Development Cycle Archive

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

LeloBelo
Tue Jan 27, 2004 12:37 pm
#2133

I have not been playing long maby 3 month, but I noticed it kind of sucks when I make a high end item like a Heavy Harveter and I cant sell it for more than 3k...But I know if I drop the item on a Vendor I can sell it for more. So in turn causes me to only place the item on vendors and not on the bazaar.


Then I get to have player interaction and tell people about my community and items for sale.


So what you realy must ask your self asa Developer...is does raising the limit cause more people to go to the bazaar? or does it cause more credits to flow?


If you want to promote more player interaction you should not change the limit.


Mainly because i can just go buy it from the bazaar and not from the local vendors who have nice communities developed. This means a LOT MORE TRAFFIC around the bazzar.


On the second issue:


Also if you want to make this more realistic, how many clothing stores have you gone into and found only 150 items? The 150 limit would bring down many cities that need these sales to promote and PAY for them.


Most cities have players that contribute Millions to keep them running and if the Vendors had limits it would basicly make it a hassle for the richer players to maintain cities and communities...Once again breaking down the comminuties and player interaction. Some players have done nothing but work to build friendships and communities. With the extreme costs of Cities how are they going to be maintained?


Why would a player who would rather spend time with player interation to lose that time crafting all day for vendors.


I realy think that this may ruin the economy. I have seen to many games go to crap when every one was able to make the same amounts of money/credits as the guy who has been playing for months.


Vendors limit high selling items to those who have spent the time working on it. Lets keep the economy strong in this game. PLEASE!



Eklectrick
Tue Jan 27, 2004 9:39 pm
#2134

Weighing in late on the issue, but instead of a item limit, has a limit on the maximum cost of the sum of all items been considered? that way a vendor who sells hundreds of weapon powerups a week can stay in stock. and a vendor who sells the reely expensive armor will have to deal with the limit. I'm no economist, so I have little idea what this limit may realisticly be set to, but I'm sure it could be balanced to get a similar effect. maybe?





Star Wars Galaxies or: How I Learned to Stop Worrying and Love the Jedi.
Darrksider
Tue Jan 27, 2004 11:12 pm
#2135


I like the bazaar idea for there are many item you can randomly pick up that are worth much more than 3000 credits...


But... the vendor limit that is expected is unreasonable in my eyes.. as a master tailor i sell thousands of dollars worth of clothing each and every day with over400 items in my vendor it is still hard to keep it fully stocked... The clothing list not only contains items but also colors... I am told everyday that the only reason people come to my vendor instead of others is the variety with colors and matching outfits.. I would not be able to achieve this effect with only a certain amount of items... everything would be limited to 2 maybe 3 color choices because of matching sets (example: vivid blue revealing bikini with vivid blue noble skirt and a vivid blue lekku wrap) with as many wearable items we have and if more are expected and with over 40 diff. color choices foreach outfitit would limit my customer base to people who prefer those colors... If i have unlimited or at least400 or 500slots I could make variations of that same outfit for another person who was looking for that same outfit only in a color they like....I understand i can make these items by special order and i do do that but this frees up a lot of time to work on other skills i have besides being a tailor like artisan and pistoleer.. I would not like to spend every min. of the game making clothing...I hope i make sense..
OlivierLaguerre
Wed Jan 28, 2004 5:13 am
#2136

Bazard cash limit : good idea

Vendor item limit : bad idea. A better search engine will be usefull : items with the same name (or id) could be put on stack (not like a factory crate) and the customer could split them. Like this it ll get 1 line per item.
moonstrife
Wed Jan 28, 2004 5:29 am
#2137

hell they have messed up just about every other class item and npc they decided to mess with why should this be any different still conviced that devs dont listen
Yanoa
Wed Jan 28, 2004 5:30 am
#2138

if there is a cap, it should be like 300-350... because people sell some things to maybe just their guild to give their guild a good deal... and crates of muon gold or power ups takes up alot of space, so make bigger crates then



Teras Kasi Master
Dibzz
Wed Jan 28, 2004 7:37 am
#2139

bazzar increase sounds very good


private vender limit would suck big time!


If there HAS to be a limit please make it a reasonable one like 500 items so there is a REAL selection on the vender, You can select the catagory so you do not have to look at everthing on the vender IF THEY WOULD FIX THE CATAGORYS put crated items in their rightful catagory and take MISC OUT list each thing that is in that catagory seperate since MOST items fall under this selection!!!!



Also put those new catagorys on the venders to list on planatary map!

When i go to a vender it is my intention to shop, chose what i want and/or what i need. If there is a 150 limit it will just mean more empty venders... I see enough of them allready!


It kinda looks to me like they want us to give up being merchants and just sell to our own guild or town one to one and quit paying for the venders, tents, houses, map advertizing and everything else that goes along with it. That don't sound too bad after i think on it a while, would save me a lot of credits!


Eili

Amaravati, Lok

Eclipse

ThePhantomPoster
Wed Jan 28, 2004 10:29 pm
#2140

No, no, no, no, no, no, no, no, no.


The bazaar is for resources and the most basic of profession items.


If you raise it to 6k, what will happen, is that all of those 12-15k items someplace in the middlewill become 6k items because people think they will sell more, and I will never be able to sell another small house.


-Kales Alatami
Master Architect
Ahazi


Amizar
Thu Jan 29, 2004 1:01 am
#2141

I recommend a compromise solution to the cap issue (and I don't know if this has been suggested before... I can't possibly read through 28 pages of commentary)


General concensus: the 150 cap is too restrictive.


General concensus: Merchant is generally a fairly useless profession.


Fix the two at the same time.... make variable cap based upon the Hiring skilltree in merchant.


Within artisan, when you get the Business skill to get a vendor, that vendor can have the 150 cap.


