Development Cycle Archive

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

ASHRID
Thu Jan 08, 2004 12:16 pm
#430

I dont think I'm happy with either proposal to be honest

The 150 item cap wont effect me right now (although I'm close) but is a huge problem to the up-and-coming merchant who is still on the business line (1 vendor). At least put the cap at 199 so you get 2 full pages rather than 1 and a half

The Merchant class has very little value as it is right now and raising the cap to 6k allows more people to forego the use of a merchants services and sell direct to customer. If this change is to go through it would have been/be better to have addressed many of the merchant class' outstanding issues first so that there are other advantageous reasons to either need a merchant or use a merchant.

Regardless of this one thing that does need to change on the bazaar is the removal of auctions that start at the price cap, many players seem unaware that such an auction can not be bid on, and many others 'exploit' this to place items (that should have a value well above the cap) as adverts for their shop (again circumventing the need for merchant skills such as advertising 3)
DocSavag
Thu Jan 08, 2004 12:16 pm
#431

As a merchant I do not support any change that takes business out of my shop and puts it into the bazaar. That is exactly what the doubling of the current bazaar limit will do.


If you have a lot of merchandise you would like to sell for 5k and can't sell it on the bazaar please do a search for a nearby merchant I am sure he can help you with your needs. Especially if it is an item that is of any value in the first place.


Both of these changes combined are a serious nerf to the merchant profession which is underbalanced in the player economy already and needs assistance in getting MORE of the share of sales in the economy not LESS.


The whole point of this change is to lessen the items in the vendor/bazaar database. There are ways of doing that which will empower the merchant rather than decimate him.


A blanket 150 limit for all vendors just damages the merchant profession with no tradeoff to help us.




----------------------------------
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DingoBoi
Thu Jan 08, 2004 12:16 pm
#432






Itchybacca wrote:

Bazaar Cap Raise Yes:


THis will aloow resource dealers to put resources on the vendor at high quantities, so I have to make fewer trips and purchases, it will also allow resource dealers to have more auctions





NO NO NO NO NO NO


IF YOU WANT TO SELL MORE AND IN HIGHER QUANTITIES GET MERCHANT!


You are making my master merchant skills WORTHLESS.



I'm okay with raising the cap on bazaar, but that should be tied to a great reduction in the number of items that can be posted at one time. 10k cap = 5 or less items.


KEEP MERCHANTS VIABLE.






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Histeko
Thu Jan 08, 2004 12:17 pm
#433

Bazaar changes seem good, but 6000 isn't enough...Vendor changes are just horrible
Ragnaat
Thu Jan 08, 2004 12:18 pm
#434



Arnwald wrote:
If there are really database issues, delete 90% of crap items, did I said CDEF?




You're assuming that noone buys CDEFs on the bazaar. As a Smuggler who didn't always have access to crated weapons while working my slicing skills I can say I bought every reasonably priced knife, staff and CDEF weapon I could find on the bazaar. Sure, a 500 credit CDEF rifle is just dumb and probably cluttering things up, but I was happy to pay 50 credits for a weapon regardless of its kind instead of (and in addition to) hand crafting survival knives.

Now, I'm not saying there isn't crap cluttering up the bazaar system (e.g. 1 unit of in shift grinding metal for 3000 credits) but just that if the devs were to take any action to control what is on the bazaar it wouldn't be as simple as your comment makes it out to be.



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callmedoug
Thu Jan 08, 2004 12:18 pm
#435

Sorry if this was already suggested, I just don't have time to read all 10+ pages of comments.


Instead of raising the limit from 3000 to 6000, why not the following.


we currently get 25 items we can put up, at 3000 per item we can have a maximum of 75,000c of stuff on the bazaar at anytime. Now what i find is that I only use the bazaar occasionaly when i have some resources to sell or the like, but I also hate to have to split things up into little bites to make it fit the 3000 cap per item.


Why not make it so a player can have a maximum of 100k on the bazaar at any time (with a limit of 20 items) - ($ value and item # a example only)


Here is what this would do.


allow people who have a couple big items they may have bought in the past and now not want to sell them on the bazaar buy using their credit cap on those items (ie: 2 - 50,000c lots of resources, or a couple houses at 50k each) and also lower the number of database items buy having few items per person on the venodr.


For me having 25 lots of 500 hides at 3000 is a pain and a burden on the system versus 2 lots of 8000 hides for 50keach.


I would think thatthis mightkill two birds with one stone.


any comments?

Phhantom
Thu Jan 08, 2004 12:19 pm
#436

As a master Merchant you got to be joking me, this is a slap in the face. Merchants should be aloud to put what ever they want for folks, this is how we make money. So basically with this nerf you would limit our customers Plus limit the amount of product we are alloud to offer. ) I do not call this monopolies. I call this smart. Do you go and tell 7-11 store "hey you are only alloud to sell "Big Gulps" because it may hurt someones feeling if you sell anything else" IF you want to stop the over stocking find another way do not make a whole profession suffer.


