Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes

Elyssa
Mon Aug 16, 2004 3:52 pm
#66






Martha wrote:

soooooooo...what happens to existing vendors for people without any artisan/merchant skills? I have an ex-master merchant who currently has NO artisan skills at all, but has 6 vendors - will these remain in place with me simply unable to access them, or will they go away?




My interpretation of this is that they will continue to function but you will not be able to add any items until you are under your limit.
Items would go on sale for 30 days and then expire to the stockroom.
If you don't have the skill to support the vendor, you would not be able to re-list anything.
Two weeks later, your empty vendor would be purged.





------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

Moepple
Mon Aug 16, 2004 3:53 pm
#67






MagenShae wrote:




once upon a time, on a thread far far away......


SW:G - we're going to limit houses to hold only 25 items


SW:G community - *big uproar*


SW:G - well, ok... 75 items per lot your house takes up, up to 250


SW:G community - oh.. whew.. thats much better than 25







This reminds me of a posting from Haden regarding Housing, he promised us new Houses for corellia almost a year ago :-)


But youre totally right, and I still have problems accepting those numbers too.


KnightHawk420
Mon Aug 16, 2004 3:53 pm
#68

With more vendors, am I correct in thinking this will also by default speed up how fast the merchant profession can be done? Or did someone already think of that and adjust the xp levels so that we can't actually master this profession faster now than before?


As I see it, we'll be mastering this profession twice as fast. (not that I'm complaining mind you).



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
Mkappus
Mon Aug 16, 2004 3:55 pm
#69

Here is the impact to you if you have no business/merchant skills.


1. Your vendor stays in place and operates as normal, except that you cannot list any new items for sale.

2. As auctions expire you can only pick up the items out of your stockroom and not relist them. If you fail to pick up the items out of your stockroom they are deleted in7 days. They get deleted in 7 days now so that is nothing new.

3. 14 days after your last auction expires your vendor will vanish. Since any items left in the stockroom would have been deleted 7 days prior, no items are lost when the vendor is destroyed. You may loose all maintenance in the vendor.


Best case scenario, if you relist every item you have for sale the night before the patch, your vendor will last for 44 days after the patch. 30 days for the auctions, then two weeks after it is empty it is destroyed.



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
RangerGirl
Mon Aug 16, 2004 3:55 pm
#70

Yay!!! This looks like a much better plan!
ArthurDentOnBria
Mon Aug 16, 2004 3:59 pm
#71

Thunderheart,


Ok, so you've listened to people and thrown them a bone. Master merchants are happy, and instead of 90% of the artisan base getting nerfed, now only 10% do, or whatever. But of courseas one of those 10%, it's of little consolation to me. My template (bio engineer/tailor) simply doesn't allow me to to very deeply into the merchant tree, and I've already been disadvantaged because of that (not being on the map, not having many vendors, not being able to do a tent etc. etc.). Now this just represents a nerf I really don't need.


Effect on me: I'll be 500 items over my limit when this goes live. What will become of those 500 items? When they time out from the vendor *poof* right? Also, since the vendors are over the limit, I'll be essentially unable to play this game as a crafter for a month right? Since I'll be unable to craft anything and store it.


The bottom line here is that this whole mess represents a significant reduction in our gaming service for many of us, and there seems to be little in return. The fact is, that I'll be able to enjoy the game less next month than I did this month. That is the net effect on this big development effort that you've undertaken here.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Garnax
Mon Aug 16, 2004 4:00 pm
#72

I only have one question, that has been on my mind all this time as an armorsmith:


  • Will backpacks and containers continue to count as 1 item or will they count as 1 + contents like in a house?

This is a big deal to me as a smith who usually sells armor as suits in bags. Knowing this would go a long way toward helping me decide how my shop will look after the revamp. Any answer would be appreciated.




Xanrag Quaashie - Retired Master Armorsmith
ïXQCð
March 2004 s November 2005
Iwra
Mon Aug 16, 2004 4:01 pm
#73

But 12 vendors...


I'd much rather had 6 vendors with 500 items
PlayeroftheDay
Mon Aug 16, 2004 4:05 pm
#74






Moepple wrote:





PlayeroftheDay wrote:





Moepple wrote:


TH, thats not nice, thats a compromise I didnt expect, and you turned mysuggestion into something thats on the bottom end of what people might expect.


However, maybe you find the time to explain ab bit why there has to be a limit and why it has to be so low?


This is still below what a lot of us Merchant wants, and to accept it, it would be good to know why. In my Eyes, its not a balance Issue, because the number of available Vendors will go down due to the removal of exploited vendors we need high limits for those legal vendors. Otherwise noone plays Merchant and the economy is as broken in the future as it is now.


