Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes

Dosi
Tue Aug 17, 2004 12:44 pm
#261

So what's really happening here is that Merchant is getting a mini-revamp, and the smuggler still gets nothing?

DE: 2 Publishes

Jedi (note, at this time were very rare): 2 Publishes (or did I miss one?)

Who else got publishes, when all we ask for is a bone here and there to chew on?



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NDosi AtasiarN
Elder Master Smuggler, Seller of Spices and Imperial Faction
Eta-2 Actis Interceptor "Darkness Fell"
MySpace
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Bentu Tarlen, Master Shipwright. Vendors in Spacetown, Lok @ 444 -1100

GenChaos
Tue Aug 17, 2004 1:11 pm
#262

You know, eveyone here seems to be saying thanks TH for throwing us a bone when what we should be doing is demainding that they no longer treat us like dogs.


I have played this game since BETA, nay I would argue I am still playing this game in BETA. I suffered through the worse launch of any MMORPG ever. No other game of this sort went through a full day where no one could log in. When this game was released, myself and many other BETA testers couldn't believe it. The game shipped with thousands of known exploits and bugs, very little content and whole parts of the game and entire professions unplayable or useless. There was a very well known exploit at the time where a lot of imperials would group up and everyone would do delivery missions. You could gain an enormous amount of imperial XP this way. People had AT-ST's within the first week. Dupe bugs were known and exploited by many. My point is that this game's economy was ruined by the fact that it was released in an unfinished state, pushed out the door by corporate bean counters more interested in teh almighty dollar than in breating a quality product.


But I stuck with this game. I stuck with it through horrible nerfs and bug fixes that destroyed entire systems of the game. I stuck through it when the devs said they would temporarily limit house storage (just until they could get their DB problems sorted out.). I stuck through the game when bugs were created that lost a lot of the resources I was selling to get by. I stuckwith this game even when my best friend finally came to the realization that the combat portion of the game sucks and he quit.


I stuck with this game only because it had a very nice free market system that allowed someone to get out of it what they put into it. If I wanted to put hours a day into finding resources, keeping my factories running and the mind numbing process of stocking and restocking my vendors, I could be considered one of the best architects on the server. I stuck witht this game because when my best friend quit and he gave me his resources, I was able to put even more time and effort and become one of the best known architect/WS on the server. I stuck with this game becasue the business simulation aspect was soo interesting.


Now the devs are telling me once again that they want to change the way I play this game. Becasue they couldn't wait until the product was finished to release it; because the devs themselves screwed up the economy they want to come back now and make me pay for it once again. Well I am tired of it. Once this publish hits live, if the vendor limits ar not abandoned and removed completely, I will be canceling my account and never looking back. Not for JTL, not for the supposed combat rebalance, not even for love nor money.
Draethyl
Tue Aug 17, 2004 1:23 pm
#263

A theory by Loren Draethy


The Devs are Smart.


1. They announce a super nerf of vendors limiting merchants to there nomal number of vendors but at 100 items per vendor.


2. As the devs expected the population explodes with disarray and shouts "no merchant nerf".


3. Devs sit back and relax.


4. Devs announce they have succomb to popular demand and will allow 12 vendors at 250 items. There original plan from the very beginning.


5. People are realieved by the proclamation even they are not happy with the system are relieved and feel victorious on there non existing victory.


6. Devs sit back and relax with knowing smirk on face.

Siymon
Tue Aug 17, 2004 1:25 pm
#264






Draethyl wrote:

A theory by Loren Draethy


The Devs are Smart.


1. They announce a super nerf of vendors limiting merchants to there nomal number of vendors but at 100 items per vendor.


2. As the devs expected the population explodes with disarray and shouts "no merchant nerf".


3. Devs sit back and relax.


4. Devs announce they have succomb to popular demand and will allow 12 vendors at 250 items. There original plan from the very beginning.


5. People are realieved by the proclamation even they are not happy with the system are relieved and feel victorious on there non existing victory.


6. Devs sit back and relax with knowing smirk on face.





This has now been mentioned a few times. Wonder how long till they realize it is here and delete the thread. lol




Siymon|Bane'|Noymis|Soruman(Retired)|Tesros(Retired)
Scoooter
Wed Aug 18, 2004 12:03 am
#265






Kammikazy wrote:











There are already 11 pages of post on this topic and well over 2/3 if not more are not happy with the whole idea. There has been a ton of people already tearing into this one and/or giving tons of ideas on how they think it should be done. Well let me try something a little simple.



I guess there are a few things to consider:


This new layout being the original intention for the merchant profession.


Your view on how people are using the current system is a game exploit.


Also database and server size issues.


Not wanting the game economy to be as huge as it is.



But you fail to grasp the fact that, none of the above issues are anyone playing the games problem. There are a lot of ways you could approach these issues but you in your normal fashion, go around your head to get to your {deleted}. The main point is that the above issues are different then how the game is truly being played. It does not matter if you think it is an exploit of not. People are forced to do things and find ways to play the game [which you guys created] because of the heavy limits placed on the games skill system. All you are doing is hurting your game base, because you are creating yet another way to limit the game play. I guess no one has given any thought to the loss of items on a vender [uniforms]. I guess those will of course be a loss. That was not that big of a deal when you were giving your items to a vendor you would always have. But now you are taken them away, hrm. It’s odd you wish to punish your paying clients because you failed to write the correct code in the first place. It’s to late to mess with it.



