Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
CG-forum wrote:
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.
HEY NOW JUST... wait a minute... cool. I agree. but i tend to think that its not the real merchants who are high pricing stuff. i think that its those who make the master merchant just to drop the skills. i may be wrong, but i know that there are a few vendors i have seen where the stuff on it was created by someone i know that is unable to currently place new vendors without redoing merchant. all of thier stuff is high priced and rip offs. i believe that those people need to loose thier vendors right out from under them, items and all. that may be a little harsh, but lets be realistic, you drop scout completely, can you still forage?
anyways, thanks for posting back. and that smuggler idea is a good one, just as long as there is a way to get caught no matter the level. i say that even a master should only have a 25% chance.
It is quite simple. Limit vendors to 150 items, and I shut down my second account (crafter) and probably my first one too. Even WITH merchant, I cannot function with any kind of cap. I need to store entire runs of factory components on my vendor. Some of them aren't even crateable. As Architect, I have little enough lots as it is, even with 2 accounts, so I am NOT going to put down any more houses. And I like to keep my sales vendors well-stocked, so those are over 150 items too. People like a chance to actually SEE every furniture option before they buy. And then we are not even talking about the dozens of tools I sell each day. You want empty vendors? Go right on through with this insane idea. Let everyone fight unarmored, unbuffed and with stone knives for all I care
I said it before, and I'll say it again: you put caps on the vendors, and I am out of here. Next time, learn to program before you create a database.
AltharXXX wrote:Wow - this thread is still open?Hey merchant - I found an excellent way to use the bazaar. List auctions for 6000 for your high end stuff and put a way point to your vendor in the descripiton.
I hate that, it isn't what the bazaar is for. I would really welcom an advertisig section on the bazaar though. If I can't find someone selling something normally I would always look in the "yellow pages" section you would be listed under.
i think that it would be great if the bazaar could be done away with and merchants, and only merchants, could set up a tent in towns. one for every town and no lot useage. think of it, there could be dedicated areas for the tents, and you would have to talk to the "owner" of that space and haggle with them for a rental fee. then you could have to haggle with them each month for the next months rent. or maybe just increase the maintainance of the merchant tents placed in these zones. it would give us a place to have more vendors in differing areas so that we could sell more stuff. along with some of the other suggestions in this thread we could see an economy that is really player based.
to phase out the bazaar all that is needed is to stop alowing people to place on it. after time all items would either be sold or end up taken off by the ones who placed them there. then there wouldnt be debate over the price cap, and no advertising would happen there. merchants also need ways of advertising that is better than spam in the starports. how about door to door sales droids? i am sure droid engineers would love that!
DawnTreader777 wrote:i think that it would be great if the bazaar could be done away with and merchants, and only merchants, could set up a tent in towns. one for every town and no lot useage.
Then they DO need to put a more aggresive cap on the vendors. We can't rely on the trade system in the entire game to be dependant on the same people that ARE jacking prices up too far. Maybe instead of an overall price cap maybe an item price cap. Currently how much can you sell 1 unit of hide for? 1 million credits? If there are items that are high dollar let them be. There are just way too many chaces of a player getting stranded somewhere and getting screwed because they can't afford the one thing they need from McPricey's vendor.
CG-forum wrote:
DawnTreader777 wrote:
i think that it would be great if the bazaar could be done away with and merchants, and only merchants, could set up a tent in towns. one for every town and no lot useage.
Then they DO need to put a more aggresive cap on the vendors. We can't rely on the trade system in the entire game to be dependant on the same people that ARE jacking prices up too far. Maybe instead of an overall price cap maybe an item price cap. Currently how much can you sell 1 unit of hide for? 1 million credits? If there are items that are high dollar let them be. There are just way too many chaces of a player getting stranded somewhere and getting screwed because they can't afford the one thing they need from McPricey's vendor.
yeah i thought about that too, item price caps. but how should the devs decide that? some one has suggested in the past to create a real commodities market in game. i think that part of the problem is the professions that didnt make it into the game at launch like the miner.
[2] 150 item limit on vendors? I can see why due to technical issues with regards to databases. However, easily solvable by adding more hardware on SOE's side of the fence. Serious downside to 150 item limit? A full fledged merchant can put up 5 vendors = 750 items = is not enough space IMHO. 150 item limit seems like a sneaky way to get people to buy additional accounts rather than SOE investing in upgrading database and/or adding additional hardware to accomodate the increased space the database needs. If a cap is needed, I'd say 500 per vendor would be more realistic.
if i can only have 150 items on my vendors then im realy hurt.
stocking vendors is one of the MOST UNENJOYABLE things I have to do every time I log in but I have people that depend on my vendors for goods so I keep at it
setting the limit is going to be a pain
Please do not do this
this is really a thought in the opposite direction from what the devs are thinking, but here is an idea. why not give merchants the ability to rent storage space to other players? make it so that they can create an account for other players so that they can access thier space like a bank. and make it so that the merchant can decide on the size of the storage.
so a master merchant could rent 10 units of vendor storage to a customer for 10 credits maintenance per day, for example. then if that person wanted they could rent additional space either in a seperate "account" or the merchant could resize the original space. maybe merchants should get one vendor where they can rent a certain amount of space. then at each box in merchant the amount of rentable space could be increased so that a master merchant had say 5000 units of space to rent total per space rental vendor they could have, if you wanted to give them multiples of that kind of vendor.
about the item cap, there needs to be a way to get rid of things with out loosing money. it would be good if junk dealers could be sold other things other than junk. part of the reason that we are all screaming about no item cap is due to the problem of no storage. the idea above is another idea to aleviate the storage problem. it doesnt however aleiviate the database problem for the devs. that is a technical problem that they are going to have to solve without hurting the players, as i think that this thread makes it clear that most of the player base is against an item cap.