Development Cycle Archive

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

Tiwa
Thu Jan 08, 2004 9:45 am
#170

Increasing the price cap on the bazaar will only lead to people using 6k instead of 3k to fob off useless goods(10 units of meat and so forth). Also, people will be less likely to visit smaller player merchants shops who sell things such as high quality clothes. 6000 credits on the bazaar most probably will encourage price gouging as well, which already happens now except to lesser number of items


150 items on a vendor? All vendors or Terminals? Not very well explained. If its all vendors then I'll have to keep management II to store all my stuff on




Tiwa Pene. Coronet, Corellia. Played Galaxies from June 22nd 2003- November 17th 2004. Have fun and Merry Xmas everyone!
keylargodave
Thu Jan 08, 2004 9:45 am
#171

1) The bazzar cap, Great Idea but it could be better, How about 10K but limit the number of active auctions to 20 or even 15. You would get a better quality of merchandise on the bazzar but fewer items that would mean people would have to think about their priorities. Probably get rid of the ones that weren't serious.

2) I like the idea of limits. I placed an extra vendor in my house the other day and split my inventory between them, I have already noticied increased sales because the second vendor is listed on the world map as "BH Droids". I also like the idea about tagging the limits based on merchant level. This could be one way of making sure that somebody has to keep their merchant skill to receive the benefits rather than dropping it when they create the needed number of vendors.



Nuggett Om'lar
Master Droid Engineer/Master Artisan
Om'lar Droids
Starsider - Naboo - Braxis
Numen
Thu Jan 08, 2004 9:45 am
#172

A Limit is fine but not 150.


You talk about making vendors easier to use. I would glady go from page to page if the vendor actually had the item I wanted. A weaponsmith has to stock at least 15 items(usually a lot more). That is 10 items per. I routinely buy 2-3 at a time because of how slicing works. All this change will do is make people stop crafting. 150 sales in a day for the top mechants is nothing. You would be forcing people to have 5 vendors. They aren't going to stop putting up items because of this limit. They will plop down another vendor and still put their 400+ or 600+ items up for sale.


This effectively kills powerup sales as well. Most people buy 5-10 crates at a time because they are only 10 items in a crate. 10-15 people come buy and your sold out. Most malls have 500+ people a day minimum. Some well into the thousands.


A limit of 300-400 might be a good idea if a limit must be imposed.




Amandil Morier - Tempest - Master Chef
CaLVines
Thu Jan 08, 2004 9:45 am
#173

Limit on vendors? Not possible. If any of the dev team would have played certain carfting professions, you would already know that.

I'll give you an example of a WS business.

Ranged weapons: maybe 4 popular Rifles, 5 popular Pistols, 3 popular carabines. 12 Items, only the MOST popular ones. It's rather 20 different items you want to have stocked.

Melee weapons: Let's just say 10 popular ones as a very low number.

Heavy weapons: 2 items at least

Powerups, WUKs, wahtever.


Ok, even if I had only ranged weapons, that would be 12 different products.

Now, if I don't want to check the vendor every 2 hours, I need ot have at least 10 of each on there, rather more. If a customer wants to get a good slice, he will buy 10 weapons, take them to a smuggler, and keep the best slice results. If I tell customers there is only one Laser Rifle on my vendor now, most don't even bother to stop by.

So, 12 ranged weapons, 10 each, 120 items.

I also sell melee and heavy weapons, and powerups, and I have more than just the most popular verions in stock. I'll probably have something around 40 different items I sell, rather more. That would be 400 items on the vendor. And of popular or cheap models, I WILL need more than 10 in stock. I think having 500 items on a weaponsmith vendor is not uncommon.


Forcing crafters to sell sell variety, have less items in stock or use multiple vendors are all bad things. If will hurt the market, both the crafter and the customers. Please do not do this.

Just because some people are too stupid to click on the filters or the "next" button, I don't think crafters should be punished for this.


