Development Cycle Archive

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

Cafa
Sat Jan 24, 2004 1:04 am
#2094






Darkcrest wrote:
I have to disagree at least let containers hold some thats how I sell my lrg special orders when I cant be online







I agree with you CURRENTLY. However, if they would FIX the vendors to allow;



  • 1. Alternate admins

  • 2. Consignment sales

  • 3. Person specific deliveries

Almost none of this would be a problem. In principal I have to agree with proposed merchant changes. But a NERF is a NERF when you do not FIX THE USEFULNESS OF VENDORS in the process.


Fivo Asia




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Malitevv
Sat Jan 24, 2004 1:17 am
#2095

Increasing the Bazaar cap is a good idea.


Limiting the number of items in a vendor is unfortunate, but if it has to be done than so be it.


I would recommend a higher limit if at all possible. 150 is way too low though. 150 isn't much if you are selling lots of medium priced individual items. Another recommendation: if you are going to have it as low as 150, I assume that is 150 per vendor? Which means if I have 3 vendors, I can put up 450 total items? IF so, then I suggest putting a cap of 150*N (where N is the number of vendors I have access to) and enforce the cap across all my vendors instead of 150 per vendor. This gives me a lot more flexibility and lets me continue to partition my wares in a rational way between the vendors.


If I have 200 food items to sell and 50 furniture items to sell, I would rather put the 200 items on the food vendor and the 50 furniture items on the furniture vendor. Since I'm still within the "150 per vendor" cap, doing so should not threaten the stability.


If the cap is forced individually"per vendor" instead of a N*(number of vendors I am allowed) enforced across allmyvendors, it is going to be harder to organize the inventory between the vendors.




---------------------------------------------------------------------
In a minute there is time
For decisions and revisions which a minute will reverse.

T.S. Eliot
Ursa_Major
Sat Jan 24, 2004 7:22 am
#2096


I hope that all of these threads will continue to be read although most of the replies are past the "welcome" date of January 16th. First, I would like to say, with respect to the bazaar auction issue, that raising the cap to 6,000 credits is a good idea. Personally, I see no real reason not to eliminate the cap on auctions altogether, since it is of course an auction. There may be a fear that people will be pulled from the player cities and such to come back to the bazaar, or to injure merchants in some capacity, but I wouldn't understand how this could happen. Auctions are long and tedious. I am not going to want to buy a weapon, stimpak, whatever and whatnot and then wait 7 days before I can pick it up. Auctions, therefore will probably only be for those things within the game that are in high demand, but short supply - kinda like Sotheby's . Merchants, or rather people who sell goods, will put things for auction on the bazaar for those things they have that will go at auction. So they will make their money. Furthermore, why not put a % take on the auction so that you can sink some money out of the economy. So anyway what is the harm?


With respect to the vendor cap of 150 items, I say bah! What punches me in the gut is the reasons that are given for this decision - to prevent monopolies and to alleviate our customers "woes" in making a purchase. At first, I thought the cap was for 150 of a specific class of item per vendor, such as 150 pistols, 150 rifles, 150 pharmaceuticals, 150 wearable containers, 150 inorganic mineral resources, etc. This, I could understand, would satsify whatever woes there were for our customers, since if they used the proper screening tab on the left side of the menu, the page could be expanded to accommodate all 150 items - similar to the bazaar. I didn't understand how any kind of a limit could help prevent monopolies, since it is ABSOLUTELY not possible to have one in this fictional economy. But then the thread revealed to me that the development team was talking about 150 items per vendor. Absolutely ludicrous. So, as everyone as already clearly pointed out, this IS NOT a monopoly concern or sales concern, but rather a database concern. People apparently have thousands of items, and the program cannot manage them all, and they are storing them on vendors. Now, why the development team doesn't deal forthrightly with their customers is beyond me, but whatever. The interesting thing is that when there was a 7 day limit on vendor items, this was not a problem, because it was too much of a hassle to store things for such a short period. With the 30 day limit the problem has now emerged. There have been several "solutions" given to the problem. Increase storage space, thus eliminating the need for vendors; removing vendors if you do not have the skill to use them, to actually developing a better database. I will sum up for the Dev team, you are in an enormous pickle, placing a limit on the number of things you can put on your vendor will PENALIZE the people that use the vendors for their intended purpose. I for one have three vendors in use, one on three different planets. I think for the most part this is what is being done with the vendors. By placing the 150 item cap per vendor, you will destroy the economy. You will remove the supply of player created items from the game and thereby drive up demand. Prices will sky rocket. It will be like living in former Soviet Union. You can buy any size 9 and 1/2 shoe, but couldn't get soap until the next shipment. Don't be ridiculous. Don't try and FORCE crafters to take up making one type of item to place on theirvendor, so that YOU feel that everyone has a chance to participate in the game or because the database is broken. EVERYONE does participate. FIX the database. That is all I have to say, thank you, if by any chance that you have looked at this reply, for your time.



