I can certainly live with those limits given the increase in vendors I'll have. In fact, this actually improves my situation rather than nerfs me (which the original merchant revamp did), since as a Master DE, Master Chef, Master Artisan, I didn't have enough skill points left to master merchant. Under this scenario, I'll get more vendors than I do now -- a perfectly acceptable trade-off for me for having to cope with item limits.


And I *think*, although I haven't done the math, that it would have even worked for me when I was a Master DE/Master Architect, since the extra vendors would have allowed me to split my furniture across more than one vendor to accommodate the item limits. Not sure Tailors can live with this, but I'll let someone who's a tailor comment about that.


I hate to end this post with a complaint, but surely someone on the dev side could have done a little math themselves and figured out why the original caps wouldn't work at all for crafters -- I would hate to think this was a bait & switch.








im as lost on this as you are... currently working towards master arty and merchant XXXX on an alt...and trying to decide what to aim for on merchant...but ive got little clue as to what to do...



Ruh Shi'od -BoT-

"We few, we happy few, we band of brothers;
For he to-day that sheds his blood with me
Shall be my brother." - Henry V


This is myspace.
ThalenCynelles
Mon Aug 16, 2004 9:30 pm
#180

What thatsays to meis you get 1 vendor that can hold 250 items for each skill box in either tier, in any combination.



____Thalen_________________________________________
ANGEL KILLER INDUSTRIES
Caution, Live Crafters!
Ivann
Mon Aug 16, 2004 9:49 pm
#181

i dont really like the issue with storage. thats my biggest problem. im a master ws/master smuggler i have tons of stuff i need to keep track of.. too many small stacks of older resouces i used for one offs and stuff like that and larger stacks of high end resouces that i use day to day. also i cannot really afford the skill points i need to be a small time smuggler and weaponsmith if i need to go and do merchent to keep my business going.


what i think the main focus of merchent is... to buy items wholesale and resell them


you think walmart makes everthing it sells. maybe this will move someone to auctually play a merchent.... they can BUY stuff from other people... maybe for a low price... haggle for the deal, and then resell it. just cause you craft does not mean you have to sell to the public... you can make deals and sell to only certin merchents.


if anyone on gorath is interested in doing that... contact me. i would love to not have to use my alt for merchent to stock my vendors if i could just sell the stuff to someone and they deal with selling it. i only make it.





___Ivann Bezerker- 12point Master Weaponsmith / Master Smuggler___
___Natashia Bezerker - Master Riflewoman / Jedi Padawan___Olaff Bezerker - TKM / Merchent___
___Dark Forces ___Check out my weapons Vendor -380 -5550 outside of Coronet!___
Cafa
Mon Aug 16, 2004 9:54 pm
#182






Thunderheart wrote:





Enix_Dayspring wrote:

Much better TH!

But I have to ask.


Why give us more vendors rather than justboosting the limit on them?



Because I could get higher limits this way



But TH unless the item counts flow across vendors I have to have a ton of vendors out to sell even the most basic compliment of harvestors or furniture, NOT TO MENTION Master Artisan parts. Is there no way we could get the item counts to be TOTAL flowing throughout the vendors?


Pretty please?





- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

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