And btw, maybe you could peek into my post in the merchant-forum :-)


Shubashi/Gorath

Message Edited by Moepple on 08-16-2004 03:21 PM




As a database programmer the logic is simple. When you have to query a large array of data it takes longer than having to query a small array of data. Yes, it's the same amount of data overall but it's not nearly the same. Ask yourself this question:


Is it easier to eat an apple in one bite or in several small bites?


Until database query logic is improved there isn't much us programmers can do but give out bite-sized chewable data that the database can handle.








I am pretty aware how a database works. But you did not read my arguments. The overall number of items will be greatly decreased by those changes. People will have to actually delete stuff cause they loose their thousands of items storage vendors.


That given, the database will be much faster cause its smaller. Beside the fact that todays databases are fast enough to handle the vendors as they are implemented now, as we can see, there has to be another reason.





Sorry, I missed your arguements...for clarification are they in another thread? I couldn't find an origional post in regards to,


"TH, thats not nice, thats a compromise I didnt expect, and you turned mysuggestion into something thats on the bottom end of what people might expect."


I think the bottom line is, they may have many reasons for lowering the limits. I'm sure in part to database integrity/performance as well as nerfing the "vendor storage" problems. This may also be tied in with JtL in someway, they may be using a different/improved architecture in JtL, the bottom line is we just don't know. Quite frankly, as a database progammer (im sure your sick of that one), you probably shouldn't know. They have their reasons and that's pretty much all that matters, the fact that they gave us additional vendors to up the limit makes me happy. If this can even slightly improve the lag in other areas of the game (which I doubt, but hey!) I'll be a happy camper. One thing to keep in mind is this database encompasses everything, not just vendors. We are talking about professions statistics, experience, inventories, bazzars, shuttleport wait times, waypoints, datapads, house locations, so freaking many things it would leave you boggled and amazed it's running when it's all said and done.


I apologize for not reading your argument, it wasn't there.


Message Edited by PlayeroftheDay on 08-16-2004 04:07 PM

Meplorium
Mon Aug 16, 2004 4:06 pm
#75

That is Very Acceptable. Thanks



- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
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Special Orders Welcome, Send Mail.
Elan-Morin
Mon Aug 16, 2004 4:07 pm
#76


PlayeroftheDay wrote:


Moepple wrote:
TH, thats not nice, thats a compromise I didnt expect, and you turned my suggestion into something thats on the bottom end of what people might expect.
However, maybe you find the time to explain ab bit why there has to be a limit and why it has to be so low?
This is still below what a lot of us Merchant wants, and to accept it, it would be good to know why. In my Eyes, its not a balance Issue, because the number of available Vendors will go down due to the removal of exploited vendors we need high limits for those legal vendors. Otherwise noone plays Merchant and the economy is as broken in the future as it is now.
And btw, maybe you could peek into my post in the merchant-forum :-)
Shubashi/Gorath

Message Edited by Moepple on 08-16-2004 03:21 PM


As a database programmer the logic is simple. When you have to query a large array of data it takes longer than having to query a small array of data. Yes, it's the same amount of data overall but it's not nearly the same. Ask yourself this question:

Is it easier to eat an apple in one bite or in several small bites?

Until database query logic is improved there isn't much us programmers can do but give out bite-sized chewable data that the database can handle.




It's the same amount of data either way. The server still has to query every row in a particular table for any given query. The only real difference is that less complex queries that return a larger set of data are more network-intensive (assuming queries are done over a network, and not locally), while the more complex queries that specify certain necessary values for the result set are more resource-intensive (since the server has to verify multiple columns for each row in order to generate a correct result).

In this case, I'm guessing the devs are shooting for a less network-intensive system, since the query structure for retrieving vendor item lists hasn't been changed, just the updates and insertions of new data.
Raistlin-TM
Mon Aug 16, 2004 4:07 pm
#77


Hm ...

with this concept we lost many DOC's ...

Artisan 0030 and Master Doc have no skills free for a Master "Fighter" (Rifleman / Fencer / aso.) ...


Please incl. a Vendor for the Master DOC and CM ...

Message Edited by Raistlin-TM on 08-17-2004 01:09 AM



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
GenChaos
Mon Aug 16, 2004 4:10 pm
#78

I can see my tent now. 12 underpaid (and underfed) vendors huddling together for warmth with barely a scrap of clothing on their backs. Elderhome heavy mineral harvestors, Elderhome Medium mineral harvestors, Elderhome heavy harvestors (no mineral), Elderhome medium harvestors (no mineral), Elderhome Crafting Stations, Elderhome Crafting Tools, Elderhome Pistols, Elderhome Carbines, Elderhome Rifles, Elderhome Melee, Elderhome Other Tools, Elderhome Sliced Weaponry, Elderhome Resources, Elderhome Repair Tools... ah damn, I'm already at 14.


How about one big sign instead, Elderhome Market Out of Business!
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