Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
I agree with changing the 3k bazaar price limit to 6k. As a small time resource seller this would allow me to offer a wider range of resource quantities and cut my turnover time on those occasions I have large quantities of resource to move. It also would encourage me to sell some of my more valuable used armor and weapons.
I agree with qualifications on the vendor item limit. The vendor item limit would be fine only if you moved the first vendor available to Tier 1of Artisan and by Tier 4 allow 2 or 3 vendors total. This would allow Weaponsmiths and Armorsmiths the ability to move the wildly varied quantity of their stock with the same skill investment they have now.
Asheesh Ahssin
Raising the sales prices for Bazzar is a very good Idea. also if the quantety of items could be raised as well 25 is nothing. I sell around 25 Items per days during the week and 50 to 60 items during the weekends because I can go 2 or 3 times at the bazzard to sell my stuff.
Could it be a cap per city. Let say we have a cap of15 items per city so i can place15 item for sales in Bestine,15 items for sales in AH. Normaly if im not stupid with the price i have put for an item, it will be gone in no time, normaly 2 or 3 days.
What i did not like on vendor was the 100 items caps that we had at the begining, now i am not a merchant anymore so maybe instead of having unlimited number of items on vendor. You could put a Lader kind of limit.
When you have a bulky vendor (Artisan) you are limited to a 100 items, Novice merchant 200 items, for each management skill you get another 50 (200 total) and when you hit Master Merchant you get another 100 items.
So the total cap for a master Merchant could be up to 500 items. (But i dont know the database issue on that)
I like the idea of raising the cap of the bazaar to 6000. I know some people just can't ake things that normally go for 3k or less. Things like BE's animals and higher end stimpacks aren't feasible to sell on the open market.
Also, lowering the max on venders may help the vender/server load on the venders and bazaar so go for it.
I sell around 160 pieces of armor a day, up to 250 on week ends day....
And yes I have several vendors( one for ubese, 2 for composite, one for PSG)....
But what this change means is that I will have to restock my vendors every day of the year....
This is not acceptable..........
Do you realize that 150 items for an armocrafter that want to have armor available in different colors is actually very litte ?
I maintain 5 colors of armor, 150 would be like 3 sets of each color.. Knowing some players sometime buy 3 sets at a time for decent slices this means my vendors will never be stocked....
i realise my comments may well have been covered already but to add my voice here we go ....
raising the bazaar price cap to 10k would be very good as many have already said prices are at a stage where 3k is nothing except a tip for many people
now as for vendor item limits, this is an excellent opportunity for you to add some use to the merchant class by making the vendor item limit based on the skill trees.....perhaps you could try a similar thing to what you did with creature handler and make the limits for vendors spread out over the trees so for example level one in any tree gets you +20 item capacity on any vendor, level 2 in any tree gets you another +20 items on any vendor which upon level four in all trees you would be able to put 320 items on any vendor and if you take master you can put 500 items on any vendor.
feel free to jiggle around the numbers a bit but you get the idea this would be an excellent way to make the merchant class worth getting rather than the situation you have at the moment where people get management 4 dump a load of vendors and give up the skills, this way they can still put down vendors but if they give up the skills they are limited to a very few items you could i guess make the base 50 items or something starting in business tree and make it 80 upon novice merchant and then go from there this would make a level four merchant in all trees able to put 400 items on every vendor and a master 500.
at the moment you have the same position as a CH where people were abusing that class well merchants are in the same boat and the solution you came up with for CH seems to have worked out well in terms of balancing things and i think it could work for merchants as well
thanks for reading
I think the Bazaar limit raise is a great idea. It incourages more players to become part of the economy.
On vendors:
I am a Master Tailor. My vendors are stocked with 300-600 items at all times and this isn't really enough to offer the best selection to my customers. I do what I do for my customers. A cap of 300 is doable. If the cap is set to 150, it is unfair to not only me but the player base I am trying to support.
My 2 cr.
Some sort of Vendor cap would also be good, but I think it should be a sliding scale. The higher your business/merchant skill, the more items you should be able to place on a vendor. That provides an incentive to go into the business/merchant skill sets.
Yes, these characters are already able to have multiple vendors, which could aleviate some of the problems cited with caps, but a cap which grows according to your skill level seems appropriate.
The more skilled a businessman you are, the more vendors you should be able to have and the more products you should be able to handle.
Maybe have the high end be in the 350-500 item range.
I would be more in favor of a cap IF it allowed the UI to be changed so it was easier to actually see what was on the vendors. Better sorting, better visibility of some of the statistics up front, being able to see the entire name of the item instead of something truncated, etc. If a cap made those sorts of improvements possible, then cap away, but maybe at the 200 item level rather than 150 -- that would give dedicated businessmen a little more wiggle room.
Just my 2 cents.
Thunderheart,
I am glad you all have decided to raise the limit to 6000 from 3000 on pricing on the bazarr. I also don't see a drastic reason not to cap the amount of items on a personal vendor to 150.
I do have one related wish/request on the vendors. You spoke of having problems of people not being able to "drill down" to get to the items they were looking for on vendors/bazarr's.
Is it possible on resources and othe applicable areas to get another layer or two of detail? What I mean by this is say you need some Phrink Aluminum. Currently you click on the resouces tab, then the inorganic minerals tab, and then wade through all of the stuff that is completly unrelated to what you are after. If you could at the very least set it to resource / inorganic mineral / metal / aluminum. This would keep us from having to page through all of the tons of stuff that we dont really care about.
The other thing I hope is that on the bazarr, it is really hard to read due to the fact that you have a ton of fields, most of which most pepole dont really care about. Can you give us the ability to shrink some/colapse some?
Thanks,
Lazurk/John
on the bazzar increase.
maybe make the cost of selling on the bazzar work as a percentage in stead of a flat fee of 20c. say 10% (might be too high) It will allow people to still sell quality items on the bazzar but also provide some benift to using vendors.
th
the cap of 6000 is still a bit low. why not make it like 25k or 50k that wouldnt hurt anyone would it. it might even make it easier for some of the crafters that are not as well known to get their better gear into circulation.
Sorry, but to use the term 'monopoly' to describe what is happening is laughable at best.
What is happening is the natural result of the free market system, as players who happen to be good businesspeople evolve into dominant commercial forces. Any player with sufficient business sense would be able to duplicate the successes of the 'big boys,' and there is no method for large-scale business to defend themselves from competition, so there really can be no 'monopoly,' per se.
To say that there are monopolies and then say that there are problems because of vendor pages is a contradiction. Quite logically, if players were organizing into one-stop shops with pages and pages of inventory, then in order to qualify as a monopoly, that would mean that players are willing to sift through the vendor pages.....because they like going to a well-stocked vendor, not an empty one.
I keep my merchant guildmate busy. He manages 6 medical vendors for me in the same building, each with 400-1000 items. I claim no monopoly. There are others who sell meds and I support them. I also cannot keep up with demand, despite the fact that I have such a large inventory.....and now the fact that I am a successful businessperson calls for a 'vendor nerf'?
What this really boils down to is a database issue, yet again.