Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes Part 2

ArnMeister
Thu Aug 19, 2004 12:55 am
#183

This is a fantastic modification to the Merchant community. I must tip my hat to the man. This makes it really worthwhile to be a Master Merchant. Plus, it will clean up the mess thats out there now. This is more than enough to operate any business in this game. Thanks.


Arnjo

Flurry, Bloodfin, TC
OlisJ
Thu Aug 19, 2004 4:58 am
#184

I want to draw attention to one unsolved and potetially disastrous thing about vendors. As all we know all sales have a month expiry time. It's fine, I have no problem with tha nor any other does. But there is a problem when you need to know each sales expiry time to be able withdraw and resell item before that time goes up. It's not a problem when you are selling just a dozen of items the pain starts when you start selling hundreds of items or even thousands. Examining each item is very time consuming. You may ask why do this - just wait for sales expire and go to stockroom and make sales. Well sometimes this is the best solution, but in many cases it is unacceptable.


Suppose you need to draw full attention to real life for 2 weeks without being able even to log on to the game (business trip, vaction, etc.). That happens to everyone. What happens to sales with 1-7 day expiry time? They go puff. And there is nothing you can do if you are selling 1000+ items in all your vendors...


What I'm suggesting is to add expiry time column in the vendor item list the one like in bazaar. So a merchant can sort items by this column and make resales in timely fashion without unnecessary risk. Ithink this feature is not hard to do and may save us alot of troble.



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Tenki
Thu Aug 19, 2004 8:41 am
#185

could we have the ability for a high level merchant to 'hook' a vendor's inventory into the galactic bazaar, for a high weekly fee of course.

Be a good money sink that I wouldn't mind using.



Jasn Emm (for now)
Wargfang
Thu Aug 19, 2004 2:57 pm
#186


Now for some real changes as opposed to limit nerfs :


Allow all vendors to be managed from 1 screen. So i can offer stuff to different vendors without having to click on them. Move stuff from vendor to vendor


Allow a count of items (sub-count by category).


Allow me a mulit select and resel option


Allow me to move a vendor within a building


Allow me to RENAME a vendor without destroying it


Have the planetry map show a count of items on a vendor by category (now that would be a real boon to the community).


Let me offer items and name the recipient (private offers)

ZabrackDimo
Thu Aug 19, 2004 7:43 pm
#187

Well, now. This is MUCH MUCH better than 110 items on 6 vendors. Merchant/crafter is workable with this set up.

Moepple
Fri Aug 20, 2004 5:13 am
#188

Well, this might be a bit too late to get a response from TH for, but I will try:


Now that we see some sort of "Fix" combined with a "Nerf" and they touch the vendors, will we see more "Fixes" with this publish?


Not to mention the non-working Bazaar-Features of the merchant, there are some Vendor-Related Bugs which are "officially known and accepted", like the Maintenance issue, Merchant Tents and other stuff.


To say it clearly, at the moment there is no need to pay the maintenance for vendors, cause the vendors will not stop to work and they will not disappear. That was changed months ago after the maintenance-nerf didnt work as intended. Since then there is no need to pay maintenance.


Whats up with merchant tents? The need the proper skill to be placed, but you can untrain the skill and keep the tent.


Will these things be fixed with this publish or not? I dont like to idea of vanished vendors on patchday because they miss the maintenance or vendors are placed in a tent of a merchant who untrained the skills.


We experienced a lot of such "uncommented" changes in the last few patches, where patchnotes werent quite "reliable".


Thx.


Shubashi/Gorath


PS: To not be misunderstood, I would appreciate those things to be fixed, but I would like to know it in advance :-)
AltharXXX
Fri Aug 20, 2004 7:43 am
#189

It's great that Merchant is getting these fixes. I really hope that the vendor preload bug will be fixed. ie, your vendor doesn't show on the map until someone visits the store.


I didn't see this as fixed during my visit to TC last week. Please fix it. It really hurts the smaller unknown merchants who don't log on every day 5 minutes after reset.