I remember when the talk about this game first hit the market, it was wild. Everyone was going crazy including myself. I along with millions of others have been huge fans of the star wars movies and books. And I like hundreds of thousands of others enjoy this style of game play. Not just this one thing but in general the over all sense of star wars in this game seems “Long ago in a galaxy far away” [forgive me for that one]. The star wars feel was struggling at first, but by now it was been crushed, stomped and itemized pretty much completely out of the game. Looks like some people were right in the beginning EverQuest 2 is already out, it came out a little over a year ago. If I had not taken a badly needed break a few weeks ago, this would really get on my nerves. Ol well I guess here is reason 1,546,348 why not to play SWG. Farwell you crazy Jawas.



Know that the best thing about this game still is. Revenge of the Sith comes out next year. Wow did i really write that much Bantha foodo.






All I have to say is there has been whining for several months, why should today be different.


Lets face it there are people that want everything.


The compromise is better than we were going to get BY FAR.


Lets face it, this is all about who is prepared and who is not


Our guild will be fine .. why


When the devs were talking about this THREE months ago stating it was going to happen we prepared and got several merchants xp'd up in our city.


People that prepared for this will see little or no effect.


Change is good, adapting can either be a fun experience or not depending on your attitude and willingnmess to take challenges








Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Twyst1
Wed Aug 18, 2004 12:09 am
#266






FeydSWG wrote:

TH -


Just wanted to say thanks for your work on this... I have a couple master merchants and these changes are something I can certainly enjoy. I like the fact that I'll be able to place morevendors (I like seperating my inventory into catagories and having more vendors certainly helps this. It also helps shoppers in the fact that they won't have to search through 5000 items just to find what they're looking for. Kudo's to you and the dev staff for making this happen, I think it will really help with things.


Any chance of getting a "refresh all my sales" button in the near future? The only thing I really dislike about the profession is the constant restocking process (especially if I'm headed out of town on a long business trip or vacation). It's really disconcerting when, while out of town on business or on a much needed vacation, I worry about what valuable merchandise I may lose because it expired right after I left town and I won't be back in time to pull it out of my stockroom.


A button to reset the sales timer would be a great asset (even if it's limited to only one use per day or week). You could even make it a master merchant (or high level merchant skill) lending even more value to the professions heirarchy.


Thanks again for all your work.






This my friend is a FANTASTIC idea!




-=<(TWYST)>=-
ELDER WEAPONSMITH OF NARITUS
The NGE killed me 12-3-05

NiBorg
Wed Aug 18, 2004 12:49 am
#267

Simply giving a + to the total number of items listable by a merchant at each level would make me happy. I know there are several professions which could could and would stock more then 3600 items because they have that ability (tailor comes to mind the most). For me personally 3600 is livable (though not enjoyable) as a total available sales inventory. However being able to load up to this limit on a single vendor would be a greater advantage to me personally. I dont mind keeping master merchant for his ability but to make a set fixed number of sales items per vendor is going to be problematic at best. My prior suggestion of 1 @ 3600 items, 2 @ 1800, 3 @ 1200 etc. etc. would be much easier to deal with as i by no means need nor want 12 vendors. A sliding scale would be preferred but i understand the challanges with this and am not going to argue it.


Also the question I and several others have posed about "back packed" items really needs to be answered. If packs would count as 1 item and further decrease the SQL load i would load my armor in packs even though i dislike the idea. Possibly even 2-3 suits per pack or more for the bulk buyers. If however each item in the pack and the pack itself counts towards a sales slot I will continue to do sales on a per piece basis, and considering i am nearly done stocking 240+ suits of composite on a single vendor (roughly 2160 items) because people like seeing me well stocked without the need to buy an entire suit to replace 1 item.


My recomendation would be to look at a + to the number of items able to be sold at various levels of merchant instead of a hard cap.


I will say that while not pleased with this single aspect of the revamp I am not going to argue for unlim free storage, but the implementation of the hard set numbers needs to be looked at closer. I'm all for making the game run smoother and better as a whole and am willing to do my part if need be.


Please give us some sort of response to the valid questions and concerns posed as no one likes to be in the dark when it comes to changes that will in fact effect everyone playing the game. For the better or worse we just want to know and hear an answer of any kind.
MixxMastar
Wed Aug 18, 2004 12:57 am
#268

You developers for Sonyreally have no business being in charge of game content for games like this... I can't believe you get paid for your idiot ideas TH and everyone else



*Mixx Mastar*
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decay2710
Sat Aug 21, 2004 8:48 pm
#269

I agree with zaphb.


A rights management would be a good idea. Maybe the structure management could be adapted.

Admins could manage all aspects of the vendors - including withdrawing the items of others (not retrieving!).

People on the "output hopper" list can only put up items, and withdraw (and reclaim) their own items.


Aside from that:


I like the changes! I've got vendors on 3 different planets (yes, it's a lot of work), being able to put 3 or 4 vendors in each location would be great! The caps are ok for me, but I'm not one of the top sellers on my server.



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