Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
I am for the bazaar change. ButI would prefer raisingthe capto 5000, if only because 5000 is a "rounder" number than 6000.
The Vendor item limit of 150 sounds good. It would encourage merchants to categorize and customize their vendors to further suit the needs of their customers, rather than dumping all their factory items onto one vendor and forcing you to wade through a sea of redundancy. But in this vein, it might be a good idea to alter the vendor browsing window to allow up to 150 items on one page - or allow a player to alter the page limit themselves. As you stated, most players don't usually dig for items on large vendors, so this would be a simple convenience for them.My number one complaint with vendors is,... you have to travel all over the place just to find a vendor empty or it does not have what you are looking for. My second complaint isthe bazaar is painful to use if you are looking for specific items with certain stats.
My proposal:
- Make the items on player vendors show up on the global bazaar listing.
A) Let us buy from the bazaar and go pick it up from the player vendor or at least let us see what is there without going to the vendor.
B) If A is too hard to impliment, make a different station that does list all the items on player vendors like newspaper listings. As it is now its like a big freeking garage sale that i have to run all over town hoping they have what i need.
-Add more definition to the folders and fieldsonvendors and the bazaar. (this will help greatly with your "players not looking thru the other pages" problem)
A)Instead of just Energy (liquid) make a folder for Class 4 liquid Petrol
B) Add a field for the name of the resouces to be listed, I mean come on you can add a premium field **wonders what real purpose this field is**so it shouldn't be impossible to add the names
C) Add fields for the resource stats so you dont have to examine every one to find what you are looking for and make the stats sortable if possible.
Currently we have this endless variety in resources and items it seems and the best way to buy things currently is the forums and that should not be the case.
Maybe instead of just a star, having the merchant be able to customize a short phrase, like a trademark.
you can add a premium field **wonders what real purpose this field is**so it shouldn't be impossible to add the names
My final point on the subject....I am tailor so I am speaking in terms of how the cap will effect tailors, although I'm sure many of the other professions can say the same thing.
We have 234 schematics. With a cap at 150 we cannot even stock one example of each item of clothing on one vendor, no less offer any color choices.
Even more important is the economic impact of these changes. Let me use a RL example of what this will do.
We run a real business. We do drycleaning. We live in a small town, there are only two other real competitors. We (to the best of my knowledge) are the largest in town and do the most business. Why? Many reasons, having to do with price, quality, and level of service.
Now, Joe Smith walks in the front door and says, "We're sorry you have a monopoly on cleaning and it's unfair to the others, therefore we are going to limit your production to 150 peices a day, while increasing the amount of business the other two places in town can do".
Now explain to me how that is fair or beneficial?
I believe there is many other ways to help solve the problem if it's a data base issue, but to penalize the tailor that spends quality time running their business and taking care of their customers is unfair., simply because there are others that abuse things, such as those that use vendors for huge quanities of
My last post on the subject:
Tailors have 234 schematics and some ridiculous number of potential color combos. Do the math.
The data base issue could largely be solved with one simple change that would for the most part eliminate a large number of vendors that are used for storage of large quanitities of items or are just sitting there largely empty and unattended to. Take away the ability to place a vendor and then drop the corresponding merchant skill. The fact that people could do this in the first place was a terrible mistake, and I highly doubt that people that place vendors then fill them with large numbers of items for the purpose of storage kept the merchant skill after they put them down. Besides, how can this be a valid solution when most people will simply place more vendors and just split up their stock to get around it? 400 items in the database is still 400 items in the database, whether it's on one vendor or four, is it not? In my own case, to prepare for this possibility I moved to a large house from a small and set more vendors. In the long run now I'll have more items taking up more database space as a result of the proposed change. It's not going to change the way I run my business, just make it a bigger expense/headache for me and my customers as they get used to trying to locate what they need now spread over 4 vendors instead of two.
(for the record I have management 3 and no plan on dropping it at the sacrifice of following my holo path to Master Fencer).
The issue of customers having to drill down is a non-issue. They have to drill down to use the bazaar, what's the difference? This could be solved to some degree however by fixing the trees to make more sense. Put skirts under skirts where they belong, not under misc. for example. Draw attention to the next items button, make it larger and change it to "Next page" or "Moreitems"instead. Move jewelry under clothing for ease of browsing, as well as backpacks that are tailor made. Also see the above comment about the customer now having to sort through 4 vendors to find what they are looking for, and note that at 150 they will still have to use the next items function or drill through the categories to see everything in stock.
The monopoly argument holds no water either. Let me use a RL example to show this. We own our own business. We live in a small town and have only two other real competitors. We are the largest of the three due to our prices/quality/customer service. Does that make us a monopoly? Of course not, that's silly. If someone walked through our doors and said "You guys are too large, it's unfair to the other two businesses. We are going to limit you to producing 150 items a day to make the town's economy better" I'd laugh them out the door. Not only unfair to us, the largest business, but absolutely ridiculous reasoning.
My last thought would be this: If this change MUST go through and the dev's cannot/will not reconsider, then perhaps it's time they at least gave some of the many many smaller issues that we have been asking for some attention (could you guys PLEASE PLEASE PLEASE fix necklaces???? lol) as well as to give some serious thought to upping the number of skill points per player so that we Master Tailors (armorsmiths, weaponsmiths, architects etc) can take up Master Merchant and be able to still either follow a holo or Master a weapon skill or something so our lives wont' have to be totally miserable and completly dedicated to running a business.
