Development Cycle Archive

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

Djamonja
Thu Jan 08, 2004 3:39 pm
#599

I support raising the bazaar cap to 6000 credits --I sell a lot of commodities on the bazaar (hides mostly) and a higher cap would mean I could sellfewer lotsin larger stacks, which would save me some time. I also like the idea of being able to find a few more things on the bazaar that are priced in the 3-6k range without having to run all over the place looking for a vendor that has something in stock.


I am ambivalent about the vendor cap -- obviously people who regularly stock one vendorover 150 items will need to use multiple vendors now, but I don't consider that an issue since if they are sellingthatmany items, they should have more than one vendor.

Aquilus_Ferox
Thu Jan 08, 2004 3:40 pm
#600

Bazzar cap needs to be raised. And I think the auction should have no cap so it's a really an auction. These forum run auctions are a not very effective.


Putting a cap on the number of items a vendor can hold would kill me. I stock a weapons vendor with 400-600 items sometimes. I can't be running back every few hours to restock stuff, and don't have the extra vendor space to put up more vendors. I run vendors for armor, spice, weapons, at a greeter to my mall. I can't do that if there is a 150 item cap on each. Solve "the people not knowning there are more items" by making the display list longer, or a bigger "more items" button. Putting a cap on my vendors is going to kill the fun for me because I'm going to have to run home and restock more often.




Aquilus Ferox

Owner of the Superior Galactic Mall (3604, -5100 Pompeii, Lok)

LordSnave
Thu Jan 08, 2004 3:41 pm
#601







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 would really be bad for me. I probably run the biggest Medical Shop on Starsider and I have around 2000 items for sale when fully stocked. The reason for so many is that a lot of my customers don't want/can't afford crates, so I uncrate a lot of items and sell them as singles also. It takes up lots and lots of vendor space to do so. The 150 item limit isn't evenenough for a single line of items - and I stock about 20 different item linesat a time (cure packs, enhance packs, stim packs, etc.) BTW, I'm a master merchant and have all of my vendors placed also to try and organize the product lines for my customers to easily find items.


Please do not put the 150 limit in, that would really be a bad move. There are lots of vendors who have (and need) way more space than that.




----
Kex - Starsider
Owner of Uncle Stimp's Medical Shop
Located at -5454, 3400 on Naboo (900 meters SW of Theed starport)
Meuge
Thu Jan 08, 2004 3:42 pm
#602

I like the idea of raising the bazaar cap to 6k.


The vendor limit idea is probably one of the worst I've heard since the beginning of the game though. Consider this - a set of composite armor is 9 items. This limitation would limit the number of suits on the vendor to 16...I am not an armorsmith and it frustrates even me. Furthermore, I am riding around 150-200 items right now, but I've gone far higher than that on occasion. All this would do is force the crafters to spend their days sitting at their vendor and continuosly restocking. With the incredibly high amount of excitement to be found in this game already, I can certainly see how much depth this is going to add to it (I was beingvery sarcastic). Crafters are quitting left and right, because the process is simply boring for the most part.


The biggest problem however, IS the restocking issue - a player who encounters an empty vendor will most likely never come back, and given the decreasing number of players, that is not a good thing for those of us who chose to remain crafters and continue paying for this game.




M'uge, MD
CEO, MCP Pharmaceuticals (Serenity Valley, Tatooine -2240, 1020)
Fargoth, MD: MCP Buffs
Tristarn, MCM: MCP Combat Medic Supplies
Corin, MC: MCP Foods
Laurelin, MA: MCP Mining
(12 points MD & CM Experimentation)
bragitru
Thu Jan 08, 2004 3:43 pm
#603

I agree with both changes. And I like the idea that you opened it up for discussion before just implementing it .



Egil Skallgrimson
Master Smuggler
Radiant

"We are not artisans, we are not combatants, we are the best of both!"
D-lirium
Thu Jan 08, 2004 3:44 pm
#604

Raising the bazaar cap is a great idea, although I'd like to have the max at 10k. It'll allow me to sell resources in better stacks.


Now if only the devs could think of a way to keep the bazaar clean of worthless offers (newbies offering the 12 units of meat they just harvested off a creature for 3k...and stuff like that)





¤ Jae'Den Nuruodo ¤
Ex-mayor of Majestic City, combat medic, brawler & jedi
Tusken Outfits, crystals locked containers(7k) -4150 5940 Tatooine

Virtanis
Thu Jan 08, 2004 3:44 pm
#605

Sounds fine to me.... (6k limitand 150 items)





"You Droid Engineers have had to suffer through some tough times. The Devs do not hate the profession and have plans to address some of the larger concerns."
- Q-3PO 10/23/03 1st Annual Droid Engineering Academy Awards

- Fortium - Master Droid Engineer - Master Artisan - Grumpy Advocate for Droids and DE's -
- Proprietor of CF Industries Droidworks -
Naboo: -6600, 3450; Tatooine: -680, -4290; Dantooine: -772, 2860; Corellia: -140, -5500;

CommanderFarley
Thu Jan 08, 2004 3:44 pm
#606

bazaar change: GREAT!


vendor cap: good idea, but in my opinion, it's a bit low. How about 250?




