Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
I will have to say that both the bazaar limit and the vendor limit are bad ideas. As it is right now, too many things in this game are overpriced. The value of money is pretty much worthless. Its funny to see people sell about 20 units of hide or something on the bazaar for 3000 credits. Its gonna be even worse when you raise that limit to 6000 credits. If you want to change something, change how things are posted on the bazaar, or change how a merchant's skills are related to actually being a merchant. Why not add something INTO merchant for a change, such as giving them the ability to sell higher valued items on the bazaar ? Maybe add a skill to merchant that will enable ONLY a merchant to price something at a 6000+ credit limit on the bazaar...
As for the vendor limit, this is just rediculous. I'm a master Tailor, and I find it hard enough to make sure I have plenty of items to choose from on my vendor. Think about how many clothes a Tailor has, and then think about all the different colors. I could easily make4 different pairs of pants, each pair in a different color, and max out that "150 item limit" on a vendor. How is that for business? "hey everyone, i have a few different pairs of pants to choose from, but i have every color in just those few pairs of pants". What about the people that do have successful business that are located through-out the galaxy? I personally have a few vendors up myself. I'm also a Bio-Engineer. My pets and BE tissues are on one vendor and my clothing is on another vendor, and thats just inside the same building. What about my other places I have business?
I've already mastered Merchant and found it useless. The only good in Merchant is the Effiency 4 (20% maintenance reduction) and of course Management tree for more vendors. I use more vendors not just for the storage and sale of more items, but so I can build up a name. Merchants need the ability to place lots of items on sale.
I can mention a master Architect that is always non-stop crafting every time he logs on, trying to keep his vendor stocked with items. Its not that he always sales out of everything, but the fact that sometimes some things sell faster than others. Also, through-out my gaming experience in SWG, most players complain that vendors dont have enough variety or arent constantly stocked. If there is indeed a reduction on the amount of items a vendor can hold, its gonna definately hurt business people in the game.
So, how about a new idea? How about you fix the bazaar so that everything on the bazaar is evenly priced. Try making the bazaar have a calculator built into it so that people can select how many units of a resource to sell and the bazaar sets the price. How about making the bazaar unable to hold "specialty" items or things that can be sold for large amounts of money for the worthlessness that they are. How about fixing item placement in houses and the ability to move vendors, or even pick them up when you are planning on moving.
Don't hurt the economy because you think what you are doing is helping. If people have a hard time clicking Next Page on the vendor and bazaar terminals, then they probably shouldn't be playing the game where you point and click all the time. If anything, make that button bigger so they can't complain they don't see it - change the color of it! But don't mess up a profession worse than it already is, when all you really need to do is fix it so it works. I've watched too many professions get "fixed" and all it did was screw them up more.
Vote NO to vendor item limits!!
I won't reiterate.
No to both!
I play merchant, merchant will be horrible if this is done.
Increase stack levels! = Good
Increase Bazaar Limit = WHY?
DECREASE Vendor Limit = BAD BAD BAD NONONONONONONONONONONONONO
Too bad, even with 85 pages (thats over 2200 responses!) they'll listen to the two or three people that are FOR this incredibly stupid nerf and do it anyway. They'll probably even add "oh this is just temporary until we get the database issues resolved, don't worry, trust us". Same horsesh!t they fed us when they nerfed houses, what, 6 months ago, and we see how they "resolved" THAT issue.
First off, I think the idea on raising the cap on bazzar prices is great. 3k is just not working, and has made the bazzar near useless. In the begining it was a good idea, but inflation has made it down right ludricous. However, the second idea, capping the items on private vendors is a bad idea. I can't ever find anything on them most the time as is. If you all go and cap them, they will never be anything on them. Unless it makes the merchants actually bother to stock them each day... hrm... maybe not such a bad idea after all. Maybe a little harder for them, but if I got to go check ever day to see if one of my resources up and moved, they will get over it.
yeah but with just 10 lots for all the other stuff i need besides the houses to do that with i have no room. how am i supposed to have harvesters, a house to live in, fusion generator and a bunch of chain stores?
now if i could have 10 lots per planet, that would be something else. then i would place a small house on each, with a vendor, and then place my harvesters and a house on the planet i call home.
of course that would then cause more stuff in the database.
or how about this
10 lots for just merchant tents. they can be placed in any city limits, player or static. one vendor in each.
2 lots per planet for just harvesters. any size.
10 personal lots for a house or what ever else i want.
each vendor i can have will sell 500 items, recieve offers from others of 250 and store upto 1000 items. if i can have 10 vendors that is a total of 17500 items in the vendors. gives me room to store stuff and have a good stock. look back at another post and see where i mentioned packages and crates and how to cut back on more database clutter. maybe a solution to this overwhelmingly unpopular idea the devs have.
if you think that i am asking for to much storage ask a tailor, architect or other crafter who has lots of peices necessary to make one item. i am a master merchant and working on smuggler. i have resources and spices and knives and clamps that need to be stored. without the space i will have to start storing stuff in factories. till they nerf that.
The bazzar idea is all good, would be nice to put a few more things on the general market. But as for the 150 limit, can't say I like that idea much.. A limit is resonable but 200-250 would be better. I am a master DE and to put just a few of each variation of droid that my customers want takes quite a bit more then 150. Also a talor friend of mine has a far biger problem with this then I do, seeing how her variation in stock must be far greater then my own.
