Development Cycle Archive

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

Ajib
Wed Feb 11, 2004 1:34 pm
#2185




My opinions:


  • Bazaar cap doesn't affect me. I'll leave it to the rest of the community to discuss. Personally, the higher the better. Smart players will sell their product cheaper.

  • Currently, my vendor is stocked with at least 1000k+ units of resources and the list will definately grow. It's not possible for me to split the items into smaller pieces with the limit in place. This will definately hurt my business especially with small time buyers. You can argue that supply and demand will keep the product flowing. It's not as simple as that. From my experience, you can go a few days maybe even a week without anyone buying from your vendor. And the next person might clean up your inventory.

My suggestions:



  • Currently, vendors are categorized by theirproducts i.e resource, medical supplies etc. Why not increase the capa bitand also use the categorization to set the vendor cap even higher? For example, a clothing vendor will have a higher cap than say a tools vendor. Toprevent exploit, you can only sellproducts on the proper vendor. i.e armor or armor vendor, weapons on weapon vendoretc.

Other players suggestions that I like:



  • I like this idea better than mine. The cap is based on the merchant tree skill level.Skill allocationsand vendor cap to be discussed further.

NarfleTheGarthog
Thu Feb 12, 2004 12:56 pm
#2186

1.Raising the cap


The Bazaar cap may raise the inflation rate on items and resources. In my experience when bazaar shopping for resources I don't buy anything les than 1k units at a time with a 3000 max price. The only benefit I can really see from raising the number is that higher complexity items would pop up on the bazaar. the draw back is that If resource sellers are pressured to sell 1k at 3000 when it goes from vendors at 4-5k for the same ammount,most will be listing 1k unit blocks at 6000. I wish it was 2k unit blocks at 6000, but I don't think it will be. If this happens other prices will have to raise to compensate, triggering galactic inflation. I may be way off here but Please take a good look at the economic model before making a change like this.


I think an even better idea all around would be to leave the current bazaar intact. and add Player city bazaar terminals that havea 6-10k cap on them with a limit of 1 or 2 terminals per city and an item cap in proportion to the city level. This leaves the bazaar suitable for the lower level players that don't have the skills to really use the good stuff, helps move people out of the Planetary Cities and would help with clientside lag issues (i.e. Coronet), and moves the higer skill and high volume items into player cities, attracting more


2. 150 item limit on vendors.


Bad Bad Bad. unless you are going to allow more vendors to be created and placed. WS and Resource Sellers as mentioned above have huge stock levels to manage. Architects do as well and with the low profit margin our finnancial viability depends on volume of stock. In order to run a fully stocked shop. I would have to close my other shops off planet and move all my vendors into one shop for the different types of items I sell, or I would be forced into mastering Merchant and having to drop all of my other skills. Instead of a 150 item limit, I would make a 20 item limit per item. This way us crafters could keep a decent supply of each item on hand.







Explorer.exe allows me to delete my profile directory or copy files into my SWG directory. It is software made by Microsoft not SOE and is therefore 3rd party. By this reasoning, running explorer.exe while playing SWG is against the EULA. But since you can't run windows without it, running windows is against the EULA. Oh Wait, you can't run SWG without windows therefore running SWG is against the EULA.

Geneticus - Jedi Retard
DawnTreader777
Thu Feb 12, 2004 6:44 pm
#2187






Milarella wrote:


"...and only armoursmiths create armour. why is it that every artisan can have vendors and everyone can sell if there is a merchant profession?"


Actually, there's armor, weapons, clothing, food, and structures in the artisan profession. That's all the artisan profession is - a gateway into several crafting-related professions. If you get rid of vendors in business, you destroy the business line. Not everyone wants to go all the way in a craft. Some people want to tinker around with personal harvestors, but don't want to be an architecht. Do architechts scream about it?








ah, i do not see any screaming, i was expressing an opinion. merchants are not crafters.


here is a definition of merchant for you:

1 : a buyer and seller of commodities for profit : trader

2 : the operator of a retail business : storekeeper
3 : one that is noted for a particular quality or activity :


buy these definitions i dont see where crafting anything comes into it. now before you go off, i know, the game is just set up that way. my point had nothing to do with the fact that some like to "dabble" my point was that artisans get the ability to have the ability to sell thier own wares and leave merchants out of the loop. why do the artisans need a business line? if we want to keep the business line how about moving the vendors up one notch and keep them from having anything other than a bulky vendor that charges them through the nose for maintenance, then they would have reason to seek out a merchant or to go to novice merchant themselves.


my problem is not the artisan "gateway" my problem is with a profession that has a difficult time doing anything in the way i thought it was intended. everyone relies on artisans, weaponsmiths, armoursmiths, tailors, droid engineers and the other higher professions off the top of artisan, but no one has to rely on merchants at all, they are the dead weight of the economy.


now having said all that i talk about it from a very extreme viewpoint because just the other night some of my merchant skills started paying off. but i still feel that the devs should pay a little more attention to this area cause i have been a master merchant for months, and only because i have stuff that has been stored over the last few months being for sale, have i had any success in selling anything. had to get rid of some of it some how, so i am having a sale.



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.

mmaughme
Fri Feb 13, 2004 1:45 am
#2188

A vendor limit is idiotic when you consider the number of unique items some of the crafting professions can make. Tailors, for example, have 243 unique schematics. Many will put 2-3 copies of each item on their vendors for easy consumption by their customers. It's not unusual to see a Tailor vendor with several hundred items on it. Capping vendors at 150 would be catastrophic.







