Development Cycle Archive

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

Thranxx
Thu Jan 29, 2004 2:45 pm
#2146

If you're going to cap the vendors, cap it much higher.


I can't provide variety with only 150 items.


Resourcers will get hosed too. If you're breaking resources into chucks of 5k and you have 300k of it to sell... one grind buys it all and your vendor's empty again... stock 4 different resources and you've hit your max.


Oi. Either no cap or one that's alot higher please. 300 at least.



Thranx Benton
Councilor of Civilian Government - The Guardians
Cook in Training | Master Droid Engineer | Master Artisan

Likaeus
Thu Jan 29, 2004 9:30 pm
#2147

I'd rather just see the entire Merchant profession eliminated. Disperse some of the skills in the Artisan Business branch and the rest in the advanced crafter professions. Novice Tailors, Chefs, Smiths, etc. would get +1 vendor and +10 hiring and an additional increase at Master plus planetary advertising.



Arcos Alendi of Kettemoor

Master Artisan

Master Weaponsmith


BristaAB
Thu Jan 29, 2004 10:53 pm
#2148

150 items on a vendor is perfectly reasonable. A Master Merchant has 7 vendors so 7*150, 1050 items can be stocked


Master Merchants should get an advantage relative to Business 3 or Novice Merchant - at the moment it's barely worth the skill points


Another advantage is that players might be more discerning. Many merchants sell junk for 1000 credits - broken datapads and stuff. Some quality control, with players having to delete items enhances the game, imo


It also balances the mega merchants with everyone else. Someone who has been a Master Weaponsmith 6 months, rents 200 harvesters and has skills tapes can easily stock every weapon in the game and cut new Weaponsmiths out of the loop. This will provide market opportunities for newer crafters


Lastly it seems to bring storage for people with vendors into a much fairer line with people who don't have vendors. Many players have been abusing the vendor system forunlimited storage


It's still a lot of storage: 150 in a house, 100 in bank, 50 in backpack, up to 50 in droids and 60 in inventory is a lot of stuff





[Black] Style is everything - so is winning [Black]
Black Guildhalll: Dantooine Agro Outpost 2052 -6412, Infinity
Merchant Tent: Corellia 308 -6012, Infinity
ykjbphrax
Fri Jan 30, 2004 1:56 am
#2149

On the bazaar issue I don't think increasing the price cap to 6000 matters. Most players have been turned off and won't come back to buying on the bazaar.


If there is anything that needs to be addressed regarding thebazaarsystemit is this:make itso that when an auction hits the price cap the sale is complete. Too many people put things onto the bazaar as auctions with no intent of ever letting the item go for the price cap. I've ran into this on several occasions, I don't think it was the dev's intent for the bazaar to be used as a fishing pool.


On the item cap, it is a bad idea. There are vendors that people can depend on because the merchant is keeping the stock up. You will only make it more of a headache not more of a challenge to both the merchant and the customerby implementing this kind of cap. Please reconsider your actions with respect to the vendoritem cap.


Betrayerbub
Sat Jan 31, 2004 5:46 am
#2150

Bazaar should have 2 submenus.


Instant: with a cap of 6000

Auction: with a cap of 1 million (once cap is reached auction is over)


higher level citys should have a bazaar terminal inside the city center with all bazaar fees going to City


City members should be able to post toa city center Bazar directly from a house within the city limits using a Data terminal. (users shouldbe able to shop at home using data terminals.)


Items purchased at another city's/planets bazaar could be delivered to the nearest bazaar terminal or players residence for a fee (this could be done with player missions. and personal data terminals.. )


Vendors should have an item limit BUT:


they should be able to Restock from nearby cabinets/chests if item is identicle from a factory crate.

(vending storage should have and item cap and would not count against housing item cap)


OR: no limit AND


the maintenance on a vendor should be a percentage of theretail value of all items on the vendor.

(this may prevent users from overstocking items, or overcharging customers)




LittleMaan
Sat Jan 31, 2004 12:58 pm
#2151

VENDORS CHANGE


I think a good way to do with vendors is allow vendors to load large crates into a vendor. Then there would be two method of sales:


(1) single item: pulls one item from a crate


(2) bulk purchases: allow the owner of the vendor to determin price break points, and the vendor would "split" a smaller crate from a larger crate


Then you could limit the number of items sold, but not the size of the inventory. Or the city and the galactic trade commission could charge a tax on a formula based upon the size of inventory and number of items on display. This would reduce the number of people that use vendors as a storeroom
roach_s
Sat Jan 31, 2004 1:12 pm
#2152

Here's a thought. Allow 150 UNIQUE items per vendor.


If a player puts a crate for sale, have a pop-up ask if the sale is per item or for the whole crate.


Something else, the option to sell resources per unit, instead of in lots. If this were available on the bazaar, some miners might be willing to dump their whole loads on the bazaar, with fixed and reasonable per-unit prices, and crafters could buy what they wanted.



As it is, sellers have to sell several lots of 1k apiece to get 3cpu.


