Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes

Xanadu82
Mon Aug 16, 2004 4:25 pm
#92

Oh well, no matter what the end decision will be, some people are gonna be unhappy. Personlally, I think this is great. Makes me want to keep master merchant.



___________________________________________________

Hypernova Equinox - Master Artisan/Master Merchant/Novice Weaponsmith
ABH Industries
564, -5340
Coronet, Corellia
whomeI
Mon Aug 16, 2004 4:29 pm
#93

Good

3000 item


Bad

12 vendors


TH you must be joking?
Hurlobacca
Mon Aug 16, 2004 4:31 pm
#94

One question I have is will the upcoming changes affect in any way players who have Merchant Tents dropped but who no longer have the requisite skill for placing a Merchant Tent?




Hurlobacca 12 Point Master Weaponsmith
SiyBer Arms South Coronet -200 -5500 Visit Our Vendors:
DmgSliced SpdSliced Melee Ranged Krayt/Special Heavy/Grenades
Crates/Tools Powerups Bargain Resources
Pug
Mon Aug 16, 2004 4:32 pm
#95


Thunderheart,


Could you please, please, please, please ask the Devs to implement the Set Name feature for vendors? Now that Merchants will have to organize their vendors because of the new inventory caps, many vendors will need to be renamed to describe their purpose. I spent a lot of time and money customizing my vendors' clothing, weapons and armor. The only way to rename now them is to delete and re-place them. I would lose all the credits/time I spent customizing them in the first place.


I don't know how hard this would be. But it sounds like a reasonable request in my head.


Pretty please? With muon gold on top?

Message Edited by Pug on 08-16-2004 04:35 PM



May the Force be with you.

Pug
Bounty Hunter
Vendor in Valley of Shadows, Talus
/way -4307 2627
speardancer
Mon Aug 16, 2004 4:33 pm
#96

OK, overall this is 'acceptable'. Not ideal, not even good, but it can be worked with.

I'm sorry for all the non-merchants, but hey, my crafter doesn't get any special combat abilities because I choose not to learn any combat skills, why should your combat character have any special merchant abilities because you choose not to learn them?

I'd still like to see the limits upped just a hair, maybe to 300 per vendor (3 even pages of items). Perhaps drop one of the vendors from the efficency line to compensate for this. This would mean 11 vendors for 3300 items @ master merchant, instead of 12 for 3000, not too much of an increase.

And when are we going to get relief on the housing storage issue? I still say, best way to handle it is a special container, only crafters can place, that will hold a large amount of resources ONLY (no other items or crates) and take up 5 slots in inventory or a house, instead of just one. Also limiting how many of these that can be placed in one house would be needed. But being as the #1 (not only) storage issue is resources, this would allow some releif, without allowing endless storage.

Oh, and Arthurdent, your math is off. you're either at 200, or 750, 500 isn't a possible outcome, if you're at your limit for vendors.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
ResourceHandler
Mon Aug 16, 2004 4:33 pm
#97






ResourceHandler wrote:

the only problem i find is that, at master merchant there is not much of a bonus like i mean you loose 1 vendor


well heres a idea that, that i think would be a good addition to master merchant but might take time to develope:


at master merchant you have a option on your vendor for other people to list items thro your vendor, like the bazaar. the merchant owning the vendor can set the number of days a customer(item lister) auctions or sells there items for and than they set on how much comission they get per sale.


i think it would revolutionize the merchant class really rewarding merchants who have kept the proffesion and plan on keeping it and also make it a proffesion that can make moneynot just from listing your own inventory


i think adding that would really give the chance for everyone to sell there goods and for the master merchant proffesionnot a selve serving proffesion, but a proffesion that can be used as a marketable item like architect goods and tailoring clothes.






i think SOE shud really investigate this possibility, i mean if a big time crafter wanted to stock morethan 3000 items, than he could hire non crafting master merchants to put vendors in his house and he lists all the items thro there vendors and pays the non craftin master merchant like 100k per week


common if youintilized this system i dont think you would have any problem you currently face with inventory
Arkenor
Mon Aug 16, 2004 4:34 pm
#98






Thunderheart wrote:





LeBob wrote:

TH


When this goes in, will players be prevented from using vendors if they already dropped the Merchant skills necessary to create that vendor?


I think I read this in the patch notes, but I wanted to make sure... if so, I think this will be a great change... too many people were taking advantage of the skill points...



Yes, they will.


Though, I was able to sweeten the pot for Master Merchants. At the Master Box level, all of the Master's vendor limits will be raised to 300 per each vendor.






Any chance ofgiving master artisans a little bonustoo?




Alrevolis Vosteo, Master Politician, Mayor of Pax Imperia - I do nuance.
Zandabar Vosteo, Master Weaponsmith,Merchant, and Shipwright
Vosteo Industries, Corellia -4875, 2147 - Quality weapons, ships, and loot.


Shop Smart - Shop Pax!

Khristen
Mon Aug 16, 2004 4:39 pm
#99



It's better, but....



I'm still wondering exactly what this accomplishes for the merchant class. I'm sure there are numerous benefits for the database, but that's not really my problem. I'm a merchant, and to be quite honest I want to know what's in it for me. While thelimits are better than what was originally proposed (and I'm also still agreeing with the "conspiracy theory" things), it still hits many crafters and large shop owners hard. With the skills I currently have (management 4 and advertising 3), I still have to cut my business in half.....which means less selection for a company I built up to where it is by HAVING a large selection....and will still have to liquidate and take a loss on a lot of items in order to come in under the limit.


