Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
#1: Make the Stock room actualy a stock room and not an
out box.
Meaning:
If I put a crate of Item #1 I want a Dialog that will give me the Sale gui, ask me the Price of the Item, and have a check box that says per unit. Have it Default.
(helps cover mistakes better to over charge than under.)
When Checked it will sell 1 Unit from the crate at the stated price.
When Unchecked it Will Sell 1 Crate at the Stated Price.
This way we can have Single Items for like 25 diff items in the Stockroom.
#2 Remove the Sale Time.
Meaning:
Dont Pull the item from the List after 7 days.
Give us the Option to have it Pull it from our shelves.
We get Charged for having it there so let us manage em.
If we dont remove it we get charged.(Like Normal)
#1: Make the Stock room actualy a stock room and not an
out box.
Meaning:
If I put a crate of Item #1 I want a Dialog that will give me the Sale gui, ask me the Price of the Item, and have a check box that says per unit. Have it Default.
(helps cover mistakes better to over charge than under.)
When Checked it will sell 1 Unit from the crate at the stated price.
When Unchecked it Will Sell 1 Crate at the Stated Price.
This way we can have Single Items for like 25 diff items in the Stockroom.
#2 Remove the Sale Time.
Meaning:
Dont Pull the item from the List after 7 days.
Give us the Option to have it Pull it from our shelves.
We get Charged for having it there so let us manage em.
If we dont remove it we get charged.(Like Normal)
From a buyers standpoint:
Just a comment about the bazaar. I tried to buy some composite armor off of a bazaar terminal but guess what? It was listed at Auction with a starting price of 3000. Well, the minimum bid I could do was 3300, which was over the cap, so I couldn't bid on it. So, the conclusion is, keep the cap for Instant Sale at 3000, and take away the bid limit on Auction items. That way, people can still sell really special items at the Bazaar, but with Auction.
n.
A public sale in which property or items of merchandise are sold to the highest bidder.
- Limited number of items one can sell on the bazaar.
- Unlimited price one can charge on items sold on the bazaar.
- No limits on vendors.
- Public areas where everyone can put vendors in.
- The chance to buy items from bazaars of every planet without the need to be on THAT planet.
There seem to be very few advantages for merchants as it is. I find that people coming to me to use my vendors on a contract percentage basis is one of those few advantages. Iget many people wanting to sell the 3 to 5k range items on my vendors. I will not freak out if "when" you make the price cap change but why fix it if its not broken? I could care less either way about the vendor cap right now but I can see how in the future my space is going to pretty tight.
- Limited number of items one can sell on the bazaar.
- Unlimited price one can charge on items sold on the bazaar.
- No limits on vendors.
- Public areas where everyone can put vendors in.
- The chance to buy items from bazaars of every planet without the need to be on THAT planet.
So, destroy the merchant profession?
Honestly, did you even think about other people and their playstyles?
Bazaar cap increase = good.
Vendor cap at 150 = bad.
Ok so you devs have problems with vendors, or should i say your database server which stores the items.
Well the reason people overload their vendors is because there is not enough room in house to store items, so why not increase the housing storage space cap..ie large house = 1000 items, small house = 250, medium house 500.
All the good crafters i know are having to use guild hall now for storage space, but even they are under rated.
So what does everyone do? throw everything on to their vendors.
Make use of the Master Merchant skill its pretty vacant at the moment.
Allow master merchants to place a special deed called a shop/mall.
This shop/mall will have 2k space for items within it and its own vendor items database for say 200 items per vendor(use the housing server, its under used aint it.)
Isit Pescribed <Master Weaponsmith/Artisan/Merchant>
Do you really need a vendor item cap? Just put filters or something so we can look at what we need/want instead of just the whole kit & kiboodle.
Yvgar wrote:
So, destroy the merchant profession?
Honestly, did you even think about other people and their playstyles?
DMFan wrote:
Yvgar wrote:
So, destroy the merchant profession?
Honestly, did you even think about other people and their playstyles?
Nope, with a limited number of items one can sell, Merchants wouldn't suffer at all. I don't consider "logical" to put a cap on the price one can put on his items...
Being a merchant shouldn't mean only I can sell items while the others don't. Being a merchant should mean I receive bonuses in selling items and receiving advantages others can't have. For example amerchant who sells an item at, say, 10k could receive (thanks to its profession) a 1000 credits bonus in cash.
Yes, they would suffer. Have you even done any research about beta, and about why the cap was put on the Bazaar in the first place? I wasn't personally in beta, but I did bother to do the research.
Furthermore, everyone can sell any items they have. They can choose to sell them on the Bazaar at 3K cap, or they can choose to sell them player to player. Unless they choose to pay the skill points to do so, they cannot place the item up for an unattended sale at more than 3k credits.
I agree that having the bazaar filed with maxed out auctions is absurd. There are 2 ways to fix this. The easiest would be to remove the item from the bazaar once the maximum value is reached... that is, a player could "instantly" buy an auction item by bidding the maximum.
Though i like the previous posters idea of removing the max bid cap, i fear that that would just lead to abuse of auctions, which would be a pain.
A search filter on the bazaar would be supurb.
2. Vendors: I understand the need to cap vendors. I was surprised to find that there wasn't one. I also understand how badly a cap will effect certain groups of players with vendors.
By revising the way that vendors hold/ sell items the need for large numbers of items on several vendor types would diminish. Why not have a limit of 150 DIFFERENT items. That is, a player could stock his vendor with crates of blasters, and 30+ of that identical blaster would take up 1 slot of his allowable 150, and also display as one line (perhaps show 30+ available). Smaller identical items which are sold as both singles and in crates (such as meds, food, powerups, etc) could also be listed as one item (with quantity available), and would be picked up from the vendor in crate form by the customer (rather than the seller needing to brake down the same item into different quantitys, with numerous singles).
Using this method, much of the item load would be reduced, and the merchants would be able to keep their vendors stocked without creating huge item load on the servers, and for their customers to sift through.
There would still be a remaining problem for such items as clothing and armor, where there is demand for multiple colors of the same item. This could be solved by allowing for end-user color change... as can be done with droid / vehicle customization kits (proposed). By assigning "customization quality" attributes to clothing/etc (rather than a specific color), the current limits of colors available to items made by different level artisans could be maintained. Once the color factor was removed from these items, they could also be "stored" on the vendor as one item (with x quantity available).
This would further reduce the item load on these vendors, while meeting the consumer demand for products.