Cedo Feswi - Master Weaponsmith - I can take delivery via vendor named Mast'r Feswi's Elite Weapons near: Coronet, Corellia at ( pos. 971 neg. 5569).
GuyMandrake
Sat Jan 24, 2004 8:16 am
#2097

Here is a worthwhile thing to look into:


For Artisans and even for people who happen to find items that are not considered as "junk" should have a way to sell those items to an NPC Vendor not controlled by a player. Instead of limiting selling to that of junk to junk dealers and not having a way to sell the rest of the stuff that is NOT considered junk, there should be NPC's who pay for things like deadeye decoder or deeds for intallations. This should be minimal cost to the npc buyer.


This is to releive the player hwom has all these non-junk items of having to destroy the items or hunt for day for a player to buy something or pay 20credits to the bazaar to try to auction the item when it has no chance to sell, and allow them to quickly make a little income off the things they have that are non-junk items.


The cost the npc buys the non-junk items should not be that great but great enough to where players don't get ticked at the fact they have an item of 100% worthless value that they either have to destroy or trick someone into buying. Credits are HARD to come buy to those who have no combatskills whatsoever.


Like musicians. They may have small combat abilities and can go on a mission or two but their main purpose? to play music all day in a hospital or cantina and hope players /tip them some money to survive on.


Same as for Artisans. They make lots of certain items but when starting out, 50% of those items created will NOT sell whatsoever on the bazaar or to other players. So they are left with destroying them or giving them away. It would be nice to make enough credits off of created items whatever there make, to pay a small portion of compensation for the materials the artisan spent time in getting.



I assure all of you that an idea like this would help keep the interest up and the annoyance levels down.





Let the Guitars sound, and the drums explode.... For true music is not found by numbers in a band, nor by variety of instruments or songs, but is found by the personal passion for the music.

Keep it real, Keep it simple... Keep it heartfelt.
Strohm
Sat Jan 24, 2004 10:18 am
#2098

The bazaar cap is ok, but it will hurt some vendor sales. The player vendor cap needs to be MUCH higher than 150. I've heard that they want to make it dependant on merchant skill, and that might be ok. I still think you should get one vendor with at least a 150 capacity in the Artisan line. Novice Merchant should START at 300 items and go up from there. Look at how many things each class can make? Now if the merchant is doing his job, he is taking stuff from multiple crafters, or at least selling a few lines of things. That fills up quick. Look at the medic posts about how many different meds they can sell? A consumer wants selection when he comes, so we need to be able to meet that.


Strohm





Stratus Industries (Talus, -2227,1966)
"Setting a Higher Standard"

Rebuilding!

Hayek Ekon, CEO (M/Artisan, M/Arch) - Kyzafa Bayoun, VP (Merchant)
Vyzryn, Imperial Medical Officer - Ryz Andu, Imperial Soldier
DarKFoaL
Sat Jan 24, 2004 10:42 am
#2099

Good idea on the bazaar


But the caps on vendor's hmm i think it needs 2 be higher.


Why?.... well just thin off althe different clothes a tailor can make and the differend collors people want om them. And for that matter how would you like it if you walk in a store and get to choose out of only a 150 items?


And that is only on a clothing shop think about the armor's (same thing with there colors)


Custom made i hear you think....


Well that would mean i have to know what color looks nice on an dress/pants or what ever


And buy it whith out seeing it (if i dont want the item when i see it when the order is done imagine the fuss ill get )


So in short raise the vendor limit to a resonable number or make a differance in what vendors can sell


Armor only


Weapon only and so on i see some Guild shop's around that have that system in use but since there is no restiction on what u can or cannot sell on vendor's maybe that is an idea


(oh exuses for the spelling if any word is misspelled im not that good in english )





If you'r feeling good...........
Dont worry you'll get over it
DawnTreader777
Sat Jan 24, 2004 1:23 pm
#2100

havent read this thread for a bit. but even on the last page it seems that the message is still clear.


Bazaar cap - whatever, who cares, arbitrary, where and why did you get 6k, etc.


Vendor cap - DONT DO IT!


please figure out some other way of dealing with your database problems.





Understanding is a three edged sword, your side, thier side and the TRUTH
- Captain John Sheridan, Babylon 5

So much for a Smuggler revamp, maybe they should just rename us, it would take less time and be easy to do.
"Useless" would be my first choice as a name suggestion.


of course at this point there is no reason to revamp anything. SOE should just shut the game off.

SirSmuggler
Sat Jan 24, 2004 5:41 pm
#2101

The bazaar limit is good


The vendor limit is WAY too low... too many vendors are empty when you go to them now as it is....



