Development Cycle Archive

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

TheRealTK421
Thu Jan 22, 2004 12:00 pm
#2055






Thunderheart wrote:

  • The items per vendor will be raised, but it will be tied to the merchant tree.




TH,


What happens to those of us with Business 1-4 that have but one lonely little vendor in our house?



Do vendors go "poof"?

Will we still HAVE vendor capabilities at all?

If so, will we be able to remove items in our vendors safely?



I have about 2 million credits-worth of droid deeds on my one and only vendor right now.



I think we need to know the skinny on this, please.



/bow

Respectfully,




TheRealTK421 a.k.a. "Doughbacca"
SWG DE Correspondent
Co-Founding member of Ahazi DENet & SWG DEA (Droid Engineer Association)
"I think all right-thinking people in this country are sick and tired of being told that ordinary, decent people are fed up in this country with being sick and tired. ...I'm certainly not. And I'm sick and tired of being told that I am."


Brownring
Thu Jan 22, 2004 12:08 pm
#2056

Bazaar limit is ok... the vendor limit will probably force lots of us crafters to just quit. i dont get to log in everyday anymore to stock this stuff and the smugglers just come and buy me out as it is with no limits. I have to stock around 50 of each weapon to stay stocked for 4 or 5 days, this limit will force me to stock daily and i wont do that.... Well i might if there was an easier way to stock the vendors instead of having to put each item up individually " see post: http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=21218"


I mean having a time limit on vendor sales is bad enough... i wouldnt even list stuff on vendors if i didnt want to sell it, so why have the term only last 30 days?


IMO there have been bad decisions made already, please dont make this one add to the basket.





Brownring Russler
~ Weaponsmith, Artisan & Merchant ~
Facemeat INC { Bestine -1280 -4820 | Coronet: /way 840 -4130 }
-= Aint no party like a Facemeat party =-


Kiffen
Thu Jan 22, 2004 12:22 pm
#2057

Im with browning on this one
Ewach
Thu Jan 22, 2004 12:48 pm
#2058

On crafters selling to merchants and limits on vendors.


Consider situation: Merchant has one opening on his vendor. Tailor wants him to sell a shirt for 200 credits. Weaponsmith a Scout Blaster for 5000 credits. Architect a Fusion Generator for 130K.


The merchant works off a commission basis. Which item do you think he'll list?


You'll quickly see a dearth of any low end items for sale on vendors.



SWG Lexicon: "Every Player" Means "Except Crafters"



Ewach - Founder of Travelers Respite on Sunrunner
Located halfway between Anchorhead and Mos Eisley (2180, -4684)
Visit my Shop at (2030, -4660)
SueDenim
Thu Jan 22, 2004 12:59 pm
#2059

What Ewach said. What strikes me more than anything is the devs blithe and near-total ignorance of the Law of Unintended Consequences.

http://www.econlib.org/library/Enc/UnintendedConsequences.html

Hey, doesn't SOE supposedly have an economist on the payroll? Do they ever actually talk to her? Or is that some other game company?



Bindi Kicklighter
Kicky Fashions of Kor Vella (-3403, 1395)
Visit our "Hall of Justice" display!
Kor Vella, Corellia, Lowca
bpeter3
Thu Jan 22, 2004 2:00 pm
#2060

1. Increased bazaar cap. NO

Raising the cap to 6k will put more "useful" items on the bazaar but at the same time, why would you shop at a merchant vendor? You can get single items or small cratesof pretty much all the expendables in the game for less than that (stims, woundpacks, power ups, spice, food, etc.). That price even approaches what I see for some weapons. It devalues the player vendors since more of their stock can go on the bazaar. The whole point of the bazaar IMO was that it was for low quality goods while the good stuff goes on player vendors. At 6k, alot of decent items can sneak on there and a vicious cycle starts. With more stuff listed on the bazaar, people rely more on it for goods, less on vendors. Over time, people get even lazier about going to vendors since they can get a quick fix on the bazaar for most of their necessities. Vendors get used less, less incentive to stock them, etc. Maybe this is a little pessimistic but I think it is quite possible


2. Vendor cap. NO

Makes it impossible to adequately stock a vendor, especially as a furniture vendor, WS, or tailor. It also makes it even more tedious to operate them as you need to restock them all the time if you have a moderately busy shop. I've never seena vendor used for holding items on my server and I tend to look at everyone that I see on the overhead map (and I do alot of vendor shopping). Can't be much more than 1% of the population doing this.


Forcing people to take merchant skills in this manner is not the way to make the merchant skill trees more useful. Adding skills that are truly useful for something other than cosmetic enhancement is.
Eugliz
Thu Jan 22, 2004 2:05 pm
#2061

Bazaar price cap bigger ----- Great!


Personal Vendor Item Cap? -----Horrible......is this cap going to be items on sale? or items in the stockroom also? If so 150 is way to small. 300 - 500 makes more sense to me if you were going to cap it.





Eugliz M'in / Noxia M'in - HoM
Fishtank
Thu Jan 22, 2004 2:12 pm
#2062

Im not a crafter of any sort so if you guys have a problem with this than sorry....but what is wrong with crafters being able to make all items with a much longer lifespan? The only reason they need to craft so much stuff is cause everything wears out so fast. Is crafting fun? most say no. Is shopping fun? everyone says no. Crafters will raise their prices and sell less product. It evens out in the end and you wind up withhundreds of thousandsof less items per server. I don't have to spend HOURS shopping every few days and crafters wont quit because they aren't forced to craft 24/7.


