Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
If the issue back at release was the shear volume of CDEF pistols and crap created and thrown up on the network, why not just limit each player to X number of bazaar offerings and remove the price cap?
*you meaning SOE not TH,
He's just the messenger.
Cheers again.
PLEASE Do not limit vendors to 150. I have over 400 weapons listed on my vendor +100 or so in the stockroom on a bi-weekly basis. This would seriously limit how many weapons I would sell and would increase the amount of time I would need to keep reposting items.
As for weapons I can not see anything under a 500 limit acceptable. What about people that sell lots of single item unique things like quest prizes and food buffs or drugs? 150 items on my vendor wouldn't last more than 2 days and I'd have to be posting stuff just about every day to keep up with demand. That is _not_ something I will be doing if it goes to 150 items, I'll have to go to special orders or something.
I think everyone is aware of the technical issue, I even agree thatcould be a problem to the majority of the vendor issues.(to the guy who wrote in huge whitebold 5-6 pages back) But to go from unlimited to 150 is a drastic difference.
How about a number between 300-500, If I cant have over 1000 thats fine, but give us more play than 150 units. Its not much of a convienence store if you dont carre more than 3 of any item (also I am a Master Merchant, so I am not taking advantage of the system here, I am playing the game by the rules, and my business will severly suffer because of it, and I am not even that huge of a dealer from our servers standard.
I never used my vendor for storage, afte rlosing 50 krayt tissues having jsut purchased them (I wasnt storing them, a customer offered them to my vendor, and I bought them, when I went to pick them up they were gone. )
Can the bazaar cap be variable by type (bazaar catagory) of item?
The $6k (or even much higher) will help a lot for resource sales. I am a heavy bazaar seller, but never offer resources there because the profit per slot is too small. I only sell higher margin items. Similarly, I rarely buy resources there because the quantities are too small to be useful.
Many products require thousands of resource units each, or are made in factory runs. Minimum usable quantities over 10k are common. Desirable quantities are often in the 100k range.
Except for energy, most have mining costs well over $1/unit or even much higherwith weak harvesters, low concentrations, operating errors, and/or bad luck on shifts. Common prices for grind grade materials are rarely below $3/u, and good items can easily goover $10/u.
This makes the maximum package size 1k now, and requires 10 of the same resource before it becomes purchasable. Quality materials areonly available on the bazaar in usable quantities if some newbie doesn't understand their real worth.
A much higher limit would make the bazaar realistic for commodities. $6k helps $10 or $20 would be better. While it takes more code, an ability to purchase the desired quantity out of a larger contiainer would keep newbies able to enjoy the fruits of that changed market.
However, even $6k is going to damage the possiblility of "pure" merchants who retail products for other crafters. Since the Merchant profession is in real trouble, and an important part of the "player economy" game concept, SOE is going to need to fix that profession before raising the bazaar price.
I have changed my mind after reading more posts...
The vendor limit of 150 would be a bad idea.
It is already very hard to find a full suit of armor. People don't put them in packs and sell them because you cannot see the stats on the individual items.
With a cap of 150... thats 15 sets of armor? Lose a few individual pieces and people looking for a full set are screwed.
Crafters already have a backlog of special orders and are constantly in "tell hell".
This will likely only make things worse. ![]()
EntilZha137 wrote:
If there is an issue with people not seeing past the first page of goods, remove the whole paging system. I'd be much happier with that. Other things you could do to significantly improve the interface are allowing a merchant to drop a factory crate into their vendor and sell its contents one by one. Doing this would reduce the 50+ identical items on some vendors to 2 or 3. If you could implement this, no one would have a problem with a 150 item limit and I imagine it would help with some of your database issues.
This is a great idea. Though it would take work by the SOE DEVs it would help both of us considerably. I have to say that in all honesty this is the best solution out there to date.
EntilZha137 wrote:
If there is an issue with people not seeing past the first page of goods, remove the whole paging system. I'd be much happier with that. Other things you could do to significantly improve the interface are allowing a merchant to drop a factory crate into their vendor and sell its contents one by one. Doing this would reduce the 50+ identical items on some vendors to 2 or 3. If you could implement this, no one would have a problem with a 150 item limit and I imagine it would help with some of your database issues.
This is a great idea. Though it would take work by the SOE DEVs it would help both of us considerably. I have to say that in all honesty this is the best solution out there to date.
This would be a nice work around. ![]()
That idea would work for many but not me, I stock 400+ sliced weapons every few days, can't pt those in crates
.
And when I do stock things, I ususually have 1 crate sliced somtimes 2. You are talking just 6 sets of weapons that are possible to be on the vendor at any given time. Rediculous.
As for this "monopoly" stuff.. All i have to say about that is if you got the best stuff people will buy it. Limiting a weaponsmit that has enough resources to put out 400 weapons every 3-4 days to just selling 150 a day (yes somtimes i sell 2-300 weapons in 24 hrs) is just not fair. We work hard to get to the point we can mass produce and crushing it with a 150 limit is enough to make _me_ not want to bother keeping my vendor stocked. So if crushing a monopoly is waht you want, you'd get it by setting it at 150 items, why not just set it at 100 items so nobody _ever_ has to open a 2nd page?
1. remove the paging system for vender lists.
2. start theitem cap at 300 and scale it to 500 in the merchant skill tree
The Bazaar increase doesn't bother me, but the vendor cap I think would be a big mistake. I have multiple stores all containing vendors of 500-1000 items each. I think the merchant advantage of having multiple vendors is not to carry more items , but being able to carry them in more places. Isn't that a merchants dream? To be able to grow and expand. I cannot keep items stocked as it is having 10-15 of each item. Lowering that would kill my entire business. As a triple master, I have a lot to offer and wantto stay convienent for my customers. I am pleading to keep it as having no cap.
If a cap is placed, what happens to all of my extra merchandise? I obviously have no place to store thousands of items.
Talulah
Master Artisan, Master Merchant, Master Architect