Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes

JediLeong
Tue Aug 17, 2004 5:21 am
#209






Thunderheart wrote:





Enix_Dayspring wrote:

Much better TH!

But I have to ask.


Why give us more vendors rather than justboosting the limit on them?



Because I could get higher limits this way








I don't know how that works.. but if it works.. *cheer*



Yeah, all the guys who are happy with everything are playing the game
They aren't spending their time sending you guys letters or posting
on the forums - Haden Blackman

Korlan
Tue Aug 17, 2004 5:27 am
#210

errr.... i don't like it. I only ever use one vendor and NEVER see a need to have 12 sperate vendors!


I'm a Master Artisan/weaponsmith.... the item limit is just going toRUIN me business wise... if this goes live... it just might be enought to push me out crafting all together.... bad move guys.... really bad......



================================================================
Korlen Ti'Phesh - Elder Jedi (Unlocked 09/01/04 finished 04/02/05)
Meikea - Elder Bounty Hunter
Shiyal - Trader (Structures)

Vendors at 5669, 4134 Fort Kryat, Tatooine.
What the hell is an Aluminum Falcon??

Falkenmond
Tue Aug 17, 2004 5:33 am
#211

"3000 items in 12 vendors" is better for the performance as "1 vendor with 3000" ????

(note of a data base admin and programmer: lol )



i m master architect and master merchant and im working with3 vendors altogether with 3000 items in 1 merchant tent.

ok, 3000 items suits, but:


PLEASE TELL ME HOW I SHOULD PLACE12 VENDORS IN 1 TENT?


why not 3000 items,no matter whether the master merchant uses 1,3 or 12 vendors?


the changes of the vendor limits looks like: we have an idea, lets discuss. oh, the players dont want it real. but we have said that we ll make changes, so we have to.so, lets take the sh** make the changes in another way, so it looks like better sh** and perhaps nobody ll see it


SOE i m crossing my fingers for u, that more players ll use more accounts to avoid this changes then players (crafters) ll quit the game. but dont forget: a char (2. account) which only holds the vendors doenst need JTL
Chewato
Tue Aug 17, 2004 5:39 am
#212





Thunderheart wrote:




Siymon wrote: Also, I have a vendor with 5000 items on it selling weapons. How will this affect me?


If a player is over his or hervendor limit he will not be allowed to place any items up for sale. He will get a message indicating why he couldn’t place an item for sale. However, the vendors will continue to function normally with their current inventory.





Unitl the 30 days of sales are up. Then stuff will drop into the stockroom and you will be unable to move it back to sales.
Deepcore
Tue Aug 17, 2004 5:41 am
#213






SirPurple wrote:



Questions

* Will backpacks count as one item?

* How long will a vendor stay up if it's unattended?

* Will maintenace costs per vendor still be the same?






I'd like to add a few questions to SirPurple's post.



Additional - Questions

* Will backpacks count as one item - I provide grinding packs which contain enough resources to grind a certain profession, will this be counted as 1 item or 5 ?

* If you drop a vendor with a uniform or a certain race and then drop the skill will the uniform / race be removed ?


..and one nice to have


Call off from creates
*
I maily sell resources and stock various quantities, 5K, 10K, 25K,100K. For christmas would it be possible to upload 1 crate of 100K identical resources at a set CPU and have the customer buy a certain amount from that crate. For example.


100K of Gotab steel @ 1CPU - Customer buys 10K for 10,000 Credits leaving 90K ?







Dunwa Arche {Retired}
Haven Island Militia, Imperial Staff Sergeant, ORC - Outer Rim Corsairs
Master Rifleman Politician - 4/4/4/3
Dunwa's Bulk Resources - \\Chimaera\Corellia\Haven Island\ (-2000 -4660)
http://www.havenisland.co.uk

Itchybacca
Tue Aug 17, 2004 5:44 am
#214

While I disagree with the limit the change to 300 items per vendor at master level Will fill my needs. At Master Merchant I can have 4 vendors at each of my locations, One for Pistols, Carbines and Rifles, the other for Enhanced weapons. At most in my two locations I have maybe 1500 weapons in stock. This limit will allow me to have 1500 weapons spread into 6 vendors, a very easy Task to accomplish.



--------------------------------------------------------------------------------------------------------
-Tuckiee MasterBounty Hunter/Carbineer

Straker_Atrella
Tue Aug 17, 2004 5:47 am
#215

TH, first off thx for working with us, this is much better. I realize their are a lot of issues to consider, however, here are my concerns.


Empty vendors will come off the global map, plus empty vendors will eventually go away, so will illegal vendors (slowly.) These are all GREAT steps at a better shopping experiance.


Yet then, you almost undo all of that by giving 12 vendors, with limits of 250 or 300. This means that tents and shopping centers will be cluttered with vendors.This means the overhead map will be almost useless, plus people will need to open many many vendors justto shop.


I appreciate what you have done so far, I think your total number of items is good. I just think you need to double the amount per vendor, then cut vendor numbers in half.


Keep the management line determining how many vendors, possibly with a bonus one at Master. Yet have the Efficincy line increase the amount per vendor. Give a Master merchant an extra vendor and some more items. For example, if you are 0004, you get 6 vendors that each hold 250 items (like now.) Yet if you were 0404 you would get 6 vendors with 500 items. At Master Merchant, you would get 7 vendors with 600 items each.


