Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
Thunderheart. Did you actually read the responses? If you set it at 6K first of all, then items will raise price ALL OVER THE GALAXIES. That's gonna be tragic, considering you guys are killing our money sources as it is. Yeah, nerf every single money maker planet, and leave us to ebay trying to buy money with our own. It's kind of bad if you think of it.
I say you listen to us and be democratic about this. This is a unitary government right now and it's making players quit. Be smart and listen to the polls rather than the rest of the devs.
Bazaar, sure fine with me.
As for the vendors, 150 slots is very slim. Perhaps you could base the vendor capacity off the size of the house or location:
Merchant tent: 1000 make a tent worth while.
Small House: 200 items per vender
Medium house: 300 per vendor
Large House: 500 per vendor
* This is per vendor, not 3 vendors in large=500 total. 3 in large = 1500 items total.
It makes sense to me that the structure in which a vendor is located is the shop, so why not use that as a basis of storage. And honeslty, i think that if you're going to lower the amount of items on a vendor, you sould increase the storage of a house so people who do use the vendor for storage have a place to store items.
Thunderheart! Please read this!
I know this is 90 pages deep (and my 3rd post here), but there is a simple solution to reduce strain caused by the number of items on vendors (which I've perceived is the real reason for the cap).
DISALLOW PLACING CONTAINERS WITH ITEMS ON VENDORS!
IMHO, this is an exploit of the system to store limitless items. If its even partlyto blame for the vendor lag, then we should all be pissed. But do not ignore probably the largest outcry for a devidea I've seensince launch. Vendor limits are a BAD IDEA. My second account will be cancelled when this goes into effect.
Please listen to us. The game was just starting to get good. And I'm loving my architect character!
Have a look at the city of Brenn on Shadowfire. It is the most successful city int he galaxy, possibly all the galaxies.
There are currently over 75 shops and 200 vendors, and anyone who wants anything knows, they can come to Brenn and probably find it. It's in one place, there's a directory of vendors, and it is beautifully laid out for the most part. This is a shining example of the economy working.
If all of a sudden, 90% of those items being sold disappear, the whole economy of the city will die. It will end up just being another place with 1 or 2 known vendors that people come to and no long a true 'shopping mecca'.
Also, having just completed my stint as an architect, this is just one profession that will have a big cramp put on it. The resource requirements are huge and it's virtually compulsory to do as much resource gathering as you can yourself, to keep prices reasonable. If you have to start selling through a merchant, it will require an increased mark-up, on items that people already want for 3cpu, but resource sellers want to sell for 4cpu.
Many goods are currently priced based on people's profit because they harvest themselves. Adding a middle man will increase prices, and demand will increase as there will be less vendors selling things. Being a merchant will be hell, as you will be flooded with people trying to get you to sell stuff, and your whole game experience will consist of standing next to your vendor buying an item and then posting it for sale again.
Surely there must be a way to clean up the database of truly non-functional vendors and items, without so severely limiting the whole established commerce base of the game? I am a BE (which has a large range of items to sell - sell over 150 unless I sell only 2 or 3 stims at a time) and also a creature resource seller (and there are over 130 creature resources available at any 1 time). I already need enough points for that hybrid profession, combat skills to help with my dna sampling and resource gathering, and just enough artisan to keep my vendors and surveying going. If I have to suddenly become a merchant to be able to sell my goods, how do I keep being an effective BE and servicing the tailors, chefs, CH's and general community.
I hope common sense prevails, or I see a lot of the fun going out of the game. Seems the idea of being a dabbler, which first attracted me to the game, is truly dying - first Creature Handler, and now any hope for small business dabbling is being pushed out of the game.
JTGAlpha wrote:
I'm sorry TH but a bazaar cap raise is going to seriously screw up the economy. It WILL put price caps on items, and that WILL force people to mine their own resources instead of buying them, because the 6k price cap will make it all but impossible to make a profit otherwise. It's going to hit a lot of us REALLY hard. I don't want to be right about this, but I am.
No. They are increasing the cap from 3K to 6K. It will force people to mine their own resources, but this will be because most likely resouces will go from an average of 3 cpu to 6 cpu.
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.
The following post, directed at the devs, essentially repeats what is being said by them, to us, but in a far more viscerally satisfying way:
Screw you, you bastards.
I have a suggestion to augment the vendor cap. Perhaps it should be held to 150 "unique" items.
Then actually makeuse of the so called "storage room" feature of vendors. Once somebody buys an item, have it replaced with a matching or similaritemfrom the storage room.