Development Cycle Archive

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

eleetness
Fri Jan 09, 2004 6:07 am
#963

I also think that capping the vendors is a bad idea.


I sell a ton of different items and they are all on different vendors. Some have 80 items some have over 500. Makes it easier on the customer to find what they are looking for...150 cap jsut means I can't offer as many items and I lose business and run out of stuff faster creating more work for me in the game instead of more fun.




@-,-'--Eleetness F'b Ahazi--'-,-@
Leader Flaming Badger Inc - SWG division of 11-42
FBI crap emporium New Roseholme, Naboo 1827, 5996
Done on the 13th
Beladan
Fri Jan 09, 2004 6:09 am
#964

Stupid forums - how can pressing the home key make me post and don even get me started on an edit button!



As an Artisan and a merchant I vote NO to both these proposals. They can only hurt everyone. The cap raisewill drive up cost per unit of everything and I think you'll see the same amount of junk on the bazaar ( the REAL reason for the change being to lower the count by not requiring folks to split resources etc because of the cap) - but it will just cost more.


The limit problem is just plain stupid. Saying that idiots are too dumb to know how to press the next button speaks more to SOE's poor enconomic interface and the 'bolt on' approach rather than an integrated approach they take to the game. Give us a freaking search button. Highlight the NEXT PREVIOUS buttons. Here's a thought - take away the **edit** "all" category and the top level sub-categories displaying all items with in itand FORCEa user to select a category Fix your sorting code that sifts these objects into these categories.




The real issue here is technical. I can live with a short term pain while you fix the database or do whatever you need to do but once it's in, I'm sure we'll never go back. Deal with the database problem and leave the current system as it is. If you want to do something with merchant - write code that checks for empty vendors over a week old and delete those.

Bahamanut
Fri Jan 09, 2004 6:09 am
#965

Bazaar limit is a good thing.



vendor cap is another question. I'm a architect and i keep the stock I have in my vendor. I use a small house and 150 items isn't just enough for my needs. i could drop down another house but that makes my minig business impossible. How can i find loads of ore with 4 lots? other lots are taken by houses for storage + factory. Let alone stand that my second prof chef will get any resources?


The vendor cap is a good change but you should see the consequences. More lots/item room is necesarry.


Also making the bank system reliable for good quality stuff is a solution. I don't use the item deposit system anymore cuase i already lost 6 BE 13 miners. and for some of us that ain't easy to overcome.




create [email protected] put a crew on it, make them find the good ideas and make this game what it should have been from day one
I like stars, I like the galaxy, don't like wars --- i like 67% of the game
FightClub69
Fri Jan 09, 2004 6:10 am
#966

Definitely increase the bazaar price limit, 10k or even 50k would be better still. It would be nice to be able to sell unused weapons when we change profession without needing to spam the spaceports. Crates of spice etc would become available too, and if it's ever fixed, I would love to see pets being traded via the bazaar also.


The vendor item limit I can see only as a short term solution to the problems with the merchant class (who is going to search out a merchant and pay them a cut to use their classy vendors when you can have an ugly box vendor with unlimited item space for so few skill points?). I'm against this change because it will damage the economy in the short-term and create even more problems with empty vendors everywhere (which really should be addressed separately, eg. put a * next to the name of empty vendors so you don't go hiking out to them).


There is no problem with monopolies in this game, the person(s) who got the best resources generally makes the best gear and charges accordingly. There are always dozens of other manufacturers who make slightly inferior goods and sell them substantially cheaper... so where's the monopoly?


Chrowl, Bria





Chrowl, Bria
32 Professions Mastered
4,1,1,2 Jedi Initiate
KelvinAstus
Fri Jan 09, 2004 6:14 am
#967

Well, feel free to kill any hope for any crafter out there. The cap on vendors will make it impossible to have well stocked vendors, which is the only thing that keeps shops in the outer regions alive! If I didn't have a lot of things on my vendors, I would not attract one single customer.


Then I would either be forced to master merchant also and die of boredom because I couldn't enjoy a good hunt then (I would be too lousy and useless), or I would have to move to a more populated region, which is out of the question! I live in a city where there are good RP'ers, and I have a lot of friends there both IC and OOC, so I'm not moving anywhere.


But if the devs want to feel free to kill my business and surrender this game completely tothe l33t dewds then fine. Thunderheart, I hope you understand how much havoc you'll be causing before you implement this in the game.


If you want to fix database problems, start by clearing the bazaar of cdefs and half of the generic items out there. They are completely useless anyway.




-----------------------------------------------------
Korrdo Altes - Rogue, smuggler & gunman
Kasteu
Fri Jan 09, 2004 6:15 am
#968

I'm not a Merchant (or anything close), but I am a regular customer of several.

On Bria (at least), finding well stocked vendors is a nightmare. Well unless you looking for overpriced items, which you can get off the bazaar (anyway).

I do think that the "next items" tab does need addressing, as the resulting content isn't always clear. Is it the same page (item) or a new one, sometimes its hard to tell. Instead of identifying it as Item x of x, can the tab not be simply changed to next page and display page x of x. Also place a (bonded) item number before the description, which can be used for refence (for ease of re-finding an item once you have finished browsing).

