Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
k. it is time to add another thought to this, and bump the thread back into the known.
Merchants everywhere lend me your ears!
i recently had a bad situation happen to me. i had stuff in the STOREroom of my vendors and things disappeared. i had no idea that i was guaranteed only 7 days of storage and that anything after that was a blessing. well i put in a ticket, and you guessed it, they couldnt care less that i lost over 100k worth of items. i had at least 2 pages of items (200+ ) being stored. thursday last week i had 15 items left.
so i now am storing all my stuff by putting as many 9s in the sell box and storing it in my selling tab. this gives me 30 days before it goes into my STOREroom and then warns me before the 7 days starts by telling me that my auction has been successfull. now i have 7 days to rotate the items back in to my stored state on the sale tab.
this is in protest over the database Inadequecies that we as players have had to live with since the begining of the game. it is time for the devs to realize that items disappearing and building a database that destroys player items is not the solution to thier database issues. they need to allow more storage for players. i hope that in time others will see that something has to be done to wake the developers up and that other merchants will join me in storing items in this way.
when a customer asks why, explain it to them. load your vendors with all of the items that you store elsewhere and make the player base of this game understand why. the devs would have no choice but to arrange for more storage.
i feel your minds saying, whiner.
yes, and you know what, you should be too, especially if you are a merchant or other artisan type. and further, i have a few ideas that would be solutions in game. these ideas dont talk about the technical implementation, just the in game results.
give dressers, cupboards, shelves, chests and any other in house items storage space. this is not counted towards the house item number, but each of the dressers and such would hold at most ten items. toolboxes and maybe crafting stations should all hold items as well. you say there should be a limit to this, yeah okay, i would go to for that. how about 10 storeage "lots" within a small house, 25 in a med, and 50 in a large, etc.
vehicles should hold at least 5 items on a swoop and speederbike. the x34 should hold ten. mounted pets should hold 5 items.
merchants, artisans, and any crafting profession should be allowed to buy storerooms that they can add on to houses, or they should be able to buy workshops that they can place right behind a house and it would join on to the house. this wouldnt take additional lots, just more maintainance. depending on the size of the workshop it would add 25 items, 50, 100 or more. that is up to the devs to decide.
how about merchant tents not taking lots, but a master merchant only allowed to drop 20 of them? this would allow for a more franchise like business. i want to be able to place one tent on each planet and sell my stuff.
well, thats my rant for today.
DawnTreader777 wrote:i put in a ticket, and you guessed it, they couldnt care less that i lost over 100k worth of items.
SOE is the only company that not only has a large Custom Service department but almost has them treat the customer poorly every chance they get. IT'S A GAME the company isn't loosing money if you reimburse a player for lost items. My in game experience with a CSR made them all sound like they wear helments so they don't hurt themselves while typing. In the launchpad chat they all tell people to contact tech support. "I'll send you an email then disconnect you from this support chat, go away"
Sorry about the loss.
150 items is way to low, I am a master weaponsmith, and i like to keep at least 5 types of each weapon instock plus a few factory crates of varois items and that is a lot more than 150 items. I agree that something needs to be done to stop vendors from becoming storage tanks so here is what i suggest: Give us warehouse to store stuff in, dont us the excuse that this will put a bigger strain on the server because it wont. I personally have two small house that i use for storage. Here are the rules / concepts that ware house should be used. 1) two types of warehouse large and small, large warehouse should hold 500 items, and the small one 50. 2) Each chacter should be able to placeone small warehouse, this should not take up a standard lot but a special warehouse lot, anything can be stored in a small warehouse. 3) When you master a crafting profession you will be able to place one large warehouse, these warehouses should be related to your profession , example a master artisan can place a warehouse that will only hold artisan Items as well as resources, a Master Weaponsmith can use a warehouse to store weaponsmith related items but you cannot store items like architect items / resources in a weaponsmith warehouse, no other items can be place in the warehouse.This would be thesame for driod engineers, architech, armorsmith, ect.So if you were a master artisan / master weaponsmith like me you would be able to place two large warehouse.4) no admin list. Other people can not store items in you warehouse. 5) you can't drop a crafting profession that you have master with out first pulling up your large warehouse.
Just a thought I had, if i had awarehouse i would not need to to have two extra house to store sufff in.
I'm coming at this from master weaponsmith perspective...
Add the capability to sell singles from a factory crate. In EverQuest, when you buy a stacked item, you say how many from the stack you want. For example, I might buy 10 units of food from a player vendor. The player says ecah unit is 5pp or whatever, and I buy whatever amount I want.
Lets say I make a run of flamethrowers, versus running individuals. If I can put the crate up and players can buy what they want from the crate, then 150 items becomes very reasonable for unsliced weapons on a vendor. Additionally, it means that I don't have to set a price on each individual weapon, and if the auction fails, I just throw the crate back up. It means fewer items in the database, too, since the individual items aren't added to the database until someone actually buys the item.
Some solution needs to be put into place to deal with crafters. we're required to have a vast array of resources and what you see is many master crafters are paying for 4 or more accounts every month in order to get more lots. There is no way to compete with someone who has a few million units of a resource that has been available twice on a server at a reasonable quality level. I don't know the best solution, but something needs to be in place. There needs to be some way to store the piles of components, etc. without having to have a lot of houses. Again, your penalizing people who can't or chose not to have multiple accounts.
Jamgar28 wrote:
Sow how the hell is a monopoly formed by having to many items ............................ This is a nerf for crafters to nerf the money rolling in ............................ which if everyone used THIER OWN and THIER only lots we wouldnt be having this problem ........................ NERF lot SWAPPING because its driving the price of resources to nothing and its bringing the prices of good items to astronomical levels ................................................................ and I mean ARMOR !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The only people whom should have more than 10 lots should be people whom acctualy pay for more than ten lots ................
get rid of passing admin rights to other players for harvestors ................... the person whom manages it should be the one whom owns it..................................
I don't really see where removing admin rights from harvesters would really solve your problem. Players would still have to get another player to set the harvester for them, only then they'd just give the player a little incentive to keep up with the harvester instead of being able to do it themselves. Either way this inconveinience is not going to stop your so-called exploit, and therefore offers nothing to the game.
In the player-city my character lives in we have a whole industrial district in which many crafters share the same factories in order to cut down on everyone having to pay maintenance for thier own factory. I see nothing wrong witht this practice, if anything it inspires a community to work together.
Personally I don't like walking through ghost town player-cities anymore than anyone else, but the devs have made Lot-swapping less desireable by removing citizenship after a few weeks.
I won't lie; I didn't read 9 pages of opinions on vendors or bazaar caps.
So if I repeat the general consensus, forgive me.
Remove the bazaar cap period or hike it up a bit. Having to invest in Artisan: Business III to drop a vendor to sell stuff is annoying. The crafters aren't going to be hurt by this... if they have a good shop, and I believe we will see more of those as we come off of the hologrind phase. I have a new character on SS, and I am really struggling to sell resources. Either I have to cut the prices for top quality stuff to a point where it isn't worth the maintenance fees or I have to wait for a LONG time before it moves. (No one looks in the bazaar for items anymore. "What's worth buying for under 6k?" is the general attitude, normally.) Having a vendor might not help, but the current bazaar system is garbage.
I believe it would help aspiring crafters to move their "less than master" quality items... if the cap were rasied for how far into artisan or merchant you go... I dunno. Do something constructive with it.
The whole thing where crack heads place a 6k item up for auction on the bazzar just to advertise is still annoying the crap out of me. Some of them are good items a new player could use but you can't out bit the 6000 capped initial price.
That is today's rant.
you cannot police what ppl do, it comes with experience