The end result is about the same amount of items as what you propose right now. Yet would make the shopping experiance MUCH better for people. The overhead map would be clearer and people wont need to stock or shop 12 vendors.


I understand that 500 is more of a Database "loading" strain then 250, I get that. Yet either way, we are still far better then the current numbers. You also need to consider that people will lag far more walking into a mall with 50 vendors (that all spam you at once,) then walking into a mall with only 25.



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
PhantomJaWa
Tue Aug 17, 2004 5:48 am
#216

This seems like a pointless change to me.


The items are going to be limited however lag will be increased as some shops are going to end up with tons of vendors. If 3 Master Merchants operate from one house/guildhall you are looking at 36 vendors in there. LAG CENTRAL I'd say.


Also I have a character that is working up the Merchant tree at present and is Armoursmith/architect. With a limit of 250 items I will limit the amounts of armour I can have on a vendor to 27. This is ridiculous considering the amount of armour I can make. I will be burning vendors for different types of armour. Pointless as they will all end up in the same place as my single armour vendor. With one Armour vendor the user can see all the armours available and all the stats.


Instead of going from one to the next.


This implementation of vendor nerfing will do little to help the database. Wake up and smell the coffee that the vendors are not the real issue. This limit is unacceptable I will now spend most of my time restocking vendors than I will playing the other aspects of the game. I hardly call a night of restocking my vendors much fun. If I get items chucked off through non sale it irritates me to have to put them all back up for sale. Now I will be coming onto the game knowing I am going to restock again for a couple of hours.


Pointles and unthought out I'd say. Fix the problems that arose from Patch 9 upwards first then Lag will decrease. Increase the database or get rid of pointless loot drops(ie multiple serial number for useless items) That way database decreases,. Who wants an CA with - results on it?


Sorry I feel one of my accounts will go if not both.





_____Gabe_____ _____Kristyl_____
JEDI MASTER SHIPWRIGHT

(
[FA]|]|]|]|]|@[]ggggggggggggggggggggggg)
Leader of the Rebellion against badly dressed Jedi'
HalasterTheBlack
Tue Aug 17, 2004 5:58 am
#217


I still have only one question...


WHY?


Why are you limiting the #'s on vendors?


If you're going to nerf us, then you owe us an explanation.


Come on, TH. Let's hear why we deserve this sort of beating.


Are we so overpowering that Jedi, Combat Medics, Riflemen, and Devs all fear our elite Master Merchant-ness?


Is your data model so tragically flawed that it can't handle 1/10,000th of what a search enginerunning on an OPEN SOURCE database platform can do?


Or do you just dislike the idea of Capitalism and a Free Market economy?

Message Edited by HalasterTheBlack on 08-17-2004 09:04 AM




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

MayRee
Tue Aug 17, 2004 6:20 am
#218






Thunderheart wrote:





LeBob wrote:

TH


When this goes in, will players be prevented from using vendors if they already dropped the Merchant skills necessary to create that vendor?


I think I read this in the patch notes, but I wanted to make sure... if so, I think this will be a great change... too many people were taking advantage of the skill points...



Yes, they will.


Though, I was able to sweeten the pot for Master Merchants. At the Master Box level, all of the Master's vendor limits will be raised to 300 per each vendor.







TH.... Does this mean that Master Merchants now get 3600 items? Please update the first post to make this more clear.



thanks






MayRee Shen-Ku
Master Tailor Master Pistoler
zaphb
Tue Aug 17, 2004 6:25 am
#219

This is ok in my opinion.

Now We just need an option like admin delegation so the merchant can rent out his vendors.
That way the merchant wont be bugged down by having to refill other people vendors. (Merchant would really suck without)
This would make merchant a viable prof in my view. Merchants coould make real money from being Mall owners renting out shopspace, and we crafters wouldnt be forced to do merchant jus to get on the map or have enough vendors for our needs.

A step in the right direction



Iono Aldo - Master Entertainer
Estei Finai - Noobish Smuggler
Loriena
Tue Aug 17, 2004 6:42 am
#220

This is still unacceptable. You are still forcing every crafter to drop their last combat profession and learn Master Merchant. Being not able to go hunting takes all the fun out of the game for all crafters. I will still cancel my account if this ever goes to live.
NewEco
Tue Aug 17, 2004 6:47 am
#221

this change to the prior complete nerf does not solve the following problems:



  • NPCs as decoration should be valid

  • Crafters have a valid need for 1500+ item storage

  • A minmal game persistent remote transaction platform for EVERY player
    is no harm to merchants. In fact, not allowing it will harm the whole economy
    => a limited entiy based on the vendor mechanics for like 5 transactions,



___________________________________________________________________
my vision of a starwarsy integration of massive Jedi presence into SWG :
The Force Planet
concept draft on how to solve problems with balancing Jedi,
role of Jedi in GCW, Jedi Visibility, Jedi "Rarity" & the Force Ranking System.
No nerfs, but (hopefully) smart additions to SWG to solve the core dilema:
"Keep Jedi rare, except for on my account"
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