Fichesi Ishott, Ex-Jedi Wannabe ~ Scout | Bio-Engineer | Musician | Dancer | Entertainer
Tailor | Ranger | Creature Handler | Carbineer | Image Designer | Armorsmith | ...Silent...
Rifleman | Artisan | Droid Engineer | Chef | Weaponsmith | Architect | Medic | Combat Medic
Marksman | Doctor | Pikeman | Brawler | Fencer (in progress) | Publish 9 (sigh) | Cancelled

OdhinnsChild
Fri Feb 13, 2004 11:22 pm
#2189

Just a note, if you limit the amount of items on a vendor by skill, ie the less skilled you are, the less you can have, you will force the basic merchants to effectively shoot themselves in the foot, because I will almost never return to a vendor if it has nothing in it, in fact, I'm still looking for decent ones. But to force a novice merchant to update all that more often than another, would be detrimental to a business that is just getting started. The way it is, with different amounts of vendors allowed is handy.


I am not a merchant, though I think I will be joining the ranks at some stage, a limit imposed could be useful, but perhaps there is a better way of going about it, and I leave that sort of decision to the ones who know more than I.


As for a higher limit on the bazaar, I'm all for it.



Rorian
Sat Feb 14, 2004 12:02 am
#2190








Thunderheart wrote:

(SNIP)


The second item has to do with Vendors. Currently, there is no limit to how many items can be placed on a vendor. This causes technical issues, encourages monopolies and actually hurts sales in many instances because most players don't "drill down" through all of the vendor pages to find items. We want to solve the technical issues, discourage monopolies and make vendors easier to use. An item limit is going to be placed on vendors and that limit is intended to be placed on 150.


(SNIP)


NOOO! A 150-item cap is WAY too low, at the very least. Technical issues I can't comment on, because I don't understand the devs end of the vendor. Encouragement of monopolies, I'm not sure how you mean, but I haven't observed any problems, both as an unknown Master Architect, and as a complete non-crafter. As for people not 'drilling down' I agree, but there's a general consensus that if the vendor interface didn't suck, it wouldnt' be such an issue. Plus once you learn how to use it, it's no longer an issue. Just sometimes get a /tell asking me to restock torches or some chair that's made its way to page 3. With a cap, they'll have the same experience, only the item really just won't be there. As a consumer now on a different server, my biggest trouble is finding stuff in stock *anyplace*. I canvassed every vendor on Tattoine that was listed as a weapon vendor on the planetary map, the other day. Took a great deal of time. Looking for a good T21. There were only 3 vendors that actually carried a master-crafted T21. And half the vendors were empty. If you take those three vendors that sell quality products and cap them at 150, I can't imagine them carrying low-margin items at all. I paid 37K for a T21 that probably cost a few hundred credits to produce. If I could make that, why would I risk going out of stock on those, to carry scout blasters for novice marksmen? The 25-item cap on the bazaar already limits what items you'll find there for just that reason. As an architect, I got very decent margin on torches and plants, and I sold enough of them daily over the bazaar to convince me to stop putting anything else up. My shop vendor had to keep over 300 items in stock just to keep a handful of each item availible, because although I didn't sell anything out of it frequently, peopletended tobuy a lot of furniture at once. People who purchased the four chairs of a particular style that I had on there, would often email or /tell me a requestfor a few more.


P.S. You're nearly impossible to quote, TH. Had to manually edit out a ton of HTML that normal users aren't allowed to contain.




Rorian
Master Artisan, Master Architect, Mayoral Candidate
Naboo, Bloodfin
Member of MIB and Rebel sympathizer
Urgsqueem
Sat Feb 14, 2004 10:59 am
#2191

a



Gruntees
Master Rifleman, Master Creature Handler
Urgsqueem
Sat Feb 14, 2004 11:03 am
#2192

I would rather have everything sold on bazaar and no price limit. Givebusiness men huge bonus for sale items or whatever is fair. Frankly the day of the player shops is over, and I only say that because most of the ones I visit are empty (on Starsider).


I am sick of running from planet to planet and player vendor to player vendor only to fin SQUAT in their shop. This happens to me 90 percent of the time. It has become the most frustrating aspect of the game for me. Yes I read the trade boards and ask around, but it is a huge time sink to shop for stuff. This game is a big enough time sink without spending 2 days looking for a rifle or a piece or armor.



Gruntees
Master Rifleman, Master Creature Handler
Urgsqueem
Sat Feb 14, 2004 11:09 am
#2193

Sorry about that, not sure what happened with the posts.



In closing, unless you allow players to view real-time inventories of player merchants from afar (on the same planet) then your sysem will fail by design. The big PA vendors will sell sell sell and folks who are independant will fail. Let me ask you how is one to make money in this game? By looting? I kill tons of NPC's and 200 credits is a huge reward. Loot? I have not found loot on anything in a month. SO I am reduced to mining and selling on the bazaar. Thanks for the 6k limit, now get rid of it.





Gruntees
Master Rifleman, Master Creature Handler
Cafa
Mon Feb 16, 2004 7:31 pm
#2194

95 pages.


/hang head





- 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

RAWK_STAR
Tue Feb 17, 2004 5:26 am
#2195

kjg



-RAWK STAR-
-Imperial Colonel-
-Master Roughneck-
Overdwarf
Wed Feb 18, 2004 5:49 am
#2196

Thanks for the new Bazar !

No it is really unusable. Since the cap of 3k was raised to 6k you have to bring some time along ! i need about an hour to do some basic purchases when i log on in the evening.

So i stoped Using the basar.

When i need something i log in at about 6-7 am gmt when nobody is online.
Than i can buy the thing i need in 2 minutes.

REALLY THANKS DEVS
KEGMAN5703
Wed Feb 18, 2004 9:24 am
#2197

yep



~Lethal Hellfire~

~Member Of The World Terror Federation~

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