Development Cycle Archive
Thread: In-Test: Merchant Vendor Changes
RocketM wrote:
12 vendors is a ridiculous amount. That's way too many vendors. So if two players have vendors in a house there might be 24 lines of junk on the vendor map? That's crazy!
12 vendors will allow MANY merchants to open new locations.
And you are NOT required to register your vendor on the world map.
Porcellus wrote:
Great, more empty vendors to go to.
Empty vendors are removed from the map.
So, no.
Thunderheart wrote:
The revised Vendor limits are as follows:
.......
.......
Master Merchant: Get (12) Vendors, that will hold (250) items, for a total of (3000) items for all vendors
1. Why not a dynamic number of vendors up to the max limit of vendors ? Like 6 vendors @ 500 items or 5 @ 600 items...
I do understant that 1 vendor dloading 3000 items would take some time but you are already removing a considerable amount od dataBase strain by the limits.
2. SHARED STOCKROOMES ACROSS ALL VENDORS BY PLANET !!!! TH, this is huge !! I run a large Mini Mall on TC and have vendors for Tailor, Meds, Resourcees ( X4 Now ), Armor, Weapons , Artisan, and Bio Goods. Before you guys started working on vendors any vendors that were within like 100 meters of each other shared a stockroom and items coming off sells or being dropped due to lack of sell fel into a stockroom that could be viewed from any vendor in close proximity. NOW i find that this is not true .... right after I lost about 2 million in equipment and BE Clothing by pulling down items offered in 2 of 5 of my vendors and removing them for more favorable locations in the same house. This WAS Always the way it was before, why has it changed now ?
And on top of that this will become even more of an issue when you double the number of vendors we have ,, ,
3. ARE YOU GUYS ADDRESSING THE ITEM DELETION FROM THE STOCKROOMS >??? I have lost hounderds of thousands in items to this rendom deletion... Have seen this take place anywhere from 2 days after the item sell dropped to to 30 days to never .... WTH ??
it's still a terrible idea to cap vendors at 250. it doesn't matter how many vendors are given if you can't put more than 5 of each weapon on a vendor. it's a bit easier for an armoursmith who really only sells 2 armour types right now. a master with novice merchant can put 27 full suits of composite up on one, 35 suits of ubese on another, and then whatever he wants on vendor three. a weaponsmith who is fully stocked will have a minimum of 64 items on theirs (more if you count artisan weapons). even if you balance between the three, you can only put 11 of each item up for sale.
now, push that same idea to armour for when it gets fixed and more armour types are used, can you REALLY fit a sufficient number of all your armour types on just 3 vendors?
the long and short is, if i want to be able to sell my products i shouldn't be required to master merchant to effectively do so. so, here is my twist...
no extra vendor at novice merchant, just a bonus for the number of items that can be placed on a vendor bumping from 250 in the artisan tree to 500 in the novice skill. that allows people to have two vendors and a total of 1000 items. that is more than sufficient for a crafter to run a business on one planet. if you want to expand your business, then you have to get into the merchant tree. management grants you more vendors up to a total of 4 (2000 items). at master merchant, you get 2 more vendors for a total of 6, and 3000 items.
further, move global advertising to the 4th box, not the third. also, give a bonus of 2 lots to a master merchant. this allows them to either place two more tents, one more house, or to have two large houses they can run as malls. this would make merchant a must have for the serious business man.
having to load 500 items everytime may be a bit of a strain on the server, but hey, we have lived with it this long with no caps. quit being cheap. take that $15 a month the 200k+ people are paying you and upgrade your servers.
Jaurus wrote:
Nice changes BUT!....
Right the way through this entire game, the Master Doctor has been the most downtrodden crafter of the lot. A master doc has to be master medic and master doctor to attain his elite rank, and yet all other major crafting professions only need one column of the basic profession then the full mastery of the elite. This leaves them with so many more points to spend in things like business or merchant.
As a doctor I have some teras kasi skills so i can effectively hunt for the meat that i need for my profession, and couldn't give up my combat skills for vendors. Why should i? every other crafter profession doesn't have to. I need scouting skills for the obvious reasons to assist with the hunting.
