Development Cycle Archive

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

Fribble
Thu Jan 08, 2004 11:48 am
#378

Suggestions I've seen that make some sense:


- list in parenthesis next to vendors how many items they have
- have planetary listed vendors show up in bazaar queries
- have a bazaar listing option for ONE vendor per char at a high premium
- delist vendors that lack stock
- allow stacking of like materials/items
- improve sort function (so it sorts across multple pages and QUICKLY)
- add search/keyword functionality in both bazaar/vendors
- fix categorization across the board
- allow junk dealers to buy anything at a set or limited but useful price level
- tie sale price in bazaar to merchant level (3k for everyone, 6k for bus 3, 10k for bus 4, etc)
- tie "Premium" auction to increased sales level (increase upper limit for auctions, not instant sales)
- improve collums for # of chrages, # of resources/items in listing, etc.
- allow grouping of items (selling 'suits of armor', etc) for sale
- cap vendor price at some final reasonable level, to avoid people 'fake listing' products for 1trillion.
- havea space for advertisements on the bazaar so people don't populate fake items
- have auctions end when item reaches limit price
- ship items to other planets for people at a premium (percentage of cost probably)


of course the one that would reduce a lot of item load would be to have junk stop being dropped.


or my favorite, block sales/increase to super high levels maintenance on vendors for people who drop merchant skills with placed vendors. please name another class where skill effects remain with you after dropping those skills.


or alternatively, you could have read the Artisan and Merchant boards for about 30 minutes and come up with all of these suggestions. You know, 'researching' the problem.


--D'Ruk of iD Co., Corbantis

MaxSteele
Thu Jan 08, 2004 11:49 am
#379

The bazaar cap should not be raised. The 3000 cr. limit makes people use vendors. I don't see the Merchant class endorsing the idea of people relying less on vendors. That's what they're for, to sell things above the credit cap on the bazaar.


Limiting the amount sold on vendors would make people need to use more vendors. The current "exploit" is for people to learn up to Business III, place a vendor, and then unlearn the skills, yet still keep vendor. With the unlimited usage on the vendors, people only need one vendor and they don't have to keep the skill for it. Limiting the amount of items on the vendor would make people need to use more vendors, thus again making the merchant class more useful.





Evarn Terallis - Master Smuggler on Kettemoor

There are missions in which you "deliver an item while hostiles attack you" in every profession. I still don't consider [Smuggler's Alliance] pilots to be Smugglers, nor 'Smuggling' - at least not any more than Rebel Pilots or Imperial Pilots might sometimes "smuggle", with a lower-case s - JFreeman - 10/6/04
whoadae
Thu Jan 08, 2004 11:50 am
#380

capping the vendors at 150 items isnt a good idea for weaponsmiths. To have a fully stocked vendor usually means having 10 count of each type of weapon. Adds up to alot more than 150. Well, we could have more than one vendor, but where's the convienence in that. How bought makeing the beam rifle and tantel armor actually work or spend time adding more content. The time from talking about changing vendors, to developing the change, to testing the change, this time can be better servered doing something useful. How bought empty vendors not showing up on the planetary map, that'd be helpful.






whoadae-Force Sensitive Weaponsmith Theed -4590 3305

|]===='=|[]>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Hero_DarkJedi
Thu Jan 08, 2004 11:51 am
#381






LexanMilson wrote:





Thunderheart wrote:

An item limit is going to be placed on vendors and that limit is intended to be placed on 150.



Please, please, please, impose this cap. It actually prevents people from hoarding resources for production later on and should help even out the community.




This will not stop hording ... it will just make it a bit harder.


Let's see ... a player ... by himself ... without any outside help.


60 Items on him, 50 in his pack, 5 droids that will store 10things each ... that's 160 right there ... 160 stacks of 100k = 16million resources on your person if you don't have anything else.


