Development Cycle Archive
Thread: In-Test: Merchant Vendor Changes Part 2
Wolfbane9999 wrote:Praise to the 'Devs' for this lame compromise is DISGUSTING. IT'S NOT AN IMPROVEMENT, as several have said. It's another 'nerf' or removal of the abilities and attributes we bought into when we started the game. The only good thing I can say about it is it is a reasonable starting point for a compromise. Issues of fairness to Merchants and Customers have not been addressed and they need to be.SINGLE-LINE ITEM QUANTITY is an issue that the 'Devs' will resist but it's so important. This one change would help balance the power between big-ticket item sellers and big-volume or big-quantity sellers. It would allow such simplification of the buyer and seller interfaces. It would reduce the database size greatly and speed up the transfer of vendor information.i
Wolf... looks like you're having problems with the forums, as I am today, too. Can you explain this idea a little better? Single-line item quantity might work on a Vendor (if you price everything the same on one vendor). It would never work on open-market (bazaars). Unless I misunderstand you, though, this would be difficult in my profession. I'm a master tailor, and have been for about 6 months. I can craft a trim-lined shirt in dozens of colors, with anywhere from 0-4 sockets... how would that item appear in your scenario?
NumeroUno1 wrote:
I have an idea to help the Docs/CMs/etc-Allow vendor owners to give admin rights to other players for the vendor.
Not only would this help Docs/CMs/etc but it would _greatly_ facilitate the formation of companies with more than one employee...
I would love to be able to hire a half dozen crafters of varying skill levels and let them stock vendors with whatever their speciality is.
- is it wrong to have skills for something you no longer actually have? Of course.
- will this help limit the use of vendors as storage? doubtful.
- is unlimited space on vendors reasonable? probably not.
The trouble is the underlying problem isn't any of the above, it's simply that "merchant" isn't "merchant" at the molment. It's simply adding onto what is done as an artisan, you get alittle more flashiness, that's about it.
There needs to be a way to consign, lease vendor space, rent a vendor, or whatever to actually make merchant anything close to what it's name-sake indicates. I truely hope if nothing else that this massive debate/outcry sheds a floodlight on this.
As far as the nerf/fix goes, Ican live with it, and will just have to use my 3rd character to mule merchant I suppose. Which is probably what most will do, use their second account or the like to take on the task until merchant is the equivelant of asking an ID for a session, or something resembling the name-sake.
Splum wrote:hi all!What happens with my stuff on vendor after Publish 10 if I have more then limits?It disappearor just moved to Stockroom?
Thanks
Pub10 is Live. Read the release notes here. It appears that all your "stuff" will stay on the vendor until it goes unsold, then it will drop to the stockroom. If you don't have the necessary skills, you won't be able to re-sell it.
BarukAZud wrote:bah this is crap its not good for game at all!!!!!!! it is hard enought to find good vendors certainly the empty vendors being deleted on the map is a great idead but the limits iis just crap this will hurt mostly the chefs in game who will no longer be able to be bio eng also for additives and sell there products i see inflated economy coming soon and even harder times finding brandy canape bivoli etc
smooth move exlax
I disagree. A chef/BE will now have 12 vendors to sell their stuff on if they're Master Merchant, instead of the previous 6. AND they'll have room for 4000 items. I haven't looked at the skill points... if there's not enough Skill Points to do that, then I understand. But to get 6 vendors (the max that this hypothetical Chef/BE had before), they would only need Merchant Management 3. Along with this comes a total cap of 2250 items. That's still a BOATLOAD of items, even for a dual-prof crafter.
Baroun wrote:
NumeroUno1 wrote:
I have an idea to help the Docs/CMs/etc-Allow vendor owners to give admin rights to other players for the vendor.
Not only would this help Docs/CMs/etc but it would _greatly_ facilitate the formation of companies with more than one employee...
I would love to be able to hire a half dozen crafters of varying skill levels and let them stock vendors with whatever their speciality is.
Glad you like my idea