Also



Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
AltharXXX
Fri Aug 20, 2004 7:45 am
#190


yIt's great that Merchant is getting these fixes. I really hope that the vendor preload bug will be fixed. ie, your vendor doesn't show on the map until someone visits the store.


I didn't see this as fixed during my visit to TC last week. Please fix it. It really hurts the smaller unknown merchants who don't log on every day 5 minutes after reset.


Also please fix the PA waypoint bug. ie, waypoints to vendors in PAs don't seem to actually highlight the correct place.





Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
darkspym7
Fri Aug 20, 2004 11:00 pm
#191

This is still unacceptable. 12 vendors? And a Master Merchant should have the ability to have UNLIMITED items on his vendors.



Imic Ko-Ki

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Veers_Intrepid
Sat Aug 21, 2004 1:08 am
#192

well TH,


i would apriciate if we could get:


1st a nicer system to restock unsuccessfull items (clicking every single item is painful and no fun),


2nd it would be nice if such unsusseccful items would not decay after 3 days, make it maybe21 days or even 30

(cauase ppl tend to go also on vacations sometimes beside SWG, then to come back and several stuff decayed is not nice and not needed for game balance),


3rd it would be nice to get some more diversity in the vendor menu, like not only furnitures. can we get it splitted into like lightsources, paintings, plants etc? its atm a pain to easy overview my vendor stocks with hundreds of items.



regards



Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
SWG_Bobo
Sat Aug 21, 2004 6:16 am
#193

I agree with veers about the separation of items to view such as crates. All crates are listed under crates. So, if im looking for crates of say "wall modules" then i have to scroll though all the crates of powerups and meds to find what im looking for. This is very annoying.


I do have a question about the maintance thing. Ok. So now I get 12 vendors at my disposal. Do I pay the same amount of maintance on each vendor like before? Does the vendor come with less maint costs since I am only able to place a certain amount of items on it.


The problem with this is, If I can only place a limited amount of items per vendor, the price of the items must be high anough to cover the costs of the maintance, the harvestors, the energy extractors, maintance on my houses, the maintance on the factories, the taxes from the city, the wear and tear on my vehicle to check harvestors and to survey for new minerals, the shuttle tickets to travel to other planets for purpose of mineral extracting. So, should I be charging 20k for my crafting tool or 50k on my cdef rifle to cover the costs?




May the force be with you...always.
How does a wise Jedi become wise?

He asks questions!

Bandora-
Master Weaponsmith/ Master Merchant/ Master Artisan/Freelance Pilot
ParnellOfBria
Sat Aug 21, 2004 8:10 am
#194

I think this limiting is a very bad idea for merchants and all types of crafters alike. I realize the purpose here is to limit the amount of "storage" people use vendors for... What i think you guys should DO is lower the maximum value you can place on an item in storage to 999k and allow us to peek into bags that are on vendors. I think that in itself wouild limit alot of the storing that goes on, since obviously even 1 single stack of 100k resources would be worth 999k, and someone would buy it.


Please


Allow us to look into bags on vendors


raise sale cap to 999k (from 99,999,999)


make a hard limit of 1000 or 2000 items over ALL vendors, not just per vendor (because more vendors doesn't really solve anything from a crafter standpoint)


Allow our vendors to integrate with bazaar terminals, so players can buy goods from our vendors while at major cities, then travel to our vendors to retrieve the items.



THESE are good changes you should make. These are good discussions we had at fan fest.



-----------------------------------------------

I will be playing DDO and BF2:SF.
/salute Bria and so long.
ParnellOfBria
Sat Aug 21, 2004 8:12 am
#195

ignore some of my msg i was basing this off of stuff heard in game. Obviously, a lot of us players who play the game more than we read the forums enjoy the game the way it is and prefer no changes.



-----------------------------------------------

I will be playing DDO and BF2:SF.
/salute Bria and so long.
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