Didious-Falco
Sun Feb 01, 2004 8:47 am
#2153

I think they should keep the 6000 for the large citites, and then maybe have an 8000+ cap ro so in player city bazzars/markets (I think they have bazzars...). This would create a much larger need for people to be in these now ghost cities.
Diaso
Sun Feb 01, 2004 11:23 am
#2154

I definately like the idea of rasing the cap on the bazzar. Very GOOD Idea A+++ on that. But the vendor idea is in need of more though. Instead of 150, make it 250-300. And definately do not make based on your skill. People do not have the skill points to do that. Also if your going to keep it at 150 you definately have to change the number of items in the houses. I have a medium house and 150 item max is too little. I Maxed out in space 3 days after i got it. Between Furniture, crafting stations, backpacks (with even more i tems in it), its just not enough. So heres what i think.

Bazzar Idea = VERY GOOD!!! mabey raise to 10K but 6K is fine.

Vendor Idea = OK , make it like 250 item max, also if your going to limit it make the house storage max alot more.

Overall Idea of changes = Good for the most part.

E-mail me at [email protected] if you have any ideas or if you dont like my idea



Name: Diaso; Server: Kettemoor
Faction: Imperial; Rank: Staff Corporal
Guild: KRG; Location: Dantooine

"Fail, Fail Again, Fail Better"

- I support keeping & balancing the current combat system You can too
Kulkusa
Sun Feb 01, 2004 8:42 pm
#2155

I dont know if this has been said already, reading 9 pages is a little too much for me :/ But auctions currently are, well useless. Keep the 3k limit for normal instant sales, but remove completley the cap on auctions, let people really bid on things, as currently an auction ends at 3k, and there are no other ways to get an auction apart from standing there yourself taking bids.

Perhaps make auctions a merchant only ability, such like the premium auctions.

Even better make premium auctions a skill gained at Advertising IV or Master Merchant even (since at current Master Merchant gains nothing execpt 1 extra vendor option) and REMOVE all limits on the premium sales and auctions

KelvinKlien
Mon Feb 02, 2004 2:20 am
#2156

no to raising bazaar prices


Why: effectively making merchant an even more less desirable class.


no to lowering vendors to 150.


Why: Make it to hard to sell things in quantity, gee tanks. I sell many items. Even with 6 vendors, the stock i put in numbers over 150 to give the buyer a real selection to choose from. Hopefulley they are impressed enough to shop there again. Having 150 means they get less choice! Boo!


Why nerf merchant....? Makes no sense...Horrible class to begin with, but neccessary to actually sell things for over 3k.


Oh wait, you can drop merchant and still have vendors. Wow, isn't that special. Is this a feature or a bug. No one has answered this one.
KristaCorp
Tue Feb 03, 2004 7:34 am
#2157


well .. lets see where to start .. so many different opinions


ok so first .. i think the raise in the bazaar cap is a good idea although again 6k might still be a bit low .. bazaar is useful if you dont want to have to jump on your speeder and head 7000 meters in one direction just to get to a vendor who it turns out is empty


Bazaars are useful since they are in the normal towns .. the only thing i have against them is the long loading times usually associated with them .. sometimes it can take upwards of 10 mins to access them if you are able to at all. Not too sure what can be done about this but oh well


the second question of the vendors .. i really dont see how 150 can not be enough for some people .. and the idea that some people want somewhere between 500 and 1000 items PER vendor ??!!?? .. thats absurd ..


You want more items ? .. work your way up the merchant tree like everyone else, ive very rarely come across a vendor with over 100 items on .. i really couldnt be bothered looking. I think 150 is an ok figure and if you want more .. get more vendors.


Well .. feel free to flame this post since its just my opinion and no one says you have to agree hehe


Later


Krista/Elyssa (Bria)

Nahualli
Tue Feb 03, 2004 9:25 am
#2158

Look at this from the other side for a little bit please and understand where the cry for an increased bazaar cap is coming from.


EMPTY VENDORS SUCK.


If you found a way to address the empty vendor question then far less people would care about the bazaar cap. As it is right now even if you have to buy a ticket to Lok, you know the item will be there when you arrive.


Fix the empty vendor problem by making them shut down when their stock falls to 0, and you will have much less griping on the galactic bazaar.


The limit on items for a vendor is just lame. It serves no purpose at all other than to punish the few who strive to excel in business.


A couple of more things you could do.


-- Make junk vendors useful. Don't let *them* pick what they wanna buy. Let us sell them what we want to get rid of. If I have 12 units of hide on me, why the hell can't I sell them to a junk vendor? Hmm.. I guess I could go put them in the galactic bazaar for 3k.. oh wait.


-- Make your "AvailableItems" screen reflect what player city you bought stuff in. "Naboo, Naboo" just doesn't work. I recently deleted the email from a vendor then realized I hadn't picked up the stuff.. yep.. it's rotting out there somewhere still. You try to backtrack across Naboo player city vendors.. talk about needle in a haystack. True enough it's my fault I forgot and I accept that but still.. it would be nice if the bazaar did a little more than tell me what PLANET I picked an item up in. An option to this would be to generate a waypoint of the vendor if it's not in a player city. Or hell.. just add the option to have the vendor resend the email to you. While doing all of these things is unlikely, I'm sure doing at least one shouldn't be insanely difficult.


-- Make shuttles crash randomly, killing everyone on board. This servers absolutely NO PURPOSE and probably has nothing to do with anything.. but it would be fun anyways.


-Nah-




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