Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
As for limiting vendors to 150 items I think that's a bad idea. I sell furniture and people generally do not need 1 chair but they need 6 or 8 chairs and 10 torches and 10 trees. I could fill my vendor alone with the limit with just torches and trees. One of the best ideas I have seen for the vendor is to be able to have a stack of an identical item, I can place "metal chair" on my vendor in a stack of 20 and have people choose the quantity of chairs that they would like to buy. Would help with cluttering up vendors and seeing "Scatter pistol 2.0 118-145" listed 18 times.
Aralithia Oran
=Blade of the Alliance=
Mayor of "Drifter's Oasis"
If you're having technical issues with leaving it unlimited, they by all means limit it. But I think 150 is far too low. I haven't seen any monopolies in game, but won't say they don't exist.
Why I don't like 150...
I make spice, and my friend manages my vendor. I dump a ton of resources into a factory and let the thing crank for a few days as I fight, do missions, and explore the game. It's a relief to be able to dump everything I've made from a large run on the vendor w/o worries about storage, or the need to run back and forth. In addition, my merchant friend manages several vendors for other players, this has become kind of a business for her as we pay her a percentage. Lowering the cap as low as 150 could burn people like her out, as she would be constantly running from one side of the Galaxy to the other, trying to keep vendors stocked.
Two ideas I propose.
One is a Vendor Queue, allow the merchant to put up to 1k items on a vendor Queue, when an item is bought, the Queue moves a new out of the Queue for sale. You could add a delay if you like, to add time between purchase and restock. This way, a vendor can be bought out, and the Queue won't restock for say, 15 to 30 min.
Second can work with the first. How about a 500 item cap? Won't increase the running around for most merchants, reduces the load on your system, and probably wouldn't affect too many peoples sales.
I think with these ideas, you'd reduce the load on your system, and people wouldn't cry NURF.
Thanks for asking our opinions.
OK, it always amazes me how people can make every little change sound like the end of the world, but that's another topic for another time...
The Bazaar cap at 6k: This is actually a good idea, I used to browze the bazaar all the time when I was fairly new at the game. After awhile the 3k cap meant there just wasn't anything I wanted. A 6k cap will allow newer players to find more of the things they are looking for when starting out. I might even browse it occasionally when I'm looking for something.
As for the 150 vendor item limit. I can see both sides of the argument to some extent. I do think the best idea is to tie the number of items on a vendor to skill level in Merchant. At this point, I see most people just picking up merchant to place vendors and then drop the profession. If the high level weaponsmiths and armorsmiths could still have hundreds of items on a vendor with enough merchant skill, then this would make people keep their merchant skills if they really want to be an artisan that sells large quantities of merchandise. (wich is what the merchant profession was designed for) I would say start the vendor number at 150 though and then increase it greatly with each skill in the appropriate merchant tree. That way, when someone has master merchant, they can have over 1000 items on a vendor.
ok, my .02, I'm done
I like the idea of raising the limit to 6000 credits.
I DO NOT like the idea of having a vendor cap. I am a large resource vendor and I have to stock a lot of different resources. I have to keep variety for my customers. I also have to put them in small enough quantities that my smaller customers can buy too - I usually put them in 20k chunks. I still get requests to break them up at 20k, but I think that is a good size. At a 50k lot size, only the biggest smiths will be able to buy them. I could have 2 vendors, but why? It's nice to have one vendor for it all. And at least 90% of my customers know to check the second or third page of my vendor. Will all 150 items be listed at once on your plan? If not, 100 will be on the first page and my customers will have to go to the second page for the other 50 anyway.Checking multiple page thing is not a good reason at any rate.
ChewwyChewwy
Corbantis
Is this how it works? We're given something good (Bazaar price cap increase) to balance out something bad (Vendor Item Cap)?
I wholeheartedly endorse the rise in Bazaar caps, even if it means locked containers will sell for 6k instead of 3k. It allows me to raise prices on spice in convenient sizes, instead of reducing the amount of spice per sale to fit in the 3k limit.
And as happy as I am about the Bazaar price cap increase, I am equally unhappy with the vendor item cap. Like many others, finding a well stocked vendor is a very rare event in this game. I'm thrilled when I come across a vendor with 3-5 pages of goods to scroll through. Is the problem someone who buys an item off the first page, then sees the same item in a different color on page two, and is upset that he/she has to buy it twice? Or is it because people are using it to circumvent the Housing Item cap? Seriously, with the amount of money going into this game, buy some more database space. I use a vendor in my home for storage purposes only. And if anything, it helps the end user, because they don't have to load in 200+ items when they walk into my house, because I've left them sitting on the floor. If they want that strain on their computer, they have to come over to my vendor, which is named something like "storage" and load up the item list that way.
Don't punish player innovation!
Raising the Bazaar price cap is a bad idea. The 3000 cap ensures that common items made by low level crafters are available to all, practically anywhere. You don't have to invest in the Merchant line for vendors to be able to sell low level items like food and limited quantities of some resources.
