Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes

Eric_The_Awful
Mon Aug 16, 2004 3:32 pm
#40

Very workable


I think most agree that we would prefer 6 vendors with 500 items each.... however... if 12 vendors are necessary to get the 3000 item limit then.. .A_OK.... Thanks for listening





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Siymon
Mon Aug 16, 2004 3:34 pm
#41






akamai_keniki wrote:

Awesome....glad to see they listened to the outcry of so many as to the original numbers proposed.






Did they? If they had proposed these limits from the get go would people still be happy here? I don't think so. I think that we are just setteling. We had steak, they tossed us a dry bone. We complained. Now they are tossing us a plate that has some juice left over. While I understand we are never going to get the steak I think this still has some issues to be worked out.



Siymon|Bane'|Noymis|Soruman(Retired)|Tesros(Retired)
Sunakk
Mon Aug 16, 2004 3:34 pm
#42

Very nice adjustment! I really look forward to seeing this work out in live. Those who don't want to go merchant still get two vendors and a decent amount of space. For those who want to use vendors as storage will have to pay a high price in mainenance. Great job devs!



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Ciirybeccaskyr
Mon Aug 16, 2004 3:34 pm
#43

Still far to restrictive for anyone to sell presliced weapons



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Ace2
Mon Aug 16, 2004 3:35 pm
#44


Thanks TH, apreciate it.I hope next time you guys ask us first how we feel about a change and what would be reasonable instead of just trowing it on TC "agroing" all of us(ussually) harmless merchants.





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Moepple
Mon Aug 16, 2004 3:35 pm
#45






Xispin wrote:

what happens to vendors that stayed even though the person dropped merchant?







they will vanish, cause people without the proper skill cant relist their goods. Two weeks after the vendor has no listed items, it will vanish.


At least thats how we guess its done, cause there is no clear statement about this yet.


GenChaos
Mon Aug 16, 2004 3:36 pm
#46

The word lemmings comes to mind. Just what is accomplished by this?
LuriAsmyr
Mon Aug 16, 2004 3:37 pm
#47


Algjp wrote:
That sounds pretty good actually. Adding more vendors to artisan was a very nice touch. It still kind of sucks if you're a non-artisan crafter though. High quality buffs are hard to come by already on my server and this could make it worse. A lot of heartache and hurt feelings could have been avoided if you had levels like this to begin with. The initial levels were ludicrous to almost everyone familiar with the playing of a merchant/crafter. It's this kind of perceived disconnect from the game that some devs have that bothers me the most.




Quoted because it deserves emphasis.
damsel
Mon Aug 16, 2004 3:37 pm
#48

Looks nice, TH. Thanks for working with us on this.



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Dronayus
Mon Aug 16, 2004 3:38 pm
#49

more vendors mean merchants can now begin opening more businesses and expand thier operations to other planets and place more vendors in more 2nd party malls and shops.A 250 max limit at master seems resonable. I mean i hope people dont complain to much about it. This is a better change than the slap to the face proposal they presented last time. This is much improvement.




ABDronayus BA
Dronayus Resources: Twilight's End, Naboo -3021, 5206
Thunderheart
Mon Aug 16, 2004 3:39 pm
#50






CharPrime wrote:

so if someone only has the management line, that they would only get 7 vendors?



Correct.





Siymon wrote:
Also, I have a vendor with 5000 items on it selling weapons. How will this affect me?





If a player is over his or hervendor limit he will not be allowed to place any items up for sale. He will get a message indicating why he couldn’t place an item for sale. However, the vendors will continue to function normally with their current inventory.










Rubicon49BC wrote:
Simple database logic.

If you have 1 vendor with 3000 items, each time someone accesses the vendor, all 3000 items must be loaded, leading to strain on database. With 250 limit per vendor, database strain is much lower. Strain is not just in how much is in database, but how much must be loaded in each time.




This isn't a perfect technical explanation, but in terms of simplicity, its good enough for the sake of discussion



The way the limits have been implemented have a lot to do with the commodity server back end changes.





Numen wrote:

I still think Master Merchant should get a bigger bonus though. I will never be one, but that might be reason enough for some people to use the skill points on it.





We agree. We want to make the Master Merchant box sweeter, but I'm not sure if we'll be able to do that before publish 10 goes live.




Kurt "Thunderheart" Stangl
Community Relations Manager
Drummerboychris
Mon Aug 16, 2004 3:39 pm
#51

Looks great. Only request is allow me to unevenly spread items (PLEASE!!!!) I hate to have Comp Armor Vendor 1, Comp Vendor 2, Comp Vendor 3. Sliced 1,2,3 etc. any leeway this way would be terrific



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LeBob
Mon Aug 16, 2004 3:40 pm
#52

good job sticking in there for the rest of us, TH



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