Master Merchant/Smuggler
Weapons (sliced and unsliced over 600 and stocked daily)
Droids, Stim's, Holos, Food, Vehicles, Resources, and MUCH more at the Smugglers Den, 1k south of coronet at -67 -5772.
Metro_Stret
Sat Jan 24, 2004 9:40 pm
#2102

As a present chef, I think that the 150 item rule would be ok for high end idems, but only 150 food items?! or clothes for that matter? I am only holo-grinding, but would be upset if I chose chef as my main, and had to adhear to the same rule as someone who made more money off each item.
CurrlyBladeMaster
Sat Jan 24, 2004 11:59 pm
#2103

raise bazzar price, sure but not much.


limit items on vendors, dont like the idea at all, but makes since, but 150 items is definately way too low. entirely to much work in running around to stock vendors, factory crate items will have to be more limited therefore causing more work maintaining those to stay in balance with vendor sales. 150 is way to low a limit, to keep from having to sift thru vendors, there is option of breaking it down, no big deal. having to do all the running around to maintain stock.......the fun of it looses luster. if ther is to be a cap on vendor items then there must be give in the area of having more items being able to be stored in the house to have some sort of back stock on hand. espeacialy in guildhalls. guild hall house item limit is rediculusly low. by the time you get done decorating the main floor, gives little room to put the basement to work, very little room. whats wrong with having a nicely decorated guild hall, then having a center of guild opperations in basement. maybe a new storage structure that takes 1 or minumal lots with a large amount of storage space in 1 open room and unable to have residence declaired in such a closest..


VenalPuissiant
Sun Jan 25, 2004 12:02 am
#2104

The merchant tree has NO purpose if you do not place something on vendors that relates the merchant level to their ability. The class is a one note joke. Dont nerf what is already pathetic


Bazzar is really going to cut into the merchant skill..You talking monopolies...WHAT may I ask you is the purpose of being a merchant...using the vendors for storage..cummon..this is pathetic



Leveled Bounty Hunter Pistol and Pistoleer Speed Branch to be uber. Found weapon speed is borked and tried to make it all better by telling myself my skills are uber. Skills then nerfed in patch and I was left with loving my uber pets. Uber pets were nerfed and I went to take pride in my harvesters. Harvesters were nerfed so I went to take pride in my faction missions. Faction missions were borked or gave pathetic loot. Ask my why I am posting on the boards?

Stecei
PetaByte32
Sun Jan 25, 2004 3:58 am
#2105

A 6k cap on bazaars is really only a drop in the lake. So many items are sold for small fortunes its nuts. Too many people shouting to sell something in major cities is getting to be much. I personally would like to see a cap of 10k - 15k.

Also I would like to see the cluttered items removed. Too many times I see listings for 100s of the same item on one bazaar. Allow a cap for items that are alike. For example vid screens and CDEF weapons.

A search on the bazaar would be nice. This would help us to find what we are looking for. If I want copper I have to do a galaxy search and then search every single page to buy up what I need.

A surcharge for getting items from one bazaar terminal to another would be nice as well. If I buy alot of one type of resource I usually have to travel all over to get it. Maybe a 10% charge to get an item sent from bestine to coronet or something similiar. For example say I am in theed and find on a dantooine bazaar some dantooine berries for 3k. I would then purchase the item and have it shipped to the theed bazaar for 300 credits. It would save me having to fly all the dantooine to pick it up.



Make a vendor cap that goes with level progession in the merchant profession. The higher you are, the more you can put up for sale.


PB32





Yoda: "When I die, the last of the Jedi, you will be!"
Luke: "Really? what about those 50,000 Jedi Masters outside comparing Saber Size?"
Yoda: "Sorry I am, My Bad it is"
Darkcrest
Sun Jan 25, 2004 5:25 am
#2106

1 last thing to add by dropping the the vendors down to 150 items wont fix the data base problem for 2 reasons 1) you end wanting to sell your items that you used expensive resources on to grind the obscene amount of xp to get there (Ie Architec to master it I used 200k ore and 150kgemstones roughlyand 2) instead of having them on the vendors now we will have to drop 5 small houses and use our safety deposit boxes just to store the crates because we cant restock it everyday which I would have to do because I am starting to get lots of vendor traffic as of late because I have a nice seletion of wares


SOE wants this game to grow they should be more prepared to accomadate new players because if they truely are haveing data base problems now wait until the expansion pack comes out or the add more playerswhich I doubt because I see more dropping then joining as of late





Duncaan Darkcrest elder Jedi/ Nine aces pilot (for now or until they bring back CH )
Conneer Darkcrest Smuggler/msmuggleralliancepilot
Bart Darkcrest Elder Shipwright 12 pt.chassis 17pt weap systems M/Reb pilot
buf'fy 12point artisian/arch master imp pilot
auction winnings can be dropped at 5636 -3868 naboo
Please note this post as with the game in general is subject to change
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