I am glad to see that the limit is per vendor rather than per vendor/per skill. While more vendors is helpful in the regard that it gives you more items that you can sell, it still limits you immensely if you don't have the points to put to master merchant (or an extra tree as the case may be). It still forces item-intensive crafting classes like tailor to need 3-4 vendors to be well-stocked with selection.


Why the extra vendors in efficiency? Admittedly, the only real use of the efficiency tree is currently at eff. 4 for merchant tents. You still have the entire hiring tree that is useless once a vendor is placed (because someone who is going to keep a consistently stocked vendor isn't going to be pulling up and replacing frequently). Hiring is only useful to get "neat" looking aliens to choose from...who still come out in funky colors and sizes. If you look just at the names of the skill trees, it would make more sense to put it into hiring. Because having to use 12 differentvendors in order to operate a large-scale business in one location is hardly efficient. Not that I really like the idea of it being spread out past the managment tree, but at least it would give hiring something to do.


You can still have "dabblers" this way. There is still no real benefit to pushing through to master. I suppose it's fine for those who already use merchant tents, but the tents are very small. 1 merchant tent = 1 lot. 12 vendors....10 lots.... = really tight quarters in a couple of merchant tents and hope you don't need the lots for anything else. I don't have the points to "waste" in efficiency; the skill tree is worthless to my business other than the extra vendor space.


I had essentially stopped playing since the merchant item limits orginally were announced because crafting is what I do. Extensive combat bores me. The uncertainty that has hit the economy since that announcement has made it difficult to sell anything but looted items at the profit I am accustomed to seeing. I am still undecided as to whether I will even keep my shop open, which is terrible for me because that's one of the things I'm most proud of that I have accomplished in SWG. So again I ask....what's in it for the merchants and crafters?


So summming up....better, but it still needs work before I'm going to be happy with it.



| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Sairnath
Mon Aug 16, 2004 4:39 pm
#100






Creaturedoctor wrote:


Sorry this changes are crap....


however this Merchant-Revamp is the stupid way to seperate crafters and fighters.


Did someone notice that it is not longer possiblemake your Master Doctor

and at the same time to be a Master in a Fightprof ?

The Doc need a Vendor for all his Components and Resources,

if he wants a Vendor with 100 Items (Artisan Buisness 3) to hold his needed Items
(which is not enough anyway)he can´t get a Master in any other Professions.

Same for the Combat Medic.


Our Doctor announced to drop his Doc if this changes goes live.


I am Master Weaponsmith and i dont like this changes too.

in my 2 Resource-for-Sale Vendors aremore than 500Items each i offered forsale....

in my Weapon-for-Sale Vendor 350 Weapons....

and in mySecretary-Vendor more than 1000 Resources and Items around everythingi need to craft my Weapons.
To hold this Stuff i need Merchant 04 03 these are 46 Points for nothing,

46 Points with no advantage for me.

Why can't get a Master-Crafter-Profession 3 Vendors with 500 Itemseach?

when he needs more, then he have to make the Merchant.

another way is to have a Storagehouse with 500 or more Items.









There is no rule where a Doctor has to go into buisness.



Aries Denali
~ Commander Galactic Liberators ~
~ Mayor Ziost, Lok ~
speardancer
Mon Aug 16, 2004 4:40 pm
#101



Pug wrote:
Thunderheart,
Could you please, please, please, please ask the Devs to implement the Set Name feature for vendors? Now that Merchants will have to organize their vendors because of the new inventory caps, many vendors will need to be renamed to describe their purpose. I spent a lot of time and money customizing my vendors' clothing, weapons and armor. The only way to rename now them is to delete and re-place them. I would lose all the credits/time I spent customizing them in the first place.
I don't know how hard this would be. But it sounds like a reasonable request in my head.
Pretty please? With muon gold on top?

Message Edited by Pug on 08-16-2004 04:35 PM





I'll second this, plus the ablity to even temporarily move vendors within a house (using the /move and /rotate commands only) to shift vendors, because where some people had 1 before, they'll need 2 to support the same workload..... and it would be nice to move one over 1 meter to have both centered in the same space.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
JacobKell
Mon Aug 16, 2004 4:40 pm
#102






Siymon wrote:





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.







Agreed.


So instead of 20 vendors with less stock on in my mall i will now have 40 vendors in my mall..all with less stock on.


And those 40 vendors all go on the map so anyone calling up an overhead map in my city will see a huge white blob rather than a map,more clutter added to the planetary maps as well, as vendors double.


In my mind unaceptable-totaly, and im disapointed so many people have been quick to praise soe for this and consider it anacceptable solution


Im sick and tired of this game being a second job. I come here for fun and find frustration. This game can and will die if this goes on.


Why do i still play you ask? Because ive made some good friends here,as has been said so many times before its just a flashy chat room now




RIP SWG
Who wants my stuff?
1963explorer
Mon Aug 16, 2004 4:41 pm
#103

If this makes it to LivethenI won't have to juggle withthe skills ofTheo and Thamara. Nice. Very nice, indeed!



*****Yes, yes. Akkus have many good ideas. Akkus want to make milk and eggs more available to everyone as well. Akkus not tell you this idea though. You will steal it from Akkus.*****

So listen, so learn, so read on. You gotta turn the page, read the Book of Taliesyn. All the sciences of the world are collected in my breast, for I know what has been, what is now and what hereafter will occur..." (Blackmore/Evans/Lord/Paice)
Ackis
Mon Aug 16, 2004 4:42 pm
#104

TH, were you a salesman ever?


I feel like I'm buying a new car or some furniture or something.



Imperial Captain Ackis Losackego - Über f335h

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