Chu'ma
Queen of Corellia
Tajah' vendor location 6450 -1690 in Fallout Bay on Corellia -Pants
Choochoofry
Thu Jan 08, 2004 3:45 pm
#607

My take on it is this.

Bazaar cap raised to 3k? No. I think a 3k cap is fine as it still allows the beginning crafter a place to sell their wares. But I think that the 25 item bazaar limit should be changed to maybe something like 25 items per bazaar.

150 item limit in a vendor? Sounds fine for the starting businessman.As their business increases to where the 150 item limit is a problem, they should be forced to get another skill box to get an increase in the limit and/or an additional vendor. This way, the Merchant skills mean something. Something like this:


Business III: Total of 1 vendor, each with a 150 item cap
Business IV: Total of 1 vendor, each with a 200 item cap
Novice Merchant: Total of 2 vendors, each with a 200 item cap
Management I: Total of 3 vendors, each with a 200 item cap
Management II: Total of 4 vendors, each with a 200 item cap
Management III: Total of 5 vendors, each with a 200 item cap
Management IV: Total of 6 vendors, each with a 200 item cap


A'kira < MeS >
Mos Syn, Tatooine, Flurry


A'kira Radioactives - a MeS Operation
"Let us do your energy grunt work!*"
Visit "Resources" in your Planetary Map for the waypoint!

- Personal orders over 100k can be delivered directly to you or your vendor!
- A 1 days advanced notice per 100k units ordered is requested.
- Emergency delivery is also available.

*Currently stocking at a rate of 225k units per day, ALL with PE's over 750 - updated January 7, 2004

Sumorex
Thu Jan 08, 2004 3:45 pm
#608

Bazaar cap to 6k


Meaningless. 6k is what you pay to get buffed by a Master Doctor. Or what you pay for a Dancer + Musician. Or 2 good pet stims.


You need to consider the state of the economy. There is ALOT of money out there. You could raise the cap to 20k and I wouldn't bat an eyelash... or you could leave it at 3k and I wouldn't bat an eyelash.



150 Item Limit to Vendors


This one however I am adamantly against. I"d be hopping mad if you changed vendors to only show 150 items.


I don't see how Monopoly busting fits into this argument. A monopoly means you are THE only supplier. To achieve this in game you would have to eliminate every other crafter in your profession. Just because you load up a vendor with 5,000,000 items does NOT mean you have a monopoly. It does, however, mean SOE has a database problem... which is what i think this is about.


I've routinely had over 150 pet stims / pet vitalities on a single vendor when I restock my wares. Thats only TWO products. I imagine a doctor could hit the 150 cap without any effort at all. Tailors couldn't even stock a vendor with a few of each item at 150 limit.


If you want a limit on a vendor... try something reasonable like 1000 items.


And come clean for a change. Any person with a high school education in economics won't buy your monopoly arguement. I apologize here if you honestly are serious about the monopoly argument, but if you are just hiding a database problem (vendors used for storage) then please, just come clean and treat us like adults.




Sumo - Master Bio Engineer - Master Creature Handler

Omus - Master Artisan, Merchant, Marksman, Musician, Architect, Medic, Doctor, Scout, Brawler, Image Designer, Entertainer, Ranger, Swordsman, Armorsmith, Droid Engineer, Creature Handler, Smuggler

Intrepid Server
Cafa
Thu Jan 08, 2004 3:47 pm
#609

I'm tired of reformatting this so just gonna keep trying to post till the EXCELLENT forums server accepts it.


=======================================================



--------------------------------------------------------------------------------
Thunderheart wrote:


The development team is planning to make two changes to the bazaar to make it more useful and effective.



[snip]



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?


Honestly, Kurt, who is concerned about this? The limit should be left alone, it works. Take it away and you literally give everyone a vendor viable of sustained revenue, and nerf merchants more.


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.



Request For Comments:



The community is invited to make comments and suggestions about the proposed changes from Thursdsday, January 8th through Friday, January 16th. At that time, the thread will be closed to further comments. Feel free to comment on any or all of the above items. Please stay on topic.


Message Edited by Thunderheart on 01-08-2004 11:30 AM



--------------------------------------------------------------------------------


As for that second part, I'm literally shaking, I'm so angry. Here again, you have made up an issue that probably has some backend reason in programming that you want to control and pushed it out onto the community. Your reasoning is ludicrous. "If someone is unable to hit the next button we should NERF all vendors". I'm literally stunned...!


Monopolies!?! Please describe for us seemingly uneducated exactly how this makes a monopoly possible?


May we have a ounce of truth, for once instead of vague speak?