So what i'm saying is... is there ANY chance whatsoever that a master doctor could at least be granted ONE vendor.. just one.. so that he/she may sell their wares without sacrificing everything just to be on a par with other crafters?
Being an ex-master doc I feel your pain
However these merchant changes have been discussed for several months and in the profession forums (especially doctor) this type of thing has been discussed at length with not enough support.
Seems individual correspondants should address this based on the community.
When I posted this on the doc forum I got about 20% support the other 80 said basically, you can be a vending doctor, a combat one, or find a merchant to help you.
So I think your request will fall on deaf ears
Message Edited by Scoooter on 08-17-2004 12:18 PM
Scoooter wrote:
ofim wrote:
Scoooter wrote:
Because this os a MMO and people/profession interraction is supposed to happen.
Make friends with a merchant
Merchant is not a real profession and never will be. People that chose to dump thier skill points into it are looking for the dev's to give them "validity" so they can claim that thier profession is on level with the professions that you actualy have to be loged into the game to to get xp from.
You are so wrong. All professions in this game are real.
If you look in the 19 answes threads TH clearly states that it was never the intention that vendors be kept after dropping the skill.
This has been a bug since beta and has now been addressed.
The intent is that you either make the skill point sacrifice, sell to a merchant wholesale so he can sell retail or you work out a consignment deal. That is what I did when I was a doctor/pistoleer. I sold to a merchant for 15% below retail and I did not have to deal with the vendor.
The sole reason people never considered the merchant profession as legitimate was because of a long standing bug.
Skill points are a balancing factor and this beina a MMO you are not intended to have skills without a cost. there are some skills that are given but the fact that you had to learn a skill originally should be a red flag to you on the intent
I for the record have merchant skills to have/keep my vendors. My point and the point of almost all elite crafters is that the very people that make the product have to be scamed(which will happen 9/10 times) by some one who didn't have to work at thiers, I spent the countless hours crafting items at great expense, to master my profession to be told thatI have to entrust my goods to people who simply had to lay down a vendor and camp a trainer. Merchant is not a real profession and is typicly enjoyed by people who want to make money off of some one elses work for almost no effort. Merchants don't have to hunt down top of the line resources, deal with critical failures, buy or hunt loot enhancements, they simply walk to the structure terminal and poof they have a vendor that gives them 50 xp an hour per vendorsimply for being in existance, then all they have to do is find a trainer and log in, what once a day, to train in thier suposed "profession".
As for the "using skill points to balance", it has zero to do with balance as I'm still yet to see a "Looter" profession for the combat classes.
And as for it being an MMO, I interact with my costomers, suppliers (resource and loot) and my guild mates and friends so that argument holds no water.
Thunderheart wrote:
These changes are part of the commodity server enhancements that we have pushed out.We apologize for any anxiety you may have experienced, but I’m glad to announce we’ve been able to make some good changes to the Vendor limits.While we can’t make the Vendor limits aggregate, we have doubled the number of Vendors merchants can acquire and also increased the amount of Artisan Vendors.
The revised Vendor limits are as follows:
Artisan Business III:
Artisan Business IV: Get (2) Vendor, that will hold (100) items, for a total of (200) items for all vendors
Merchant Novice:
Merchant Management I:
Merchant Efficiency I: Get (5) Vendors, that will hold (250) items, for a total of (1250) items for all vendors
Merchant Management II:
Merchant Efficiency II:
Merchant Management III:
Merchant Efficiency III: Get (9) Vendors, that will hold (250) items, for a total of (2250) items for all vendors
Merchant Management IV: Get (10) Vendors, that will hold (250) items, for a total of (2500) items for all vendors
Merchant Efficiency IV:
Master Merchant: Get (12) Vendors, that will hold (250) items, for a total of (3000) items for all vendors
I have been in support of vendor limits (realizing the hit on db as a DB Administrator) wasn't thrilled with cap of 660 and am totally encouraged by this.
Actually I am looking forward to breaking my shop up a bit into more categories and doing some different things.
Thanks again for the support!