That is just as bad as nerfing the probots and not fixing them to this day.. Then admiting the NERF was really bad...



I am totaly against this. This shows Laziness in the designers and there efforts, because you all trying to save a darn penny in server space. if you all want to make someone suffer this bad, jump on the folks that have "DO NOT buy this backpack it is stock for 800 million credits" I mean come on DEVS there are many other ways of doing this.


For example:


You can have a merchant standard for putting product up for sale, In the skill tree you can start at 100items per vendor, up to 1000items per vendor by the time you hit Master Merchant. This will stop alot of the problem.




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Mashiara
Thu Jan 08, 2004 12:19 pm
#437

On player vendors and item limits-


I am very concerned with this vendor cap. I only play the game because I love running my shop. I don't pvp, I don't go out and fight critters, I only craft and run my vendors.That's why I log on - I genuinely *love* being a tailor/merchant. I love my customers. I love helping them look their best.


Currently, I have 1200+ items in stock, spread over 3 vendors, with 2 of those vendors having atleast 400+ items on them. Evenwith that many items in my inventory,I still want to expand. I don't feel completely stocked.


Imposing a 150 item per vendor limit would absolutely cripplemy shop, and would most likely make me close down, which is an incredibly painful thought for me. I just -could not- have this shop with that limit, or with any limit for that matter. Putting a cap on vendors would be putting a cap on me and my abilities as a tailor.


Sigh, and I thought I was safe as a tailor. I thought I would always have my shop and my skills to keep me playing the game. I guessI thought wrong.


Please, Please, Please-listen to the crafters/merchants on this. Don't hurt us.




~~~~~~~~~~~~~~~~~~~
Breeka Pyralis
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thefuz
Thu Jan 08, 2004 12:20 pm
#438

Raising the cap on public bazaar is a good thing... but imo you should consider going higher (say 10k).


As for personalvendors, please reconsider this restriction. You're really nerfing several groups with this... most notably Weaponsmiths and pure Merchants. C'mon... surely this is painfully obvious just by floating around to a few popular vendors here and there.


My suggestion is that you should look into enhancing the bazaar features instead of bringing out the nerf bat. How about a search feature?!?!? Or how about a more intelligent classification method... sorting by category?? Have you guys ever shopped online? Sheesh... some great ideas are right there in your face!




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LadyGrey
Thu Jan 08, 2004 12:22 pm
#439

Instead of limiting the number of items on a vendor, it would be more fair to set a cap on the value of all of the items on the vendor. Then, you could have a lot of low-priced items, or a few high-priced items. You could even arbitrarily set the cap at 75,000 credits, thus effectively shutting down the architects who sell heavy mining equipment and large houses, and probably a lot of the armorsmiths.

Essentially, any kind of cap will involve hurting one of these groups: 1) Those who have a lot of discrete items that sell relatively inexpensively, or 2) Those who have a small number of discrete items that are high-priced. The people you will not hurt are the big resource monopolies, because they already have an infrastructure set up that can absorb changes like this.



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Bryan1138
Thu Jan 08, 2004 12:22 pm
#440

As to the first item, increasing the cap sounds like a good idea. FWIW, as far as a commodities market goes, the price per unit of a raw material can be anywhere from 2-30 credits per unit. A 6000 credit cap will allow for allotments of raw materials twice their current size (200 - 3000 units), but not even close to the size of a full brick (100,000 units) of a material. Not sure how or if you guys want to address this. Also, I believe things like Krayt tissue sell for much more than 6000credits. So, this changeis likely tohaveno impact on the salesof high-end raw materials. Just my thoughts.

As far as vendor sales, I think a cap is needed (especially with all the recent troubles with the DB and bazaar/vendors). Is 150 a "hard" cap that programmers aretelling you they need to keep the system stable or could it be raised? I think it might be a little low for some vendors. Maybe 200-250?




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hest75
Thu Jan 08, 2004 12:22 pm
#441

I'm for raising the price limit on the bazaar. I think it should be over 6,000 though. It's supposed to be an ebay like system, however you can't really sell much on there. You can't sell good quality weapons or armor or anything because the price limit is too low. 3,000 credits is like less than what you would tip a cab driver with how the in game economy is now.


I don't think that the vendors should be limited though. That's just going to cause more work for the crafters and there aren't very many of them on my server right now. Not many good ones anyway. I'm not even a crafter and have never had a vendor, but I say don't limit the vendors.

Ronus
Thu Jan 08, 2004 12:23 pm
#442

I like the cap raise on the bazaar too. Vendor issues don't affect me yet, but I would like to see the number of items we can place on the bazaar raised to say 30 or 35, if possible.



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