Development Cycle Archive

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

papwin
Thu Jan 08, 2004 12:54 pm
#469

Perhaps there should be 2 different bazaars. A low-level bazaar where newbs can rely on a 3k limit is a splendid thing. The other bazaar should have a 10k limit for the intermediate levels that are still building funds for the intermediate items. This would also make it easier to purchase resources in bulk!


Shootur McGavin


Bounty Hunter Extraordinare


Bria


"I eat pieces of sh*t like you for breakfast"

Brawlmaster
Thu Jan 08, 2004 12:55 pm
#470

On raising the cap to 6k: good idea.

On vendor limits: 150 seems small. 500 might be better

On general vendor/bazaar issues: add an 'advanced search' capability! I don't want to have to flip through pages and pages of stuff just to find a few measly units of, say, Iron. I'd rather be able to type in the kind of Iron I'm looking for, either by resource type ('Dolovite') or name ('Quadapeemapetelan'). Seriously. This is a major hassle and needs to be addressed.

On other general vendor/bazaar issues: When I put 20 weapons of the same type (serial number) my vendor, I'd rather they get consolated into a single listing. They should only show up as a single entry in the vendor's list and, when one is bought, then the next one replaces it in the list. From the customer's perspective this is better because they don't have to flip through pages of fwg5's to get to the scout blasters. Owners of the vendor should (obviously) be able to see the full list, though.



--
Trevnar Sunskimmer: Master Weaponsmith, Master Scout Trader: Munitions
[Kauri] Theed, Naboo
Visit my shop, 800m south of Theed: WP -5187 3355
RoofusRangoon
Thu Jan 08, 2004 12:56 pm
#471

Bazaar is no problem BUT!!!

The second item has to do with Vendors. Currently, there is no limit to how many items can be placed on a vendor. 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. An item limit is going to be placed on vendors and that limit is intended to be placed on 150.

THIS IS FREAKING NUTS. Why don't you Finally ACKNOWLEDGE and speak the TRUTH and say you have NO CLUE how to deal with your DATABASE so you must limit things. But to expect a crafter or heck a merchant to only place 150 items on a vendor is NUTS. I make 300 things a nite. 100 sometimes sit there a week or two before being bought but NOW you say the other 150 have to either not be placed on the vendor or I have to keep them on my person? Why not say goodbye to crafting and merchants and hello to even more an empty game. Glad I canceled 2 accounts and I cannot wait until I can cancel the last. I am done with this Beta Product.
VizSunrunner
Thu Jan 08, 2004 12:56 pm
#472

Yes & yes.

The credit cap on bazaar is great mechanic. But, there has been inflation and I agree 6000cr is a good new cap.

150 is a huge number, I never realized it hadn't a limit.

If your selling more than 150 items every few days then you *are* monopolizing the economy and reducing fun for other merchants/crafters to a huge degree. If you are too busy/lazy/whatever to restock your vendo r every few days, tuff. Really how greddy and lazy can you stand to be.
Klordy
Thu Jan 08, 2004 12:57 pm
#473

Yes, I'd like to see the cap of cost raised to 6000, it would be nice for us resource people who want to get a brief sale on the vendor with more quantity.


I'd also like to see the vendor item cap. But better yet, I'd like to see the continuing improvement of items being sorted into groups. I think if the vendor item cap goes into effect, a lot of those sorting options will become obsolete, but I do love them.



Thanks




Sektor Mentaken
Alindara
Thu Jan 08, 2004 12:57 pm
#474

I like the bazaar change, but 6K is still fairly low for the cap.


I'm not surprised by the vendor item limit. I was surprised initially that there wasn't a cap on the number of items that could be placed for sale on a vendor. There's a cap on everything else pertaining to items. I'm not sure that the cap will help the database as much as you want though.


Some merchants may choose to place more vendors than they currently have to stock the same inventory. That would be bad for consumers because we would have to hunt through more than one vendor to find the items that we need. I prefer to "drill down" than to click and wait for the vendor to load and then click on the next vendor and wait for it to load. Plus, a lot of players use those spammy ads, and it can get annoying when there are a bunch of vendors in one room.


Another problem is that popular merchants may sell out of their stock quickly, and that will make it harder to find the items that we need. It's already pretty hard to findcertain weaponsin stockon my server.


Krase
Thu Jan 08, 2004 12:57 pm
#475

Th, like many people i have some ideas on this subject. I will post only two I think would actually beworkable and wanted by players though.


1) Raise the price cap for general sales to 5000 and raise the price cap on premium auctions to 10000. This would make getting business 4 mean something. or put the ability in merchant to give that profession a boost.


2) Make the current bazaar lists searchable alphabetically. this would aid searching sooooooo much.



anyway those are my two best ideas for improving the bazaar.




