Development Cycle Archive

Thread: ID#2: Two Changes to Bazaars and Vendors

Orcco
Wed Aug 18, 2004 5:05 pm
#2302

If you limit the vendor to 150 items it will be very hard to store all the items and materials needed to craft. If you limit the for sale items to 150, PLEASE allow 150 storage items, for a total of 300 items on one vendor.

I would love to see the game allow a person to check all vendorsinventory from one place, ( maybe the bazzaars).I have spent hours going from vendor to vendor trying to find something. This would help EVERY player and every vendor, and the price of all items will go down tostay competitive.
Kilomania
Sat Aug 21, 2004 5:52 am
#2303


Hi All, as much as i love merchant i know things need to change to i've already read many of the comments published and have read bits in other threads too, as this is the official vendor / bazaar thread i'll begin.


Firstly, get rid of the 30 day limit and make it something like 3 months. Yesi do believe in a cap, I and am not keen on the idea of aloadup and go on holiday approach where a merchant leaves things for months on end without checking things, especially when ppl are making offers onto the vendor,but 30 days is fartoo short and needs increasing. The vendor system for all of us is the portal of life.


Secondly, the cap on items i reckon should be 500 (please see my 3rd comment)


Thirdly,a good argument about many items get missed out by players having to look through large lists of items. My solution is to have specific types of vendors that only sells stuff from one proffession or gatherer,no different to what we do now. I'd like to see it encouraged to have crafting/resource specific vendor designs that only sell items from weaponsmith's or armorsmith's etc and the amount of vendors we can have increased to compensate for this idea.

By bringing in this wave you then open up the opportunity for non-merchants to hire vendors from a master merchant, this is my reasoning behind the specific type of vendors, we would have to have our own bazaar like vendor for odds and ends but if u allowed the bazaar in Player Cities as well it's be awesome and make the need for the loot vendor almost redundant and better RRP price fixing more of an option. (Yes i am against overpricing on some loot items that have no stats whatsoever, they can be price capped)


Fourthly, Currently Master Merchants can have up to6 vendors useable, how about the possibility of 10 vendors for hire only, so that if the option of some being hired out to other crafting proffessions and players. The merchant has no control of the hire period and is solely the client's resposibility. (See 5)


Fifthly : Rented Vendors For Non- Merchants: Make a cap on them of 100 items, and 30 day limit on sales, and give crafting xp instead of merchant xp to the Client based on selected use for vendor,and Merchant XP to the Merchant (So it's like renting but no actual cost to merchant or client) this keeps both people happy. The client would however have to pay vendor fees just like us merchants...


Sixthly, begin a Recomended Retail Price option for items on the Bazaar and raise the cap where necessary, I know it's another big task, but if done slowly and step by step for each section i reckon it's achievable.Oh! and allow merchants to sell more on the bazaar maybe 100 items instead of 25... No capps on private vendor prices please...


I got more if anyone wants to hear them most of you have probably read them already just looking for a comment ofr two fromdev's






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MajAmbush
Sun Aug 22, 2004 7:35 am
#2304

Ive read alot of the psots on this thread. But there are just to many=). Mostly what i have seen is a concern for monopolys that some crafters have. I wouldnt contribute this to the number of items on a vendor, but to the fact that THEY JUST STOCK THEIR VENDORS! On average I may spend 1 to 2 hours as of now running around looking for a item i need. This reduction will only increase the amount of time it takes to locate these items. I dont think anyone enjoys running around for hours on end looking for items they need.


A good change, if any, to vendors would be that they drop off the planetary map when they are empty. It is very annoying running to vendors only to find them empty. This would also help those people who are smaller than the "monopolies' in that people will see a vendor on a map and know there are items on it and know it isnt a waste of time to goto the small place. After all the reason i goto the large malls is I know for certain that the vendors are more than likely fully stocked.


I must say, with all the nerfs soe has put in the game, this is probably the worst idea i have seen them come up with. All you need to do is play the game and see how hard it can be to get items you need. I say leave the vendors alone...or we could all be in trouble when we cant find the items we need,,,(A) because it will no longer be easy for crafters to sell there items and they quit crafting....(B) The vendors get sold out and we are all looking at more empty vendors.
Maulragoth
Tue Aug 24, 2004 12:00 pm
#2305






BlissfullyFemale wrote:
Here's my $0.02

Yes, I like the idea of vendor item cap.

I'd also like to see implemented:

* Removal of vendor from world registration when vendor is out of items
* Mail sent to vendor owner when vendor is out of items
* Mail sent to vendor owner when vendor is out of maint (Don't know if this is already implemented)
* Possiblity to rename vendor after it has been initialized (So you can name your vendor: Meds! Restocked 8/8/4) which would register on world registration.

Thanks



Please disregard people who havelittle experience in running an actual business. Their posts are evident to be seen with a lack of experience in the requests. Hopefully that makes sense, though I fear many devs are of the same experience level when it comes to managing business in coming up with these concepts. If your customers overwhelmingly support or abhor an idea, then it would be good wisdom to find a different solution to your problematic database coding..... HIRE better programmers and "REVAMP" your coding instead of killing gameplay that people enjoy. pahLEAAASE!