Honestly, if this vendor limit is introduced, I'll probably finally quit this game. Vendor maintenance is already a nightmare in this game. Don't make it even worse.
Cedig
Thu Jan 08, 2004 9:45 am
#174

I'm indifferent on both changes.


On the bazaar price ceiling increase, I can just imagine instead of 2 auctions of 500 steel for 3000cr you're going to see 1 auction of 1000 for 6000cr.


I dont think with the limit on bazaar sales that I'll use it anymore, but I may save you database space if the above happens. I may also start using the bazaar to sell Bounty Hunter droids, depends on whether people start looking for different items when the cap changes (very few droids are sold on the bazaar). If you want to discourage people using their own vendors you'll need to increase the price cap (to 20k or something) and increase the number of items they can sell on the bazaar.



As to the max items on the vendors, I can see both sides of this. It will make a difference how many vendors and items you have based on your merchant skill (a good thing). However the people who will be impacted the most will be Tailors, as they have lots of items, and have to stock them in multiple colours.



Neither of these changes will effect me too badly one way, or the other.




Droid Engineer / Chef - Farstar
Armorsmith / Master Artisan - Lowca (retired)
Aartan Ridge PA
Jowekie
Thu Jan 08, 2004 9:46 am
#175

Something I just thought of, that I don't recall seeing yet is setting a cap of 150 items doesn't really solve your database problems, which is probably the main reason for the change, is that if someone is selling 500 items they're not going to have fewer items for sale, it's just going to be on multiple vendors.


Hopefully this isn't your only reason because it's not going to solve your problems. I would guess that all good weapon/armor smiths are master merchants as well as the tailors and other crafters. They have access to placing a lot of vendors (not sure of the exact number) so you'd have to cut it down to about 30-50 to cut down on database size and that is most certainly an unreasonable limit.


Also, breaking up a monopoly isn't going to happen by limiting numbers. People visit the same vendors because of quality, availability and customer service. I can't see you putting in some change that is going to change that. And no one really has a monopoly anyway. There are tons of different smiths, I don't think anyone is really that much better that someone won't go to a different vendor if it's closer or if they have similar quality goods.


So the change really isn't going to fix anything that you've listed as your reasons. Just add frustration to the merchants and force them to spend more time in game stocking and organizing.




______________________________________________________________________________________
Ketic Darkstar ~ Flurry ~ Teras Kasi Master ~


rahbert
Thu Jan 08, 2004 9:46 am
#176

I think the vendor cap is way too low. Make it at least 300 items, 3 pages worth of stuff. I agree with above post that this is to fix "technical issues" as opposed to increasing sales......that's what category browsing is for.


If the bazaar prices are increased and the vendor cap is moved to 150, I definitely think we need to be permitted to post more than 25 items on the bazaar.


AifArb
Thu Jan 08, 2004 9:47 am
#177

In game monopolies exist because there is no cap on the number of factories and resources you can have/harvest. Adding a vendor item limit won't do anything to prevent monopolies except add unneeded overhead (ie more vendor stocking). If i'm an armorsmith and you add a item limit, the workaround is I start selling my armor in bags. One bag counts as 1 item on the vendor but its a sale of 9 items. If you mean to limit monopolies through frustration, then I think this would work.


If you're really adding an item limit because "most player's don't drill down through all the vendor pages" having a 150 item limit won't solve much. The player's that don't drill down only see the first 100 items anyways. If you cap it at 150 items, there are still 50 items they don't see on the second page. So the player still isn't seeing the second page of items. Make the limit 100 or change the UI if your reasoning is really because players don't see all the items. Make the UI more friendly and help players notice there are multiple pages of items. That's a better change than limiting the items on vendors.






zarawer
Thu Jan 08, 2004 9:47 am
#178

I want a better filter and search options by item, crafter, price range.....etc.