Raising the cap above 3000 would steal the market from those who have invested time and skill points and lots into the Merchant profession. In order to effectively sell higher grade items, bulk resources, etc., you should put skill points into the Merchant line, get a house or a tent and set up a vendor. Having to compete against hundreds of casual sales available for no cost to the seller on the bazaar would be unwise and unfair and would decimate the Merchant skill tree.
As for limiting items on a vendor to 150, I suppose that's OK. I currently have six vendors out, and purposely try to keep the stocking level at or under 100 so that items aren't missed. It's easily managed by keeping lots of stock available and restocking vendors quickly.
Vendor Limit: I don't have a vendor so I can't comment on this aspect of the game.
Since I skipped from the end of page 1 to page 7 (I refuse to read 6 more pages of the exact same responses) here's my idea.
Bazaar prices raised to 10 or 12k. Why so much? This way you could actually see people selling small houses on the bazaar. Outside of the AFK macroer spambots (saw one in Coronet last night spouting all kinds of information on their wares while they were totally gone) and "I want to train you" spam, it seems sometimes that half the other stuff is low level architects spamming how they'll sell you a house for 8-12k. Why not make it so that people could actually place them on the bazaar and sell them, thus eliminating even more spam than we already get currently. While you're at it, go ahead and raise the bazaar # to 30 items for sale at a time. Low level salesmen who have no aspirations to Merchant or using personal vendors will never need these items this way b/c if they're lower level and busy working on grinding higher in their chosen profession, that should be about what they would have time to make and sell on the side.
The 150 limit is a bit low. I was in a cantina last night on Corellia with about 12 vendors and most of them quite well stocked (Valcyn BTW so this was Ycy's place) I killed all of my crappy-ass food/chem tools and bought 8 new ones at 95%. Bought a nice high quality fishing pole too heh. 2 of em! Anyway one of the vendors in there had over 900(!!) items on it. This was all low end stuff like powerups, crafting tools, repair tools, etc. If it was from the engineering line of Artisan it was there. This may be a touch extreme, but it was also VERY full which was a welcome change for me compared with all of the barren, empty vendors out there.
If it is insisted that we need a limit, make it 150 until you hit Novice Merchant. 150 should be plenty for a single vendor to sell some stuff and will let you get your XP started for Merchant. At Novice Merchant, double the limit to 300 items. At each block of Management give an extra 50 items to the max. master will actually provide you with something ebsides that bazaar price drop (which Merchants don't really need) and give you another 100 items to your vendors. So we have 150+150+50x4+100 or 600 items max for master Merchant. Seems like more than enough to me, especially considering Merchants can have up to 6 Vendors at this point for a total of 3600 items to sell. When you have multiple factories making items all the time, this would be well worth it to merchants and wouldn't restrict them too much.
I say all this as a former Merchant on Scylla.
Astu (Valcyn)
Fiado (Scylla)
Raising the bazaar cap to 6 k is fine. Remove the cap from the auction section. Institute a commission based on the final auction price that goes to the Empire.
There should be no item limit on vendors. Most vendors hardly have anything on them as it is.
1. Remove vendors from those people who dont have the current skills to own one.
2. Have junk dealers buy anything for slightly better prices than what they currently offer.
3. Increase number of items that come in factory crates.
4. Make similar items stackable.
5. Face the music! You will have to buy more hardware, software or whatever to deal with increasing the database for inventories.
Upon further review I'd also like to vote no on the bazaar cap raise.
Why? Because I was thinking as a Crafter/Merchant and ignoring the pure merchant.
I make my own stuff. I sell my own stuff, I use my vendors to sell my stuff. For the mid-level to low-level stuff that a lot of merchants make their money on resale, raising that cap would murder their business.
If you have a database problem (which you do) fix the database, don't nerf player capabilities.
To adaquately stock a furniture shop with 4-6 of each furniture piece requires 300+ items. Add in the building and player city deeds and devices and that quickly zooms to over 600 items. My vendors on Naboo currently have close to 700 items. With the addition of my vendors on Tatooine, I have a selection of over 1400 items. I sell close to 150 items per day.
A 150 item cap would not allow the customers adaquate selection, would require daily restocking,and would not be worth tying up the points to keep Master Merchant.
While I agree with raising the cap on the bazzaar, I'm not sure that it should go to 6k. The current 3k limit "forces" the pricing on some items to be reasonable. I don't we'll see a great deal of new items on the bazzaar, just the same old stuff at a new price.
I think both are bad ideas.
1) Increasing the value on the bazaar just devalues the use of player vendors. You're making my investment as a businessman into player vendors less useful. The bazaar should be made more usable in functions (for searching and categorization), but not for value. I believe this would just be a merchant nerf.
2) Again, another merchant nerf. This would just force me to interact with the vendor more often. If there is a concern with space that a vendor takes up, then place a surcharge on items that are over the 150 threshold (like a 1 credit, per item, per hour charge). Also, limiting the items like this will increase the chances of having an empty vendor (I sell out my resource vendors now relatively quick). People don't like empty vendors. People don't like traveling to empty vendors. I like to load up a lot of items to reduce this chance. This will just make it occur more frequently, IMO. I like my vendors but don't really want to spend more time interacting with them... I guess I'm not a micromanager ![]()