Maybe make it a graduated thing...novice crafters make quick decay, cheap, novice weapons for the broke novice adventurers, Master crafters make Long lasting high quality stuff for those who are willing to pay the price to not waste their time shopping.


It continues to make sense as novice crafters need to keep crafting to grind out their exp. But why should you make master crafters grind away for no reason? They have reached their limit let them have some fun and maybe we won't loose so many all the time...currently on Ahazi their are about 4 known master armorsmiths, 4 quit this monthcause people can't keep up and I think we are going to loose these 4 soon.


I don't see much of a down side of this...dev's get their less items per server and can put their cap into place, and every player on the server has more time for fun rather than tedious crafting/shopping. I want to kill rancors and rebels. Not wander through countless abandoned shops on a weekly basis due to holo grinders/bored crafters (which is another topic).
electricnomad
Thu Jan 22, 2004 2:35 pm
#2063




Thunderheart wrote:



Just an update: There is a lot of great feedback here. Thanks for everyones input.


Some of the resolutions:



  • The cap is going to go to 6K.





Well, there's now no reason for most of us to bother with Merchant skills, or even to take our goods to a Merchant and have them resell for us (which I'm guessing was the original concept of the profession).


I think this is a sorry development, Thunderheart.



I personally like this idea as a way of getting some higher bazaar prices:


Reduce all bazaar sales to 2000 but set up special NPC "bazaar terminals" at the Jawa Fort on Tatooine that will resell you items and which have a sales limit of 15,000.


It would make the Jawa Fort into THE bazaar capital of the galaxy, a truly special place where you could buy and sell just about anything. You'd need to limit the amount of sales that could be made - maybe 10 at a time - but it wouldn't dilute the value ofMerchant skills very much, and would add a lot of character to the game in an organic way.





"We're dedicating a designer (Green Marine) next week to looking into fixing some of the bigger issues of the smuggler. (Yes, we are also looking at issues with the other professions, the smuggler just seems to be the one needing the most love at this moment)." Q-3PO - September 16, 2003
Great Threads in Smuggler History, Vol. I / Vol. II / Vol. III - Collected Posts by the Devs Concerning Smugglers
***ELECTRICNOMAD RETIRED FROM SWG ON 7 MAY 2004***

Aristarchus52
Thu Jan 22, 2004 4:53 pm
#2064

So like I thought all along, Artisans without merchant but with business 3 and business 4 lose their merchants?

What exactly is the business tree good for in Artisan?

Guess we're getting the business.

Don't look for my MW guns or vehicles after this patch.
Abominable-TCO
Thu Jan 22, 2004 5:32 pm
#2065






Thunderheart wrote:



Just an update: There is a lot of great feedback here. Thanks for everyones input.


Some of the resolutions:



  • The cap is going to go to 6K.

  • The items per vendor will be raised, but it will be tied to the merchant tree.

There are still a few things being looked at by the team, but the changeslook to be sound.Many different elements were looked at. As soon as a Design Doc is produced, Ill post it here. This would be a publish 7 item so it might be a week or two before the design doc is ready.









Ok its nice to see that someone listens!


However ... with the vendors can you make the user interface more user friendly! I mean when i have more than 100 items on it and the numbers state 1-100 etc that is jsut misleading to start with then we have the whole dilema of that invisible button that no-one ever sees so they never use! (heck I even forget to use it sometimes). Make it obvious that there is another page if you insist on using page limits etcof what is displayed at once.List the total number of items on the vendor in blatant fashion so it hits ppl over the head don't hide it away because it does not work atm!




--------------------------------------------------------------------------------
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Darkcrest
Thu Jan 22, 2004 5:48 pm
#2066

I really hate to say this but it was not broke so why fix it this is becoming to realistic I had a friend quit this game because it actully became a second job to him jus ttrying to keep his vendor full of meds. and more will do the same in the coming weeks and your all correct about lack of player content just now we are too busy for any new content because we have to baby sit vendors to keep supplied I rather my vendors work for me make me money so I can do fun things in game kind like the programmers do at soe make the higher ups money so they can play in rl but thats just my 2 cents



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Please note this post as with the game in general is subject to change
Rowyn
Thu Jan 22, 2004 5:56 pm
#2067

I believe both ideas sound good, however...

I think the vendor limit should be at 200, that would give merchants two full pages worth of space; but if you are wanting to do away with pages altogether then 150 sounds pretty good.

The other thing i think that would be crucial with this is: raise the maximum number of placable vendors. This would make things easier for everyone i think. Customers would have a much easier time finding the correct items, and vendors would have the means to make it possible. Take for example a Tailor...Vendors:"Wookie Wear","Casual Wear","Formal Wear","Bio-wear", ect. or "Footwear","Shirts","Jackets","Pants","Dreesses", ect. To accomplish this, merchants with multiple item types for sale would need more vendors available. Also more vendors would be needed for obvious item space reasons considering the amount of items that some merchants already have on they're present vendors.



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