Cap it if you must, but lets not stunt our crafters in the process.
The increase to 6k on the bazaar is still inadequate. People should be able to grab a crate of 50 stims easily and the largest I can afford to sell on the bazaar is a crate of 5. I am in favor of dramatically increasing the cap on the bazaar. And this *is* a "pedestrian" item.
THE CAP OF 150 ITEMS IN A VENDOR IS A VERY BAD IDEA. (yes this is yelling on purpose)
A 150 ITEM CAP IS IDIOTIC.
DO NOT DO IT.
I run a pharmacy business. I sell Stims and Meds in crates of 50. Most doctors and long time players come in and buy 5 to 10 crates. How am I suppose to keep up if I can only serivce 15-30 customers between restocks?? I have to go hunt herbivore meat ALL THE TIME to make Advanced Chemical Release Duration Mechanisms in order to make Stims that people actually want to buy. I also *enjoy* hunting. I have to go to whatever planet has the best oq & pe resource. I have a partner that helps me and we still can't keep up with all the meat we need. Neither of us have the Skill Points to go get Merchant Management 4 and get like 6 vendors to hold enough Stims to last 1, yes *1*, single weekend. And we would be placing all the vendors within 2 meters of each other anyway. And wouldn't it be better to have vendors ON DIFFERENT PLANETS so people don't have to travel so far to get our product? If we get more vendors we don't want to put them all toe-to-toewith each other. And the fact is we just can't drop combat skills for merchant skills becuase we HAVE TO HUNT to make our product!!
I support our town and PA with the money from the Pharmacy Business. This will hurt both of those things. My personal goal in this game is to get rich. It's something I can't do in life, and if you make it impossible in this game, I have plenty of BETTER FIGHTING GAMES to play. If I am gonna be stuck having success only hunting other players I will play a shooter.
If you want to alienate those of us who support cities and PAs and love the MULTIPLAYER aspect of the game, nerf away at our ability to make money.
If you want to set a reasonable cap that is fine. Infinite storage is a bad idea anyway, but it was your mistake to make vendors with infinite storage anyway (not ours). In order to let my vendor run without me for a weekend and not need constant restocking I would need to keep at least several hundreditems in my vendor.
Set the cap closer to 1000. Or at least high enough that there are a few screens of items. That way even if the buyer doesn't know to click "next items" the items will be there once he buys the items he does see, for the next person. A cap is smart...if it's a smart cap.
And you have access to the percentage of folks who are dedicated crafters. The best crafters I know are planning to leave SWG if they nerf vendors in such a harsh way. And then there will be very little good equipment. And if this happens I will have to raise my prices quite a bit. So anyone who like the cheap stims at Ja-Ya Pharmany near Anchorhead, please complain... help me keep prices down.
(FYI- most dedicated crafters have more than 1 account...this could dramatically change SWG, and not for the better)
I just kill stuff, so this change wont affect me greatly, but i believe that the developement team, has greatly underestimated the level of anger that this is causing the games artisans. When the pet changes were made, i heard alot of angry people, talking account cancelation, but itpales in comparison, to the number people that ive heard talking about leaving the game over this issue.
What is really scary about this, isnt just how many people are talking about this being the straw that broke the camels back, but which people. The people talking about quiting now, were previously some of the most positive players i had met. I think many people are going to be shocked by the results, if this goes through as planned.
I think that a much better idea, would be to put on a very high cap, like 700, and maybe over time, slowly work it downward, to give players time to adjust, but the 150 is too low reguardless. Im not even an artisan, and i could stick 150 items on a vendor, so how exactly is a master armorsmith, supposed to store all of their supplies, and finished products, with so low of a cap?
One big source of anger lately, has been the feeling of those in testcenter, that all the suggestions that they are making during testing, seem to be ignored, and the releases have the same problems, as were pointed out by the testers. I think that you now realize this, and are trying to somewhat rectify it. I think the best thing you could do with the vendor issue, is to listen now, instead of having to suffer alot of grief over it later. I would not delay on making some sort of post to that effect either, before people stop even bothering waiting to see if the cap actually takes effect.
I will keep my fingers crossed, that all the players i see today, will still be playing tomorrow
Cetro Aga
DON'T CAP VENDORS
UPGRADE YOUR SERVERS
How about instead of costing the paying customers something, we have an event that costs YOU something SOE?
If this disaster goes live, EVEN AFTER THE OVERWHELMING NEGATIVE RESPONSE FROM PAYING CUSTOMERS, this game will die. Since it is obvious that most of the people making these decisions have never, ever played the game and MOST CERTAINLY do not play Artisans who depend on vendors[and I will point out in-print admissions by many of the "official" people on these very boards], you game designers must FIND ANOTHER WAY to deal with the handling of big databases.
You guys better start making places to buy weapons like NPC's b/c a Bunch of people are going to quit over this. Do you devs even think of what your doing? who has complained about vendor limits? you are changing aspects of this game nobody even cares about!! fix the freaking bugs instead of changing this game before it becomes a bigger POS than it already is. Hmm heres a few if you dont know any...
Grp TeF in GCW
Dissappearing Items in house
Vehicles storing automatically when riding
FREEZEUPS!! you know its your fault its not the 300,000 players computers are all messed up..
thats just 4 quick ones if you want more feel free to ask me I have a long list.. oh and maybe hire some people that PLAY THE GAME!! geez I swear you guys do relize this is SWG and not beta 3 right? ....