NAME THE SINGLE TIME that a single person has posted a problem, a single whine about there being too much on a vendor. I have seen NONE. There will be no reason WHATSOEVER to have the merchant class if you remove current vendor storage and nerf this EARNED skill perk. I'd honestly like to believe it won't happen but going on your track record it's already a done deal. You NEVER mention ANYTHING in this manner, to my knowledge, unless it's already decided. For those doubting Thomases out there, I offer the following:



http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=54282



The AT-ST and PvE vs. PvP: What are your thoughts?
Thunderheart
Developer
Posts: 1911
Registered: 07-02-2003


Server: Test Center


Viewed 9959 times

Happy Friday


There has been some community discussion in the past about the AT-ST and its use in PvE and PvP.


I was hoping you folks could bring me up to speed on all the issues.


What are your thoughts?


(Please keep this a positive and constructive discussion...)


Kurt "Thunderheart" Stangl
Assistant Community Relations Manager


http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=13525


Thunderheart
Developer
Posts: 1911
Registered: 07-02-2003



Server: Test Center


Viewed 21414 times

Good eeeeevening.


I just wanted to give a heads up while we are still in the testing stage.


As many of you know, the AT-ST is a faction pet and the new Publish is going to be bringing some changes to pets in the grand scheme of things. Among the many changes to the game world in this publish are going to be the Creature Handler Profession changes and the Creature Balance changes. Both of those changes will have an impact on pets in general and there will be additional improvements after this first pass. I’ll be doing a more detailed post on the creature balance and you can find information elsewhere on the Creature Handler changes in the development forum, but in the meantime, I wanted to go over the AT-ST changes that you’ll be seeing right away.



I mean come on! It took 2 seconds to connect the two threads, Kurt.


I gripe, and I whined but I knew I could live without the AT-ST even though I did EARN it on two different characters. Fivo is a Master Architect that saw no means possible in game to have a large thriving business without the benefits of the Merchant Class for sales and storage. I regularly put 1,000 items of furniture on my vendors whenever the number hits 25% left. Even after cities rush week (where I sold many many thousands of pieces of furniture) I move 300-500 a week in furniture items. In the meantime people are sending me averages of 200 tells a night and I have to tell them all that furniture is on the vendor and I dont have time for individual builds. IT'S SO OVERWHELMING I HAVE MACROS SET UP FOR THE STANDARD RESPONSES! Since most of the architects on Tempest do not do furniture they come to me like crazy in the remote corner of Dantooine.


Now why is this, Kurt? Did I make a monopoly? No, I PLAYED MY CHARACTER! And you are now going to penalize me for being SUCCESSFUL! When does it end? Lemme tell you furniture will be the first thing to go if I have to choose, mate. If you made the profession or activity enjoyable people would do it. I do it as much as I do now as a matter of pride. I doubt there are many architects on Tempest playing at my level of production and I am not grinding for holo's, I'm playing my character. 150 items per vendor would not even hold the required variety of items/resources necessary to function as a architect. So now you are contemplating nerfing not one but the TWO classes I possess with one issue. Amazing. Seriously did I piss you off or something?


I support, financially, a large majority of guild and city initiatives. You are essentially going to make me play more, or quit my activity for lack of storage with this type of change. I already spend too **edit** much time playing the game. Are you telling me it's not enough? I just am stunned. I don't know what to say or truly even respond coherently because for someone in your position to make this statement with a straight face (I hope) shows a total disconnect from the product you supposedly represent to the developers for all of us.


Does ANYONE on the dev team even play this game, Kurt? I bet not a one of you have had a successful architect business in game or this would NOT EVEN BE CONTEMPLATED.


Monopolies? Stop letting cities be built on POIs, that's your monopoly!


Kurt, merchants could care less about the stupid bazaar. Separate the two issues and have a honest discussion on them.


still shocked, livid, numb


Fivo Asia
Master Artisan - Master Architect - Master Merchant
Tempest - Dantooine - Vesnia (City Manager)


P.S. I have 42 total (14 different) harvestors ordered for delivery between tonight and Saturday. Where in God's name do you suggest I store the resources necessary to craft them? The house won't hold that many items!




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Redondo
Thu Jan 08, 2004 3:48 pm
#610

vendor usage should be limited in most of the crafting professions and emphasized in the merchant profession. Should a weaponsmith also be a salesman, yeah if they want to be a small time operation like real life situations where artisans sell their own wares. My vendor should beanother PC or at least another PCs vendor that I sell on. So should there be a cap, NO for merchants, orthey should get progressively more items per vendor as they level. Cap non merchant class vendors to encourage them to get out and use someone else. This will give merchant more content and turn my house into a home not a shop and storehouse. Raise the cap on the bazaar? YES, why is there even a cap. I say raise it to 10k or 15k if you have to have one.



Prin Eckbo
Hall Monitor

Nemthang
Thu Jan 08, 2004 3:49 pm
#611

Great ideas.


Cap forthe bazaar should be 10k.


Cap for items in a vendor should be 250 or at least 200.


For this reason:Looking at armor alone @ 9 pcs. per set for composite, 150 would limit you to 16 sets. If items are in a container (9 pcs. in a backpack), it's impossible to look inside and see what you are buying. 16 sets of armor could sell out in no time.


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