Development Cycle Archive

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

CTristan
Thu Jan 08, 2004 3:29 pm
#586

I agree with the first idea completely, but with the second idea I would prefer the vendor cap be somewhere around 500 items, although I don't have experience running my own vendor. I agree with raising the cap on Bazaar terminals, mostly because that means I can get more items at the Bazaar that I would normally have to shop around quite a bit to find (Armor Upgrade Kits, I'm looking at you). I agree with the second one because, although my guild has a vendor that's pretty much an all-in-one store that gives everyone a place to sell their wares without needing their own vendor, but having to search through thousands of items can be quite a chore, although I don't have much experience with the economic side of it.



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PhoenixOrion
Thu Jan 08, 2004 3:29 pm
#587

Ok this has to stop, TH. What am I talking about?


Devs listening to the whiners who don't even know how to use things.


Take for instance the Vendors from player characters. You can actually SORT them so you don't have to scroll thru things. *gasp* What a concept! I wonder why so many people can't actually use the vendors how they work and stop being lazy and comlaining b/c of their own idiocy.


I vote against this new change for PC Vendors. I know just about anybody who sells things will too as well.


I do however, like the new cap on the Bazaar vendors.




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MannFett
Thu Jan 08, 2004 3:30 pm
#588

I would have to say that the cap should definately be raised. 3000 is way too low. I'd even propose over 6k, but that is not my call. As for a cap on personal sales, sure. I'd say that there should be better search abilities at the bazaar in order to find what you are looking for. That is the solution to paging through millions of pages of junk to find what you want. That is my take...



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AlanjaAngeli
Thu Jan 08, 2004 3:31 pm
#589

Raising the Bazaar credit limit -


Such a low cap on vendors -



Personally, I think it would be nice to have a higher credit limit on the bazaar. That way more quantities of resources could be sold there, and more exotic types of items could be posted. It gives people a chance to show off some of their better wares to the masses, which can in turn encourage people to go to an individual's shop.



As for the 150 item cap on Vendors...I don't agree with it being that low. Maybe I'm just bias because me and my fiancee share a vendor for both our crafting businesses and that low of a cap means we won't be able to show all of our wares.



I'm just looking at it from my standpoint:62 items to show just one of each style of armour in one colour, 33 tissues of one type, 36 for creatures in just one colour with only one stat set up for each type, 10 for each type of power up at one per each type (which, we all know each type can create severaldifferent versions of themselves)and basic camp sets brings it to 141. 9 spaces for varients of any kind. Even if you factory crate tissues, power ups and camp sets, popular crafters will end up with mail saying "You should have more of _____ in stock" or "you don't have enough variety in your items". It's not fair to limit people like that.



Are you trying to force everyone who ever wants to sell anything for more than auction prices to take up the Artisan/Merchant skills so they can show their wares off? That is not fair to medical crafters who don't even touch those skills to begin with.



Another problem with this is that even master merchants will end up being limited. In our town, our master merchant runs merchants for a lot of the various crafters in our city. That's all he does, because he likes it, and because it helps out our city. Most of his vendors are supporting multiple crafters of the same genre and have more than 300 items on his vendors. Limiting him to 150 means that he's going to have to deny some people vendor space which kinda defeats how he has been playing the class.



Limiting the vendor space might be a good idea, but it needs to be higher than 150; I think I would be content with 300 - 500 spaces on a vendor.



That's my 0.02 credits on the matter.



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Ranger112a
Thu Jan 08, 2004 3:32 pm
#590

Bazaar Price Limit Increase : GOOD
Merchant Item Limit: BAD


I'm a tailor, 150 cap is not even 1 of every item I can make.


I'm already running 5 vendors, and it's just enough. That cap would kill my business.

Killonious
Thu Jan 08, 2004 3:33 pm
#591

Raising the cap in the Bazaars is a good idea. This will help with buy resources.


Making a cap for vendors at 150 is a bad idea. I am the master merchant forour guild. Even with the max number of vendors,thier stillwould not beanyway I could put everything on all my vendors.


300 would be a better idea.





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Winnebago
Thu Jan 08, 2004 3:33 pm
#592

I think that the raising the maximum price on the bazaar is a great idea, especially considering inflation in many galaxies.

I think that the vendor cap is a terrible idea, under this system, an armoursmith could only really stock 15 suits of armour per vendor, or about 2 of each type. Unless you are gonna add a warehouse style building with room for 1000 objects or something, where are we gonna even keep our crafted goods?

I dont know a single large crafter who isnt suffering under the weight of using all 10 of their lots for their shop, personal home, factories and various harvesters. please do not screw us like this.



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ThisName
Thu Jan 08, 2004 3:34 pm
#593

Currently, the credit cap is 3000 and the development team is considering raising the cap to 6000 credits. Are you for or against this change? Why?


Against. This would only cause prices on many things that are basic items to increase. While good for established players those just starting out will have a difficult time purchasing many items that people currently list for 3000, but would instantly double.