Then you have 10 lots ... a factory takes 1 lots and will hold 100 items ... so if you did nothing but factories that's another 1,000 items or 100 million more resources ... care to swap lots with other players on other servers? it's risky, but happens all the time ... each player places 10 factories for another 100million resources.


You can have 10 characters which means 9 other characters on other servers to swap with ... so we are at what? a billion resources just with lot swapping?


It won't eliminated the resource stock piling ... just make it a skosh harder (and maybe riskier)

Happymob
Thu Jan 08, 2004 11:52 am
#382






meepmeep wrote:

Alternate solution: Tie item limits to Merchant skills (200 per skill box, 800 max). Throw a bone to Merchants! AND PLEASEGET YOUR DB PROBLEMS FIXED! I'm sorry, but if vendor sales are hurting because people are too lazy to click the "view next page" button, then stick a floating backpack next to the vendor named "don't forget to click on next page you moron".




This can also help solve the issue where people skill up in merchant to place vendors, then surrender the skills, but keep the vendors.


Make the the item limit per vendor dependant on the skill level. Maybe it's 100 items/vendor at business 3. Maybe it's 800/vendor at master merchant. The check can be made whenever someone tries to put an item on the vendor. You don't have the skills, you can't sell the item. You better reward those that put skill points into merchant and you also reward those that keep skill points in merchant.





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Lonkley
Thu Jan 08, 2004 11:52 am
#383

Upping the bazarre limit to 6k is good. Uppingit more would be better.The biggest scroll I see in bazarre's is resources. If people can start making bundleslarger thatshould save a LOT of record space, and be far less tedious to shop where you do scroll endlessly. I would even be willing to pay a 5% fee as a money sink for items over a certain value. Plus if you do put larger fees it make merchant more useful since the cost of listing reduction becomes useful.


The 150 item cap on a vendor is unreasonable.


What is a crafter supposed to do when he hits his limit? The crafter plays the game to craft items. If you take away there means of selling items, you take away their ability to play the game.


I also dont really believe this will reduce records in the table, since in order to keep the vendor stocked he is now going to need more houses to store the inventory. Furthermore, since you no longer have a day to day feel for what is selling, you could end up having MORE items if you end up producing stuff that is no longer moving as fast as it once was. So instead of having items in vendors, you'll have them in houses, and vendors will start losing sales since they will no longer carry a complete line, and lose there reputation as a well stocked vendor.







Thunderheart wrote:


....This causes technical issues, encourages monopolies and actually hurts sales in many instances because most players don't "drill down" through all of the vendor pages to find items. We want to solve the technical issues, discourage monopolies and make vendors easier to use.....






I think its very disrespectful to invent reasons such as encouraging monopolies (HOW?! The only thing I can think to justify this statement is by players working together and creating malls which offer everything in one place? Thats hardly a monopoly, thats smart business, and the crafters equivalent of hunting in groups.) and hurting sales (I pray for the next page to hold what Im looking for).


The technical issue is very real and valid issue.The others seem like window dressings to cover an idea you know people are going to hate.


Luckily its also a problem you can throw hardware at. And after hundreds of posts in the first few hours, i hope you're person with control of the operations budget agrees.







----------------
There is a special place in hell for necro posters
Nikken
Thu Jan 08, 2004 11:52 am
#384

Raising the cap on Bazaar prices = Good Idea



Limiting across the board on Merchants = Bad (to a degree)


Proposol - Make it so a Merchant Profession can have more items as he/she progress up the Merchant skill tree. Start with say xx number at Business III (non-Merchant/Artisan) and Progress up to say xx as a Master Merchant. Thus not killing the Merchant Profession but giving them a little livelyhood(sp).


Of course now you will then force a Crafter without a guild Master Merchant to waste his Skill points if he wants to compete = Bad IMHO But I am not sure if the bad outweighs the good. As a Master Merchant, I don't see from a Non-Merchant point of view clearly. So I won't say whether it is a good, bad or ugly thing.