M'Kay
zProud Member of Storm Maraudersz
Mayor of RiverLand Retreat - Dantooine
ArthurDentOnBria
Thu Jan 08, 2004 9:51 am
#179

What a truly horrible idea. What are you THINKING? You guys just spent all this time implementing merchant tents and player cities, then you kill them? This reminds me of mounts, how you brought those out and then killed them a month later by bringing out vehicles. Look, if people can buy every single item that many classes can make (tailor, weaponsmith, armorsmith, droid engineer) on the bazar nobody, buy nobody will visit player stores anymore. Then this will have a domino effect because then fewer people will want/need houses, fewer people will want to be merchants, fewer people will want to live in player cities etc. Nice thinking guys!




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


LadyGrey
Thu Jan 08, 2004 9:51 am
#180

I sell medical crafting resources on one of my vendors. I just counted how many necessary items I keep on the vendor for medical people, and it comes out to 30. These are things like Dantooine Berry Fruit, Domesticated Oats, Water, Tubers, etc. I also like to keep a variety of lot sizes, so people can buy just 18 of something, or they can buy 3600 of something. That way a starting medic or doctor can afford to "try out" something before investing a lot of money into it.

But it gets better. Whenever there is a resource shift, I have a whole new Dantooine Berry Fruit to put on the vendor, with different stats and different price.

So let's say the I have 30 different resources, selling 6 lots in each (very conservative estimate) from every resource shift, and have gone through three resource shifts in the last two weeks. That is 30 * 6 * 3 = 480 offerings on my vendor.

However, after looking at my vendor, my usual number of lots (because I offer a wide variety of lots sizes), is more like 20 per resource. And since quality differs with each shift, not everything sells at the same rate. That is 30 * 20 * 3 = 1800 offerings on my vendor at any one time. My prices are set on a sliding scale. Sometimes people are looking for specific types of stats, and are either waiting for some lower stats (with lower prices), or higher stats (for higher quality meds). So I will sometimes hold the same resource for a month, and then sell out in a day.

The only way I could live with a cap is to completely change how vendors sell items to customers. If I could put a commodity up for sale, and let the customer decide what quantity they wish to purchase, then a cap (but not 150, please) would be feasible. But you are forcing me to split up a large quantity of material into the sizes that will be convenient for a variety of customers. I really thought the whole point of a vendor was the ability to cater to a clientelle, by being able to make resource quantity and prices more adjustable than the bazaar.

If you want a true player economy, then perhaps make the number of items on a vendor be tied to the level of merchant. A master merchant might be unlimited items, a beginning merchant perhaps 300. But just randomly assigning 150 items as a vendor cap is just a bad idea.



/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
Nayzyy
Thu Jan 08, 2004 9:51 am
#181

Limit on Bazaar - 6k is good amount


150 on vendors? Too low - I stock many different resources in different quantities, and that would limit my ability to do that - 300 would be better





Katerri  Master Dancer/Merchant/Fencer
Owner of Anchorhead Mall: Resources,Power,Spices and Tavern Foods  Just 400m NE of Anchorhead
Nayzyy- Master Doctor/Sharpshooter
Mashiara
Thu Jan 08, 2004 9:51 am
#182

Only 150 items on vendors??? OUCH!!!!


I currently run three vendors who have about 1200 items between them. Two of them have atleast 400+ items each. Business is good - my customers have many styles/colors of clothing to choose from, and I've neverhad anyonecomplain that findingitems was difficult. Instead of imposing a limit, why don't you make searching for items easier? make a keyword search, make the menus easier, anything but capping off how many items wecan have.


Personally,I think it would be easier and more convenient to search through 300+ items on a vendor then look through multiple vendors' inventories to find what you need.


If you are intent on capping how many items can be on a vendor, please don't put it as low as 150. That is going to hurt, especially for tailors.






~~~~~~~~~~~~~~~~~~~
Breeka Pyralis
Master Tailor
~Starsider~
Visit my clothing shop, just outside of Bestine on Tatooine
-669 -4144
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