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.


Against.Currently a vendor can only be a monopoly if a group of skilled individuals is giving items to a central person to place on their vendor, like a Guild. Placing an item cap would severly limit items that could be sold by many professions. How many clothing items can be made by a master Tailor? And in how many colors?




With medium houses limited to 150 items it is difficult to stock resources to make items as is, most crafters have to have a house to store resources, a house to act as a shop, and in some cases a third house for resources. Weaponsmiths require 43 different named resources in order to make all the weapons, this does not take into consideration the various resources that have multiples because of quantities over 100K or because of 2-3 different types of Mythra Copper.

iMightbeWrong567
Thu Jan 08, 2004 3:35 pm
#594

Personally speaking, I like both choices.

The raise in credit limit on the bazaar will be very useful, often I have things I want to sell impersonally on the bazaar, but I'd like to get a few more credits for them .

The limit on vendor items would also drastically improve my use of vendors. I can, however, see the complaints of large merchants, and I'm not sure how badly monopolies are affecting the game right now. As is, it is sometimes hard to find exactly what I want on a vendor. That said, it will increase the ease of use for the vendors for me.



Anthony Garibaldi
Anruan
Thu Jan 08, 2004 3:35 pm
#595

I'm fine with the increase of the bazaar cap. It means that people who don't want to maintain their own shops/vendors, can sell more common daily items, like Droid Batteries in crates.


However, I am totally against capping the vendors to 150 items. Unless you can help us group stuff on vendors and/or increase the number of items in crates. For instance, I do not feel I have a monopoly on BH Droids or Droid Batteries, however, in order to keep stock in my vendor, I should have at least 15 crates of Seeker Droids, 15 crates of Arakyd Probe Droids and 15 crates of batteries, since some customers will actually purchase 5 or more crates at a time. That's one third of my limit, and I haven't even listed actual droids for non bounty hunters yet. Now I could understand the limit if the factory could make crates that contained more then 5 BH droids at a time, and I could list a crate of say 100 and allow people to purchase the number they wanted from the crate. Then I've only used up 3 of my vendor items instead of 45.


In short, you are not going to hurt the "monopoly" crafters, you are going to hurt the people who want to do something other then stand around and stock their vendors as people purchase from them.


-anruan

TylerDurdon
Thu Jan 08, 2004 3:36 pm
#596

It's a good plan from this side of the fence, and raising the max price on the bazaar will get a bunch of those 'in-between' items in there, not to mention lower the amount of total sales (IE divided items), therefore drawing them away from vendors.


My concern lies in that since there will be an influx in sales to the bazaar (more people selling on it, therefore, more buying), how will that effect performance? The bazaar system has beenthe #1 repeating offender in terms of bad performance. The first day I was on I noticed it (day after release), and yesterday I noticed it still. If you can't tune the performance of it by now, how's it going to handle when the amount of items it holds increases?


I notice when you guys do little tweaks here and there. I see my loading times fluxuate. There have been many improvement in a wide variety of systems, but I have yet to see the bazaar consistently working well for the entire time I've played. During peak hours, it's horrible.


I would almost say scrap it and start over....make it simple...make it quick...make it list more effectively.


I know it's probably not an option, but here lies one of the companies sure let downs. I have played a good amount of other MMORPG's. I've seen plenty of trade systems in action, and none have gotten so bad as this one.


Change what variables you think will shift sales in hopes of quelling whatever exploitations there may be, but I care more about an efficient, working system, that remembers my settings (column sizing) and lets me get in, and get out if I need to.




Art Vandelay
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Baatezull
Thu Jan 08, 2004 3:37 pm
#597

I absolutely do not like this idea of rasing the cap limit on bazaars. The reason for this is that it will only raise the price of all items in the bazaar. Actually, i can predict that the prices on the bazaar will all double exactly. This is a kind of inflation where money is just worth less. At the moment, it is the bazaar that sets the unit price of most items in a galaxy. Raising this cap is destroying the in-game economy.

But i have a replacement idea: The widely underused auction feature could be restored by removing it's cap or setting it to higher than 3000. Here i would raised it more than 6000. Maybe set a limit at 12000 or even 15000 (and set the base price for auctions so that they have to be under 3000 for opening and ARE sold at the end, this would prevent people from advertising there ultimate composite armor in the bazaar). This way we could get rid of absurdities like (this is a real example): I bought a crate of 30 really decent tatooine sunburns for 2 credits (was an auction in Tyrena, Corbantis). For now people just don't bid on auctions because it doesn't work properly.

And, finally, the limit of 150 items on a vendor should be widely sufficient for any respectable crafter.
Trebor0712
Thu Jan 08, 2004 3:39 pm
#598

I think the changes are great. This should have been done a long time ago. This will help things out. I like the credit increase in the bazzar. This makes things probably easier to get too without traveling to outside vendors. The cap is a good thing too.



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