Darkov Posted
The monopoly is the player with 12 accounts macroing four at a time and dominating resources, weapon crafting, armor crafting and everything else.
I play on multiple servers and have yet to see this as an issue. As far as crafting macros are concerned you cannot leave them unattended. Twelve accounts would mean 120 lots which is sizable but won't have a significant impact on a server with 3k people on it and 30000 lots. If someone wants to spend $179.88 to have 12 accounts and dominate a server economy by all means let them try. They will fail. There is no such thing as a monopoly. It would be nearly impossible for the average player to manage 12 accounts on the same server efficiently.
The vendor cap at 150 is a BAD idea.
One of the largest complaints by customers is not having something
in stock. WS have a LOT of different weapons that people want, and
if I just kept 10 of each item, of 15 items, I've hit that limit,
that is not good. (This igores the fact that I have even more weapons
that no one wants, but that is a discussion for another post)
I think you fixed your own problem there. If you have "more weapons that no one wants" then take them off your vendor because they justa takin up space which you need.
Wokka-Wokka
How about a split or filter to the vendors?
have auctions all listed or instant buys not both.
place a cap of 5k on bazzaar buys.
no cap on auctions, but if you do not buy the item there can be a player bounty placed on you for say 10-20% of the amount bid.
Sale by proxy, perhaps a master merchant skill. you can place your items on your vendor and at the same time allow them to be seen on the bazzaar, for a fee (money sink). Then when someone buys the item they can pick it up at the bazaar, fora small shipping and handling (money sink) fee. This would also allow vendor WP to be know and help the player economy. This would be for vendors in tents only, to limit it.
How about a sales ticker? while shopping on the bazzaar have a ticker go buy that a player city can pay to have ads run on. an example would be to promote their merchant tents, trainers, etc. its a big money sink. another use would be for PAs to promote events and hunts. You can not have it on the bazaar and just have an event terminal.
Vendors should have a cap on the # of items they can hold, say 150. however, the vendor should not have a cap on the # of items in the stock room. vendor maintaince should be completely removed and replaced with a "comission" system. when a vendor sells an item, they automatically take a cut. a merchant can lower this amount.
more vendor animations would be nice. specific to type. (e.i a chef vendor can be seen cooking, a medical supply vendor seen filling stims, a Bio Eng vendor seen getting a pet to jump)
are you crazy? armorsmiths will only be able to ghave 9 suits up at any one time get ready for prices to shoot threw the roof eveyone. fix the data base up grade it you make close to 4million a month off this game update your data bases with some of that money dont nerf eveyone in the game because its cheaper from your end.
no this is a very bad ideal!
and i dont think you paied any attention to the other posts concerning people wanting to do some other things than running a business, because unless the merchant profession is given more tools like dedicated structures to build in player cities for holding more than 6 150 item like vendors and run a kind of supermarket, and tools to manage their big inventory, sales and supplies, like this was detailed in the stockkeeper post, merchant is and will stay a backup profession for crafters that they dabble in as much as they need to mach their advertising and sales requirement. Show me somebody who chose to be only a businessman and chose to sell only the others ware ?
Neither had you read the posts on the changes to come with combat like a greater diversity in types of weapons, so no WS will no more be able to satisfy 90% of their custommers by just selling T21, flamers, paricle beams, lighning cannons and so on and leaving the D18 scout blaster DLT20 and all what satisfied rookie players and constitutes the remaining 10%.
To back up the post on ressources filters, why not adding some ressources terminal to make hunter and surveyors real professions, with a dedicated terminal in cities to resell their goods, why not on top of having in this terminal the filters detailed in the post i just mentionned but also a Credit per unit buying style.
I explain you are a hunter you have 7560 units of hide to sell instead of putting it on the bazaar by stacks of 600 units for 3000 credits with a line looking like
HIde ervahidoo (600) 3000 oncorellia,kor vella ....... (click on the line to have the details you need)
we want
Corellian hide ervahidoo 75601.8 CPU 950 612 132 435 corellia,or vella
the ressource type, the ressource name, the number of items remaining, the price per unit of ressource, the stats, the localisation of the products.
when somebody clicks on the line he is invited to dial the number of units he wants, the a pop up window shows
you are buying 2400 units of ervahidoo in kor vella for the total amount of 4320 credits , a taxe of 5% will be added to this amount. do you want to conclude the purchase ? YES / NO
when the amount of ressources goes below a certain number depending on the ressource 50 for metal, 5 for eggs..... the ressource bundle is killed.
it would allow to slit the bazaar database in 2 and hence decrease lag, it is more flexible for both surveyors, hunters and crafters medic, bio engineer and all those who generally buy this stuff.
the killing bundle limit would prevent stupid or scamming auctions like 2 units of crappy mineralfor 3000 credits that nobody will buy. or 4 units for 25 credits that nobody will buy either.
IfI have 600 items on one vendor, and this goes in, I'll switch to 150 items on 4 vendors. Instead of 600 items + 1 vendor on the database, now there's 600 items + 4 vendors.
Howwould this changehelp the database?
This change will not limit the number of items produced or listed in the database. It will only make it more annoying to distribute these items. When games stop being fun and become annoying, people stop playing. I guess that is one way to reduce the database load...