Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
Bazaar price raise sounds good
The item limit definetily not. I am a tailor. There aremore then120 different clothes. People expect to choose colorsof anyclothing item. How am i supposed to do that with a limit of3 vendors and 150 items per vendor?
I already have a BIOwear, a hunting clothes vendorand regular clothes vendor to make it searchable for people. Tailors have to handmake every item and items dont cost as much compared to other artisan professions. We attract customers by offering them a wide range of different clothes. (Even my hunterclothes has about 60 different pants on them.) limiting item numbers wil make that harder but also makes selling items more expensive.
150 limit for vendor - Is really bad idea
Even only for unique item. Do you want me to dress alll the galaxy into the black boots of one kind? Have you ever consider how many clothes can make tailor? In how many colors?
150 item is not enough for even single color presentation for each item I can make or 1 item with 2 different color combination. Add here Bio-ench clothes and I would not be able to sell even 1 single black item per type.Cap of 150 is nonsence. I will drop tailor immediately. This profession would become useless.
Increasing Bazaar limit cap isnot a badidea. It might result intemporary price encrease, but
1.Will greately decrease number of items there, loading time, etc.
2. Finally will might even effect in price drop. Because of 2 reason.
a)First of all it is easier to sell. So less time for seller to spend(resources splitting, etc). More resources can be sold at once. So seller will finally decrease a price since a huge percent is paid for seller time. And I more likely to sell 2000 of resource for 6000 than 1 for 3200.
b) Customer would be able easier to select the right price to buy. In the current system at work what I can see in the resource table - a huge list of the same resources splitted. It takes a lot of time to findanything from there becauseto do this you need to go through all the list. Considering number of item it is not only slow becausethere is a lot items (it will be mostly twice less in the harvested resource categories with the change in effect), but it would also greately decrease the time loading.
Changing the bazar os not a bad idea, but I would prefer the completely different aqpproach.
I think bazar should be treated as an auction. It means everything going there might be sold at any price.
But the fee charged should be a percent lets say 5% of the price (just took number from the cell - you can adjust it). This fee should be charged if and only if the item was sold. If it was not, the constant(or still % nut not than 1000 credits) handling fee must be applied during the widthrow.No fee if item is destroyed.
At the same time Vendors must be treated as a hired workers and should be charged on the time basis like now. This on the one hand allow anybody to sell everything on bazar, but also gives a great advantage of saving selling through the vendor.
On another hand person who has no anty artisan skill would be able to sell the resources but not so effecient as anybody with business/merchant skill. Merchant can get also some advantages when selling through the bazaar. Less fee or what ever.
i wonder if the change to 150 items on a vendor is because the devs are trying to shift the selling point away from any artisan to just merchants who have lots of vendor space. if that is the case then they need to rethink the fact that a vendor is gained in the artisan tree. take the vendor away. give it to the novice merchant and let them have 2. in fact i think that there should be more vendors allowed for the merchant. especially if this vendor cap goes through. 10 vendors. one for each planet if we want.
the merchant profession is supposed to be the one getting merchandise from others and then selling it. so make it impossible for others to sell unless they contract with a merchant. this is like a tailor bring in contract with armoursmith and bioengineer to create bioclothes and armour. you wanted an economy that makes one profession reliant on others. then finish the job with merchant. i am finding that rarely does anyone want to sell stuff through me, even though i am a master merchant. and with the crackdown coming my other main money maker will become harder to do (slices and spices).
Bazaar cap is fine, heck, at first it was 10k max, which seems more inline with the average "newbie" char.
Limiting the vendors is not so smart though, certainly not at 150 or so. Consider a Chef... especially with the upcoming new foods, there are well over 30 different food items, so even if a chef was to stock 5 of each, the vendor would be beyond the max limit. As a chef, i rarely have less than 1000 items on a vendor, and as a semi part time player there is simply NO WAY to keep up without daily restockings. Limiting the personal vendors in this way severely limits the business, and hence the enjoyment of the game to the casual player.
Im sorry, a merchants life isnt difficult enough already? Being a merchant is no easy task. Its time consuming and very costly. On top of that, now you wat to impose a limit on the number if items a merchatn can have on a vendor? That's rediculous. Poeple pay moeny to enjoy playing a game. The more difficult you make it, the less people want to play. Merchants and people with vendors spent their hard earned money to spend hours and hours perfecting itsm to craft. so now they have to do mini factory runs in order to facilitate some stupid low number vendor rule? Think about the population of people that spend days on factory runs, because it takes so **edit** long in the first place. Then to have to restick their vendor every single day because the limit makes them sell out as quick as they can stock it.
Bazaar Cap: i feel the bazaar cap is fine as it is, and i dont think 6k will have a major impact. it will allow for better size auctions of resources.
Vendor Limit: BIG NO!!!! Some people have to take hours to hunt, some people take hours crafting. so since they are crafters lets penalize them and make their lives harder. How about working on profession development and fixing the borkenskill treesinstead of spending time and energy "breaking" currentsystems that arent such a huge impact on game mechanics or gameply.
How about lowering mission rewards and harvester costs (or raising harvester rates i.e. double the rate isstill half the cost)....
SOE is supporting a exponential inflation throughout the game. If you lowered mission rewards and in turn lower'd resourcing costs ... the end result would be lower cost onthe final products.The 3k would be fine on the bazar as well as helping to fix an economic crisis.
So whats the difference if you pay 220,000 or 22,000... it just makes everything make a little more sense and will eventually even affect UBER/1337 items in that people wont have 50 million credits in the bank. I mean take a hint from the Federal Reserve... Just putting more money changing hands is not the way to fix it.. thats a lazy andsloppy solution that will lead to further disaster. Better yet go to your local supermarket and tell them they can charge twice as much for all of thier items on the shelf and see how that feels next time you go for a gallon of milk (Don't even get me started on the milk..hehe).
The issue with vendor items goes further beyond than total items as shown to the consumer. Perhaps you should have no limit on the number of items in the stockroom and have an auto restocking option to allow only a few to be public but a large supply to be available. Perhaps the endless times I travel'd to a given vendor only to see a blank screen should be fixed by the deletition of an empty vendor... make people keep something in stock and not just a 12 sided chance cube for 99999999999 credits (maybe you'll need to double that while your at it). In other words part of maint would be to keep stock and if your stock fell below a certain number of a certain type of product it would shutdown and eventually decay to oblivion. IE. I'm a master chef ... I open a vendor, select my product type (food and drink), initialize and stock. Now being its a food and drink vendor it would check to make sure I am maintaining stock of either a food or a drink (play with the numbers I dont know 5 items ... 10 items). I mean how long would your store stay where it is if you only offer'd a single item.
With the way it seems your forcing players out perhaps its finally time to get a more active account destruction and deletion scheme. Save thier char and stats for your 60 days or whatever it is but get rid of thier house/harvester/vendors/garabage.