Moxin01
Thu Jan 08, 2004 11:53 am
#385

the cap raise on the bazzar is good


but the vender if capped should be at least 200 ... then there is 2 full pages if sales in sted if the 1-1/2 that you are stating




Aspa : Corbantis
Porthose: TC
Loopo: TC
Thud: TC
1963explorer
Thu Jan 08, 2004 11:53 am
#386

Bazaar limit raiseis very good. Ican sell larger stacks of grinding resources on the bazaar when thereis no 'good' hide are 'good' meat available.


On the vendor limit I have no comment.




*****Yes, yes. Akkus have many good ideas. Akkus want to make milk and eggs more available to everyone as well. Akkus not tell you this idea though. You will steal it from Akkus.*****

So listen, so learn, so read on. You gotta turn the page, read the Book of Taliesyn. All the sciences of the world are collected in my breast, for I know what has been, what is now and what hereafter will occur..." (Blackmore/Evans/Lord/Paice)
TheWoody
Thu Jan 08, 2004 11:53 am
#387

Wow, my post will be lost so fast in this. but here we go:


1) the 6000 limit will benefit Droid Engineers emmencely. It'll allow us to sell our Newbie combat droid, the DZ-70, to the populous. Previously we'd have to sell them by hand (their worth starts at 5k, no less, due to parts required) and trying to explain how droids work to regulars is hard enough. explaining it to newbies is impossible. Now we can just put them on the market and let the new players pick them up as they deem fit.


2) Ever occur to anyone the other part of the statement about the cap? Technical issues. The vendors in effect give players an unlimited space to store anything and everything. This creates a lot of server strain as their server boxes have to track all these thousands of items. 150 is not an unreasonable limit, and there's nothing stopping you from having multiple vendors.




-------------------------------------------------------------------
"Never in the field of forum posting has so much bollocks been said to so many by so few"
martianprobe
Thu Jan 08, 2004 11:54 am
#388

"The bazaar cap should not be raised. The 3000 cr. limit makes people use vendors."


As has been stated over the last 17 pages of this thread, 3000 isn't what it used to be. To keep up with the times, it's prudent to change the cap. It would not affect vendors in the least.




RHACO RHEES
Kauri Bounty Hunter
mawgspawn
Thu Jan 08, 2004 11:54 am
#389

raising the Bazaar cap to 6000...ok thats cool. Allows largert lots of resources to be sold, thus reducing the overall number of sales. Allows some igherlevel stuff to be sold on the bazaar as well. Very good too. But still keeps the best stuff on vendors where they belong, in a persons shop.


As to 150 items on a vendor? Absolutely NOT. No. I am a Master Armorsmith, and with the average suit taking 9 or 10 items per suit, that limits me to 15 suits on a vendor. I can on a good say, sell 20. Its already a full time job keeping my vendor stocked with enough armor to keep people happy, dont make me work overtime.


200 to 250 i think is a reasonable number


I wonder what tailors and chefs think about this one


Mawg


Master Armorsmith


Bria




Mawg Marmont

My Charachter was Destroyed by NGE.

Wondering why I ever believed anything I was told on these boards.
Luzenit
Thu Jan 08, 2004 11:54 am
#390

Vendor Caps - NO!


If there is to be a cap, then it must be reasonable. A 150 cap will cause many crafter/merchants to be painfully tethered constantly to vendors inorder to keep stocked, which I am sure many will agree. This will definitely hurt some crafters/merchants alot more than others who deal with a multitude of different items.


Bazaar Limit Raised to 6k - NO!


Well, not a complete no. The merchant class should have the advantage of a higher selling limit. If a player wants to sell larger amounts, or other items at higher prices, then do what has to be done - dedicatethe skill points to the Merchant class in order to use the higher limit. The reason the limit was in place was to encourage players to use player vendors and support the merchant class.




Kazara____ Weaponsmith___Master Commando____


"Imperial Gal of Fiery Pwnage"


[KAZ]mart Theed -5171, 3385:::::::::Mission Market Restuss 5444, 6370



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