Also remove the ALL tab from private vendors, people who go to vendors generally know what they are looking for. In its place simply add a contents summary (e.g. displaying *category*= x items) Capping at 150 is way too low, considering the diversity of some of the trade professions.

Personally I also think that raising the cap on the Bazaar is a bad idea. Greed will set in and everything will simply go up in price. Auction wise, simply remove the cap. Its pointless otherwise and is currtly a joke. I've hardly ever seen an item that has not been at 3k.
XanEldarie
Fri Jan 09, 2004 6:15 am
#969

I need sleep, so here's my last post:


Hopefully, they'll come up with a better way of doing this. Maybe, as your merchant skill increases, so does your vendors' capacity. Someone else mentioned this, and I think its an awesome idea. Efficiency, right? As your efficiency skill increases, so does your vendors' item capacities. Maybe in 50-item incriments, or something. Eff 1: +50 (200 item cap), Eff 2: +50 (250 item cap) Eff 3: +50 (300 item cap) Eff 4: +50 (350 item cap) Master Merchant: +100 (450 item cap).


Eh? Meh.. I'm just tired lol seems cool enough right now, in my mindstate....




Its just a bad call; hah it's so funny how you think I'm so serious. Oh, but that's not it. The thing is, I dont give enough jack to give a *edit*. You're just plain boring, and you bore me asleep. But it's classical, anyways. How cool are you? I remember; and I feel sickened.
- Deftones, "Lotion"
Sl1cerOne
Fri Jan 09, 2004 6:16 am
#970

This thread is over 10 pages now..so I dont know if this comment has been or not already.


The cap needs to me much much much higher...if not removed all together. As one poster said, 6k isnt much of a difference. Alot of stuff is not making it to the Bazaar due to cap being so low.


Raise to 10k or higher...or better yet, remove the cap all together.




Yaztro Jettsin
Master Explorer/Bounty Hunter
progman63
Fri Jan 09, 2004 6:20 am
#971







ShufIrathe wrote:


I would not expect to see large monopolies in the game because there are no barriers to entry for any crafter. The only thing I would expect to see is a large PA or city undercutting a small time crafters prices because they have the man power to harvest vast quantities of resources and thus sell at a loss until the little guy goes out. There are no suppliers that can be bargained with for lower prices ala Wallmart.


I don't think an item cap on a Vendor is going to do much against the large PA types that are probably the ones with the monopolies now. I would think that there are some things that can be done to limit monopolies.





A good point.


A vendor item cap will not affect the larger organizations - they have PLENTY of people to place vendors.


A vendor cap will affect the little guy who can only place a few vendors.


Item cap = advantage for the big guy
Item cap = disadvantage for the little guy


Talk about monopoly!!!









"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


Cocoa_Boy
Fri Jan 09, 2004 6:22 am
#972






Sl1cerOne wrote:

The cap needs to me much much much higher...if not removed all together. As one poster said, 6k isnt much of a difference. Alot of stuff is not making it to the Bazaar due to cap being so low.


Raise to 10k or higher...or better yet, remove the cap all together.






I suggest allowing player's vendors' inventory to be visible from the global bazaar. (as they were in beta.)





______________________________________________________________
=TnA= Tatooine Armor E
Elisium s Tatooine s Ahazi obidrew, Armorsmith (retired)
RiseFM owns Corbantis


Imperial_Destroyer
Fri Jan 09, 2004 6:24 am
#973

raising the bazaar cap



ehhh don't really matter 6k or 3k.. i'm not gonna stock much there the 20 item limit means i'm refilling it constantly no thanks



150 item limit on a vendor?



do that and I quit. plain and simple..


btw the combat bugs


the BS jedi system


the way jedi's are just straw tigers


and all the other BS things I have to put up with as a master crafter


forget it


i'm out.




Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
Culadra
Fri Jan 09, 2004 6:26 am
#974

Okay - I have to admit, I didn't read the whole thing - 40 Pages are a lot , but if you want the database to get smaller why not first go and remove the vendors one shouldn't have. It's still possible to get management IV, place all possible vendors and the lower the skill and keep the vendors. There's still not much useful on the merchant skill, please don't take all meaning away from it...

XanEldarie
Fri Jan 09, 2004 6:27 am
#975






Imperial_Destroyer wrote:

raising the bazaar cap



ehhh don't really matter 6k or 3k.. i'm not gonna stock much there the 20 item limit means i'm refilling it constantly no thanks



150 item limit on a vendor?



do that and I quit. plain and simple..


btw the combat bugs


the BS jedi system


the way jedi's are just straw tigers


and all the other BS things I have to put up with as a master crafter


forget it


i'm out.







Boo-bye!


/ovation


If you are discontent you shouldn't stick around.




Its just a bad call; hah it's so funny how you think I'm so serious. Oh, but that's not it. The thing is, I dont give enough jack to give a *edit*. You're just plain boring, and you bore me asleep. But it's classical, anyways. How cool are you? I remember; and I feel sickened.
- Deftones, "Lotion"
Page 75 of 178