"I said it was a plan, I never said it was a good one" ~ Krase Dunkirk
Intrepid1888
Thu Jan 08, 2004 12:57 pm
#476

[[[[[ Bazaar Auctions should have no cap. If for any reason, at least it may get people to quit spamming the Coronet starport with sales pitches for krayt pearls and such... ]]]]]


I really like this idea.

A true auction, where your bid is locked and non-revokeable. If you place a bid, your funds should be committed to an escrow account until the auction ends. Cut the auction period from 6 days to 3 days, and this should help reduce pointless spamming at the busy starports.

Taxing bazaar sales might be a good idea too. The empire needs a continous supply of credits if they expect to win the GCW...

As far as the vendor issue is concerned, if a 150-item limit on a vendor will help increase vendor query response times, I like it. I know that the obvious drawback (less fully-stocked vendors) can become a nuisance for "famous" artisans who have monopolized the market, but it's worth trying. On the other hand, a "real" merchant / artisan should have no trouble initializing 5 or 6 vendors in their medium-sized house, or 2 or 3 in each of their merchant tents.
SchakaRuu
Thu Jan 08, 2004 12:58 pm
#477

6k cap on Bazaar sounds good


But like several other weaponsmiths 150 items on vendors seems low too me. I would say 300 is a good round number




SchakaRuu of Bria---Owner of SIL Weapons
Master Weaponsmith , Master Merchant, Master Artisan, Novice Pistoleer
SchakaRii of Bria
Novice marksman, Novice Scout, Novice Medic
"Why would a seven foot tall wookiee want to live on the planet Endor with three foot tall Ewoks? IT JUST DONT MAKE SENSE!"
KwaiKang
Thu Jan 08, 2004 12:59 pm
#478

I do like the idea raising the bazaar cap. However I do disagree with the item limits on the vendors. Crafters with vendors on more than one planet will have major problems keeping them stocked up.They'll be devoting more time traveling from vendor to vendor than actually playing the game. That in itself would cause more crafters dropping the profession.



Kwai Kang
Master Rifleman/Master Creature Handler
Coronet Corellia
Chilastra
GotEgg
Thu Jan 08, 2004 12:59 pm
#479






DarthClaimore wrote:

I like the increase to the max bazaar price, it would put more valuable products available for casual players and make it easier to search for specific items (using the global search).


I like the cap on the player vendors but think 150 would be too low UNLESS you would stack like items together on the vendor. For example, a vendor selling individual powerups (vs. crates) should be able to list them as 1 item, and allow the buyer to choose how many they buy. This also works for weapons/armor, etc... that were made in a crate and placed on a vendor as individual items.







I LOVE this idea




Venxen Rehq :: Master Swordsman | Master Brawler | Master Loot Monkey

Veho Rehq :: Master Fencer | Master Doctor | Master FOTM'er

R.I.P Rruhg :: Master Bio-Engineer | Master Doctor

gralgenor
Thu Jan 08, 2004 2:00 pm
#480

I like the raising of the cap idea. As a newbie, only on one server of course hehe,
newbie weapons that are more advanced than cdef and wood staffs, are hard to come by.
Most newbs dont want to venture around the world looking for weapons that they will
pay tons of credits for. So my vote is yes on Cap raise, and I think 6,000 is not too
harmful for crafter either.



Since I dont run a vendor on any of the servers I play on, all my orders are email, I
dont really have a comment about the vendor limit.
Sistere
Thu Jan 08, 2004 2:00 pm
#481

Bazar cap - well I don't mind either way. It is positive in the sense that it just means I can make more credits though bazar sales.


Vendor item cap. Honestly the only reason for this isDbase, all the other reasonsgiven are just plain silly.


Monopolies?How the hell is a vendor cap going to fix this?


Inconvinent to scroll through to next item? Players who don't like this can goshop somewhere else.


Capping vendors is not a solution. Infact you makevendor space and bazar space more at a premium making it prohibitive for me to sell single items ie, stim B's that newbies can afford, when instead I would use my limited space selling partial crates of stim B's on the bazar for 6k and only crates of meds on my vendors (that is of course unless I want to baby sit my vendors 24/7)


If you want to solve the Dbase issue - delete all the vendors that belong to those players that no longer have merchant skills. To me - a merchant - this makes more sense and wouldbe less disruptive on the merchant profession, put more value into the profession as "point worthy" skill, and IT WOULD COME AS NO SURPRISE TO MERCHANTS since they have been discussing this issue (vendors staying after dropping skill) for weeks now.


Cheers,


ps// please don't claim that this is a solution YOU ARE PROVIDING merchants to improve our sales, etc.. What you are intending will be worse for the profession than the problem you "claim" to be fixing (monopilies, and player customer convinience)




Chinatown Medical Group, Sistere Allison MD/MChef and Alexi Carlone MD

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