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Maulragoth
Tue Aug 24, 2004 12:17 pm
#2306






BlissfullyFemale wrote:
Hmm. You know, on second thought, the vendor item cap may be too low at 150. I don't do a lot of sales, but I am not a merchant of any kind. Perhaps the item limit could be integrated into the merchant tree? Again, this would encourage more people to take more branches in Merchant.

Perhaps:

Buisness 3: 50 item
Buisness 4: 100 item
Novice Merchant: 150 item
Management 1: 200 item
Management 2: 250 item
Management 3: 300 item
Management 4: 350 item
Master Merchant: 450 item

This would help limit those vendors with tons of items on it, but it wouldn't hurt that much.
It would also be handy to have a better breakdown of item types for those long lists, or perhaps list the items grouped by type, instead of in order of being added to the vendor. For example, all weapon powerups would be on one page, instead of across three pages. This would make vendors more efficient.





Oh greeaaat... more "non-wisdom" from someone that has little experience yet feels the compunction to set out major game changes with such limited understanding. [ I by no means enjoy being offensive and hope that any hearers are mature enough to read this a meant to be constructive, but thisa worthless attempt at solving a problem that is not even understood,being sounded-off "Blissfully" above in quote.]


It is a least good to know that my post on this previous was accurate in that they definately now spell out verbatim that they have no experience!! PLEASE... to anyone with actual power to manage game events/changes.... think... it would only be "common sense" to disregard this kind of rhetoric as being too limited in experience to even qualify as a valid set of ideas.


example: rename vendor options cause they are tooo lazy to delete and remake a vendor? If the issue of vendor name is THAT important, then one would take the time to make a new vendor properly named and then transfer the items. Installing this option would be a woeful waste of manpower that would be better spent in contibuting to fixing your database code that is likely the real reason for the notion of needing to limit items in the game.


SOE staffers.... Please adapt your code instead of ruining the direction the game is heading/is. Your constituants are heavily against these proposals and to purport that "We know better" type philosophy would be highly erronous as well as foolhardy leadership.



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Dracks
Fri Aug 27, 2004 7:55 pm
#2307






Maulragoth wrote:





BlissfullyFemale wrote:
Hmm. You know, on second thought, the vendor item cap may be too low at 150. I don't do a lot of sales, but I am not a merchant of any kind. Perhaps the item limit could be integrated into the merchant tree? Again, this would encourage more people to take more branches in Merchant.

Perhaps:

Buisness 3: 50 item
Buisness 4: 100 item
Novice Merchant: 150 item
Management 1: 200 item
Management 2: 250 item
Management 3: 300 item
Management 4: 350 item
Master Merchant: 450 item

This would help limit those vendors with tons of items on it, but it wouldn't hurt that much.
It would also be handy to have a better breakdown of item types for those long lists, or perhaps list the items grouped by type, instead of in order of being added to the vendor. For example, all weapon powerups would be on one page, instead of across three pages. This would make vendors more efficient.




This is insane. I do alot of sales and I'm a master Merchant and I have anywhere from 1200 to 1600 items in stock. I make around 30-40 of one items so it's sure to be in stock for everyone. I make lots of furniture so most times some will bu 5-7 items a round of shopping. I have 4 vendors running all fully stocked and 1 just for special order s for stuff that i don't sell alot of or a particular item that the want a lrger quanity of. I wish they had longer time limits in stead of 30 days. Alot of these empty vendors is just becuase they don't ggo back after there sale time expires. it looks like it 's empty but it isn't. (really) The need to add more to those numbers.450 itme s total is too low. I worked hard to get master merchant only to be hurt. This is my feeling along with Most of my guild. MASC is on Bloodfin and we are one of the largest guilds on the server. with around 300 members.



Dracks McCloud
Council Member in MASC
1 of 3 Founders of (BBC)
Drive togather, Die togather , Bad boys 4 life.
PeakDantu
Mon Aug 30, 2004 1:40 pm
#2308

Maybe somebody already thought of this but here it goes....a possible solution to the number of objects floating thus lessening the impact of database devoted to vendor stocks. Most players accumulate tons of stuff and probabley most tend to keep alot of it even when it's no longer used. Why not set up the junk dealers to accept everything and every once and a while randomly give something useful in return as thanks for giving them something they've "been looking for". Obviously it would have to be cool enough to make people get rid of their junk, but not so cool that people started running factories to make stuff to turn in. I'm not saying empty your house of all its decoratoin but the other day I cleaned out alot of junk that really wasnt that cool. Would be nice to do something with it besides delete. Another thought is give older, used eqiupment to newer players. Everybody wins in that scenario.



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Nurani_ENT
Fri Mar 25, 2005 5:32 pm
#2309

Player response is worth jack then apparently TH, as you are ignoring the posts you claim to have read. This is a pointless discussion, as it seems you and the devs have already made up your minds, and are using a lame excuse of economics to nerf something to help assist your very poorly designed database.


this account has been canceled, and I'll finish off my paid time.




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ClarkCharon
Sat Apr 09, 2005 4:14 pm
#2310

How about paying a shippingfee tohave items delivered to you. Flying all over to pick up my purchases is just annoying. A civilization that can create star destroyers should be able to put togeather a delivery service.



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