Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
Limiting vendors to only 150 items is a terrible idea, especially if you've worked so hard to get to Master Tailor and built up a good customer base as I have.
My customers want choice of styles and colours, and they want to be able to get their items of clothing when I'm offline. Having large stocks of clothing is needed, you wouldn't want to go into a clothes shop in your nearest mall/town and only have a choice of 150 items.
Imagine GAP with only 150 items? Think of the complaints!
Bad idea, it will kill the trade of Tailors. (and don't get me started on the other crafting professions that will be effected!)
Kelsaka
The community is invited to make comments and suggestions about the proposed changes from Thursdsday, January 8th through Friday, January 16th. At that time, the thread will be closed to further comments. Feel free to comment on any or all of the above items.
Two months on, 96 pages later, and it still continues. Yay!
Here's an idea and I don't know if its been brought up or not - Lots of people have commented about allowing us crafter to manually "crate" similar items - this would help newbies AND us old hats!
What about giving the Novice Merchant a tool they can craft - a PACKAGING TOOL - that can then be used to combine the 27 droid batteries I just made into a crate? just another goofy idea to add to these 96 pages of comments...
The problem with that is serial numbers. Factory crate items are identical down their serial number. Single crafted items each have a unique serial number.
There is a way to package multiple items for sale, the backpack. So, instead of asking for a packaging tool, I would rather have a way to -look inside- a backpack on a vendor, such as one purporting to have a specific group of objects (i.e. a suit of armor). That to me would be ever so much more useful.
I know this is now a couple months past and the 6K cap went into place on the bazaar (and has actually worked out pretty well... except the nimrods who attempt to sell single resource items for 6K and not even as an advert for their business someplace, but because they honestly expect to have someone pay 6K:1?? /boggle
As for vendor item caps and/or losing vendors which are empty, out of maint, or the merchant profession has been dropped. THOSE are the annoying issues. Vendors which are out of maint should decay and disappear just like all other items requiring maint. In fact, they should no longer work as vendors when their maint is unpaid. Vendors which are empty for more than a month continuous should go poof, especially if the maint is not paid. It's not like a structure which one has paid to have built. Vendors cost nothing to place per vendor. And dropping the profession... either raise (like double or quadruple) the cost of maint on the merchant-less vendors or disallow their maint to be paid (as long as their is a decay and eventual poof). I think this would solve more problems and would even give people a reason to either keep the merchant profession or hire a business partner (even if that means starting another account... which is, for all intents and purposes, buying and paying for additional database space).
Just my opinion... and I know it is likely spitting in the wind, especially on such an old topic. But I just wanted to voice it *grin*
DawnTreader777 wrote:
Cafa wrote:It has been mentioned many times before.
Again, I implore you devs, DO AWAY WITH THE BAZAAR.
If you want merchant to be a viable class that interacts with other players remove the bazaar.
Replacement scenarios that WORK are true consignment sales interfaces for Merchant PC vendors.
Fivo AsiaAMEN!
i have mentioned this once or twice myself. or atleast make the merchant profession able to use it way better than the rest of the professions, give us a big decrease in fees, increase in the amount of stuff we are allowed on it. allow only merchants to sell things at prices higher than the cap, and give us the ability to be the only one who can do auctions.
Screw that. I would rather have the 3k cap back since all the 6k did was up the cost of items that newer players don't have. Boo Hoo your overpriced vendor isn't getting sales. If I find something for 20k and walk 500m to a person selling it at 10k you might not deserve to have the sale. Heck even as a smuggler the cap allows for the bazaar crooks to sell something you need for basic slicing way over price. People are selling locked containers for 10k at some vendors. YOu have to remember the game isn't centered around your precious merchant there are other players that need items to advance and there is a need for lower quantity items at low prices somewhere. Artisans starting out can't afford your 5 million credit crate of 20k copper.
Ainwyn wrote:
[quote]What about giving the Novice Merchant a tool they can craft - a PACKAGING TOOL - that can then be used to combine the 27 droid batteries I just made into a crate?[/quote]
The problem with that is serial numbers. Factory crate items are identical down their serial number. Single crafted items each have a unique serial number.
I don't think this is entirly accurate. In another discussion the reason FWG5 pre-nerf pistols would not come out of the crate is that the 'schematic' for them no longer existed. We were then told that the crate has nothing in it but a count. when we remove something it is 'insta-crafted' and put in inventory. Next time I am in game I will pull 2 things out of a crate and compare the sn for the crate against both objects.
Now the problem with combining things is the SN so maybe the packaging tool is still a good idea. The tool is run and a package comes out. The package holds only the items placed in the tool and a name is placed on the label. The Label is the ADMIN list for the package. If it is blank or a key word like 'public' then anyone can buy/open it. If we did that however we would be cutting into the market of taylors. Assuming they sell enough back-paks to care.
-Indene-
CG-forum wrote:
Screw that. I would rather have the 3k cap back since all the 6k did was up the cost of items that newer players don't have. Boo Hoo your overpriced vendor isn't getting sales. If I find something for 20k and walk 500m to a person selling it at 10k you might not deserve to have the sale. Heck even as a smuggler the cap allows for the bazaar crooks to sell something you need for basic slicing way over price. People are selling locked containers for 10k at some vendors. YOu have to remember the game isn't centered around your precious merchant there are other players that need items to advance and there is a need for lower quantity items at low prices somewhere. Artisans starting out can't afford your 5 million credit crate of 20k copper.
DawnTreader777 wrote:and as far as the issue of other characters progressing i agree. yes it takes items that i might sell. and guess what, a novice smuggler should easily be able to afford 1 crate of my molecular clamps with only 2 to 3 good destroy missions done. thats right 5k a crate.and i am serious, you not playing on bria, make a character, send me a PM here and tell me the characters name and i will meet you online sometime. i will pay your way to my vendor, then we will see who's self centered.
Well sir, to your 5k crate of clamps I say, HOLY CRAP. The game needs more players like you. That does help prove my point though, you can be a merchant without charging 20k for something you can sell for 5k. I hope you can see where I was coming from with what I posted and can tell it wasn't directed to you.
But if merchants are allowed to bump their prices through the roof I would love to see smuggler be able to slice their vendors and steal their overpriced crap.