Development Cycle Archive

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

Eola
Thu Jan 15, 2004 6:33 am
#1821








jagcruzader wrote:
I have a Master Merchant Char & I think both ideas are great.

It actually gives value to dedicating the skill points in mastering the profession.


Hi, I'm a Master Merchant. In this system at max I can have 900 items in my store if I place all of my vendors there.


I have1000+ items in my store. What value do I get for being a dedicated crafter merchant. What value is added for a Master Tailor? What benefit is added for anyone who attempts to run a business in more than one location?









Eola Lasmy -- Master Weaponsmith, Master Artisan, Master Merchant
Part of Weyland Yutani Corporation
Ahazi Server: Tranquility, Theed: -3115, 5795
Force Sensitive Crafting my Behind
I've got 1 Million Monkeys and 1 Million Keyboards bet you they
integrate JTLS more smoothly than the Dev Team will.
GrandPotato
Thu Jan 15, 2004 7:05 am
#1822

If you are going to make a cap on the vendors, why don't you also make it more database friendly.


What I mean is, why can't we place a stack of resources on there, and sell them at a cost-per-unit basis. Let's say I stick a stack of 100k Dantooine berries on my vendor for 5cpu, and someone can stop by and pick up 5k, or 1k, or 30k, their choice. Then the stack should only take up ONE slot, and can be sold to multiple people.


The same could be done with factory crates, and while you're at it, make factory crates stack higher (I'd like to see 100 per crate for most items... why have 40 crates of 25 clogging up the database when I could have 10 of 100?)!


A weaponsmith could make a run of 100 guns, stick the crate(s) on the vendor, and people could buy one ata time directly from the crate, at a cost-per-item basis.


This all has been probably said before, but I just wanted to make sure it WAS said.





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ThornlessRose
Thu Jan 15, 2004 7:40 am
#1823






ElderGoddess wrote:

My opinion:


I think I will like the Bazaar being raised to $6k, but I know for sure I will NOT LIKE having a cap on vendors to 150 items. I am a Master Doctor and Master Architect. I make lots of money off mostly everything I made. I try to have 4-8 of each item(furniture)in my vendor, b/c lots of people want to buy stuff I make but putting a cap on the vendors is just gonna make it where I can only put maybe 1 or 2 of each item and then when someone buys them I am gonna have to waste more time remaking the item to keep my vendor stocked. I don't know about you all but who likes to restock a vendor every 10 mins? I can understand restocking if your vendor is full and people buy it but 150 items isn't FULL! Whats the point in selling resources or anything if there is a cap on vendors?






lol. another person who wants to appeal to the masses... of course its your opinion. you wrote it didn't you? and you didn't quote or make reference to somebody else's work, so i guess it must be your opinion.



Thornless Rose
Corporal http://invis.free.anonymizer.com/http://themovement.netfirms.com/dec03/swg_nude/bonus.jpg target=_new>Ikborr Galanne of the Imperial Armed Forces.
Armoursmith | Droid Engineer | Medic | Marksman | Brawler | Scout | Merchant
Mogos
Thu Jan 15, 2004 7:49 am
#1824

If Database is an issue why dont you start by removing those millions of database record with email messages ?

SWG Email client should work like any other email client. It should DL the email to a local database and remove it from the server.

It would be faster access to the email and some millions of records out of your database system.



Mogos

Oblivion Bazaar
+365 -5565, 900m SE of coronet starport / Corelia / Tempest
Current Vendors: Armor, Weapon, Structures, Looted Items, Bazaar (misc items)
No empty vendors / Vendors Stocked Daily
DroppingEnglish
Thu Jan 15, 2004 8:09 am
#1825

Well If the problem is that nobody can find items on a vendor the solution could be fixed by limiting to 150 items per a vendor. However, To cut down on the amunt of searching one has to do to find a specific item on a vendor you could create more indepth search options on vendors. That way people could open up a broad window of all clothes for example or they could open up a window of male, formal, shirts. This would cut down on the amount of scanning through lists and lists for a specific item.



BLEEP BOOP!
ArnMeister
Thu Jan 15, 2004 8:29 am
#1826

Both of these changes will impact merchants and the cities they live in.


A cap on vendor items is fair, but the limit of 150 is way too low. I think a cap in the 500 range would be more reasonable. By the way, put a larger storage option in the game for merchants and the vendor problem disappears by itself.


Raising the Bazaar limit sounds good on the surface, but it impacts merchants as well.


The entire existance of my city involves the viability of the merchant vendors. Please dont make changes that will destroy the life line of the merchant. You have changed the game and added player cities. One of the methods used to pay for these cities is sales tax from the vendors. You are going to impact the cities. Come visit our city and you will see why I am so concerned.


Mayor Arnjo


Lakeside, Naboo


Flurry Server

Dadditude
Thu Jan 15, 2004 8:37 am
#1827

First of all, I will admit that with 79 pages of posts, I did not read them all, so if any or all of what I have to say has been said before, my apologies.

As for the proposed changes, here are my feelings.

1. The proposed raise of the Bazaar cap - I definitely feel that this is a WONDERFUL idea, but there also needs to be an increase in the number of items that can be placed on the market, and/or offers to vendors should not be included in that total.

More important than that, however, the "accept bid" option on the bazaars needs to be activated so that we don't have to wait the full 7 days to get our money (and the bidder to get their item) when the cap is reached on day 1!

2. Merchant vendor item limit - I think this is a good idea, but should tie into the skill level somewhat, and at the highest skill levels, 150 just doesn't sound like enough. 300 would be more like it.



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Bianco - Wanderhome | Severious Grey - Europe-Infinity
Splenda Sweet - Scylla
Kendall Thorncrest - Shadowfire | Janar Meson - Shadowfire
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Dadditude
Thu Jan 15, 2004 8:44 am
#1828

.



-----------------------------------------------------------------------------------------------
Bianco - Wanderhome | Severious Grey - Europe-Infinity
Splenda Sweet - Scylla
Kendall Thorncrest - Shadowfire | Janar Meson - Shadowfire
-----------------------------------------------------------------------------------------------


vaderdeb
Thu Jan 15, 2004 9:16 am
#1829

Bazaar cap raised is long over due!


Vendor Limit is not good! At least make it 300 if you are gonna cap it

Redguard
Thu Jan 15, 2004 9:16 am
#1830

Monopolies:


They're a myth. Being a successful trader is not a monopoly. From what I've read players seem to believe that if someone is successful and making a hefty profit from their sales it's a monopoly. This is more an issue of jealousy than bad economics. It's bad enough that a portion of the general player base thinkscrafters arenothing but money grubbing slime how do you expect to change this notion when you're presenting us as monopolists?


Focus on the real issue, capacity.




Given the choice between style over substance. I'll take a sandwich.
Darkov
Thu Jan 15, 2004 9:26 am
#1831

The monopoly is the player with 12 accounts macroing four at a time and dominating resources, weapon crafting, armor crafting and everything else.
Akakarun
Thu Jan 15, 2004 10:06 am
#1832

Why bother with a cap.
Eola
Thu Jan 15, 2004 10:23 am
#1833






Darkov wrote:
The monopoly is the player with 12 accounts macroing four at a time and dominating resources, weapon crafting, armor crafting and everything else.




And the vendor limit will do what to this person?



Eola Lasmy -- Master Weaponsmith, Master Artisan, Master Merchant
Part of Weyland Yutani Corporation
Ahazi Server: Tranquility, Theed: -3115, 5795
Force Sensitive Crafting my Behind
I've got 1 Million Monkeys and 1 Million Keyboards bet you they
integrate JTLS more smoothly than the Dev Team will.
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