If you hit novice merchant, the cap gets raised to 300.


For each level of hiring skills within merchant, add another 150 or so to the cap for each vendor.


If you hit master merchant, set the cap at around 750 or 1000 or whatever seems reasonable.


And bear in mind that each additional vendor would have the new cap, so it's a non-linear progression. One vendor with a 150 cap, two vendors, each with a 300 cap (600 items), three vendors each with a 450 cap (1350 items).... sure makes having merchant skills more valuable.


This would increase the usefulness of merchants and would inspire those without merchant skills to perhaps seek those with merchant skills/vendorsand work out business agreements to host items for sale. The proposed numbers involved are arbitrary to be sure, but I think they would be amenable to most professions.


For those who say something like 500 items isn't enough, well, either spend the skillpoints to get merchant and additional vendors/cap room, or pursue business relationships. God forbid you have to further interact with other players in order to keep 3 other master professions. Three! The whole reasoning behind limited skill points is so you can't do everything yourself. Let's at least keep some semblance of that spirit alive.






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Biggun
Thu Jan 29, 2004 1:51 am
#2142






Ashdanjadestel wrote:

Thunderheart,


Once again the devs have gone and done their own thing after asking for our opinion. Do you guys forget that it is our subcription fees that give you the opportunity to ignore us?


90 pages of responses, most of them either negative, or at least with a variation of what you are proposing, and what do you do???


YOU GO AND DO IT ANYWAY!!!


I have come to the conclusion that our opinion isn't what you really want. You just want to validate what you are doing, as long as you get some kind of response from us.


Instead of wastiing time on this board, what would happen if you had a poll? Hmmm, wouldn't want to do that because then you would have actual percentage data on the reaction to one of your proposed "fixes".


90 pages of responses, assuredly not pored over by your staff, and yousay..."Well..we got a favorable reaction from this proposed change..." Have you even read the responses?


Next time you propose a change like this...state your case, and create a poll. That way, the next time you put a change through against overwhelming opposition, the rest of us will know that you are just fooling yourself, and not us...the people who pay to play.


You are not worthy of your handle..."Covers_ears_and_goes_blah_blah_blah" is more like it.


Remember as with all games, the interest wanes, and dies. Don't make it your sole effort to kill it on your own before it's time.










/agree 100%




---Biggun/Hermes (Leader/Founder of The Traders' Guild.)
www.tradersguild.net
Don't forget to stop by the newly placed vendors at the TTG PA Hall! Vendors are filled daily with items ONLY by TTG Masters. -2171, -6460
Location of Trader's Town: -2171 -6220 (2.5k Southwest of Anchorhead.)
Tarquinas Server
Fujimo
Thu Jan 29, 2004 10:20 am
#2143

#1 yes


#2 No
DarK
Thu Jan 29, 2004 11:51 am
#2144

OK, I love to see some changes on the Bazaar related things.


Firstable, changing the Bazaar Cap is good and even necessary. Why? Simple, there are many players that are not Artisans, so they don't have the Business Skill Tree. Whithout that they cannot place a vendor on their private house or at a Player City. As many player get or loot some good items from time to time when they try to sell them they find that the only way to sell for themis the Shout or Yell command near a Starport. I think rising the Bazaar cap to 6000 credits is good, but 10000 credits will for sure be better. Any playerwill then be able toput their stuff there and, as there anyways a limit of objects you can sell at the bazaar at the same timemost proffessional sellers will still have a vendor at their shops/houses.


I'm strongly disagree about capping private vendors to 150 items. That's a nightmare. I'm an Architect and I don't really know who is going to come to my shop every day. Some days no one came to buy, but other days I receive 3 or 4 people that buys a lot of furniture and stuff. I do need to have good stock on my vendor, because if I don't put a type of furniture, a certain harvester or a certain deed, the customer will go to another shop and probably never return. I think this capping will affect the most to Tailors because there is a lot of wereables and thay have to craft several colours of each to attract customers.


Derana Shi'har - Master Artisan/Architect 4424/TK 3443, Chimaera
DrZephyre
Thu Jan 29, 2004 12:34 pm
#2145

OK from reading all this stuff I have a couple things to say. This is coming from a programmer who is very tuned into these "technical issues". But yes I think the bazaar can be improved in a couple ways.


First the 6k cap is probably not a good idea. I know many of you posted that money has changed value dramatically in the last few months. This is primarily due to the mishap of releasing "holiday holocrons". Players no longer keep their professions longer than a day or two and then move on. Thus what was once a relatively stable economy has been rubber-banding all over the place as a group of one profession goes away and others take over.


Resources have been rediculously priced. Starting at this point, the base of all crafting, i think people are just money hungry. 3 credits per unit of resources was relatively standard. I see them all the time now at upwards of 15-20 credits per unit. So of course, that Stim-B you bought a month ago at 1k is now 5k. Upping the limit from 3 to 6 will simply increase the CPU of the resources rediculously.


The bazaar interface could use some serious tweeking. For some reason, many times, the stuff you see on page one, shows up on page 2 and 3 etc... with no rhime or reason. I'd also like to be able to select a group of things to sell at once, all at the same price. This is especially true of the vendors...


VENDORS---I have many of them and lots of experience here... lets improve these....


You mentions players are not "drilling down" far enough to see all the stuff available. I think we need the ability to customize the vendors with our own catagories. I have a hospital that I keep stocked with many many stim's and other meds. It takes forever to get deep enough to see some of the stuff thats available. I'd love to simply create a STIM-B category or ENHANCE PACK category etc.... I know this might be a programming issue but it should not be too hard. This single enhancement alone would solve SOOO many problems.


Finally, if your gunna put effort into improving bazaars, how about being able to put some of these in player cities. That would certainly improve their usefullness!



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