Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
I like the idea of raising the bazaar cap to 6k.
Not sure if anybody else as mentioned this but I have an idea about your vendor caps and would give the merchant class something to do. Create a new skill called vendor cap or something like that within the merchant skill tree. Have it start at 150 and as you move up the skill tree to master you're able to dump more items on your vendors. It's only makes sense that a master merchant will be able to handle more inventory then say a novice merchant.
please dont limit vendors to a measily 150 items. between my two characters ( both on corbantis, dual accounts) i have roughly 10-12 vendors up already and all of them are either above or close to the proposed cap. my weapon power ups vendor alone has 450 items on it, mainly due to the fact that they only come in crates of ten. that would be three vendors alone to hold those items. beind a crafter/merchant is time consuming enough as it is, and the ability to make large runs and to be able to place those runs on a vendor is our only way of freeing up enough time to actually go do other things. as far as people using them for storage, well what do you xpect people to do? you have limited us so badly with storage as it is, that most crafters have to find ways to store everthing any way they can. look at almost any big time crafter and you will see a house filled with backpacks which are filled with supplies. most of us can t even have furniture in our houses as we just dont have the storage space to put it in em. if you do decide to go through with this i have a few ideas you may consider to help offset this issue.
1.) let factory crates come in stacks of 100 for everything. we could split off what we need to sell and still have some set aside for future sales without taking up all of our house and bank storage.
2.) create a type of structure for achitects to sell, such as a barn or wharehouse, that can hold maybe five hundred items or so, and can only be used for storage. make it like a factory where it s not actually a building you can walk in but just one you walk up to and store/retreive items from. (and dont jack up the lots on it for petes sake)
3.) increase the number of items we can sell on the bazaar.
4.) double the amount of storage each house can hold.
please listen to the people on this one devs, keeping vendors stocked in popular shops is hard enough, dont make this game anymore like a real world job than it already is at times.
now i have a couple of questions i would like to see answered about these changes if they go into effect.
1.) what will happen to items in vendors that already exceed the 150 item limit? some of us have no where to put this stuff
2,) what brought about this vendor limit change in the first place?
3.) arent there more critical fixes that should be taken care of before this?
Breigh wrote:Yes but Thunderheart what about the fact that different crafts have different amounts available?
What is good for some is not good for others.. surely you must see that?
The gaining the amount you can put on vendors by gaining merchant skill thing is fine but for some it may not be.. for example a crafter who sells only a few expensive items such as houses and harvesters etc will not have to gain as much merchant skills as a we tailors will to be able to accomodate the amount of items we have to sell.. you're going to be forcing some professions to go more deeply into merchant skills (hence using more points) while others don't have to.
Don't get me wrong I have 3 full lines in merchant but some people may want to have a craft and still be able to do something OTHER than that craft as well.. all are not like me and happy to just sit back and sew all day
Thunderheart, I (and all tailors) are begging you to consider this! I have a horrible feeling that we're heading toward a "solution" that every crafting profession *other* than tailor can sort of live with, but will still destroy the tailor profession.
And it may be considered "special pleading" by some, but it's *you* guys who designed our profession this way. It's not our fault that it's so inventory-dependent compared to the other crafting professions!
LOL. You really think that limiting the item to 150 items is going to stop monopolies? If anything its going to make the problem worse. I'll use armorsmith as an example:
The armorsmith just starting out will probably have 1 vendor only, with 150 item limit, he won't be able to have too much armor up there (about 15 full suits). After that vendor is empty, and people go and see it empty, what is there chances of returning?
Now, the "monopolisitic" armorsmith probably has a Master Merchant in there guild. They'll just make a vendor for each type of vendor, since they'll be able to have more than 1 vendor out. After people see how well its stocked, they send the WP to there friends and this smith does more and more business.
I do this all the time with weaponsmith, if there vendor is empty, I delete the WP and never return. If I see one that is well stocked, I send the WP to friends and anyone else that is looking for a weapons vendor.
Thunderheart wrote:
...based on the correspondent issues, this change may include the fact that only merchants can have vendors.
Giving vendors entirely to Merchants would be a positive change, in my view. It would promote more interdependence and hopefully segment people into crafters and sellers, at least a bit more. Then again, it could just promote more of a pointsink into Merchant rather than Business 3, since everybody and their grandma in SWG pretty much refuses to work together or share profits with anyone and instead beats themselves up and burns out by trying to solo everything. I guess you'll get a bit of both if you make vendors Merchant-only.
The big question I'd have is what would you do with Artisan after that? In my view, the only worthwhile skillbox of Businessman is the third, which gives you a vendor. Access charges are currently useless because if anyone sees even a 1 credit access fee, they usually go elsewhere. The ability to place premium auctions on the bazaar isnt' worthwhile in my view. And adding a few extra vendor models is just plain fluff.
You need to beef up Businessman in a big wayif you take away its only worthwhile skill.
If this has been said before I am sorry, but im not reading through all these posts to see.
Just allow us to be able to see/purchase items that are on vendors from the bazaar and vice versa. This would allow me to play the game, rather than spend my entire evening travelling to all the planets and searching through all the "usually" empty vendors for what im looking for. The options are there in my vendor at my house to search "Entire Galaxy" and such, why not make this work? Then i could purchase what I need from my house, and know where i need to go to get it.
As for making vendors Merchant only, if you do this I would expect that there would be no more Non-CH pets as well, as this is the same concept.
One thing I wish would be emplemented is that if a vendor is empty, it should not show up on the planetary map. I would be willing to wager that 90% of the vendors on the map are empty, and this is a huge waste of our time.
One final note, Why is it we cant search for a specific type of thing instead of having to sort through 10000 things to find the Duranium steel we are looking for. There needs to beafurther breakdown in the catagories in the main list, such as resource specific catagories and item specifific catagories.
Thank you for your time,
Geja
I dont mind the incress of the bazzar to 6000 but as the cap no way!!!
Thenumber of 150 per vendor Ikeep over 500 per vendor for you seeI am the merchant for our guild and your taking my job!!!! my job is to keep the vendors stocked for all the artisans... i am forced to place more than one profession's items on a vendor tailor and armor, also furnature and city decoration this id due to the fact with the number of the vendors is too low as i see it and 150 wont hold all the stuff .... there go all the malls the one stop shop... as the guild merchant that cap will kill us who use the master merchant class. our guild decided this is the last nerf we are leaving if this goes through. we have been here sence day 1 and 2 and this is stupid..... so get ready for a loss of income SOE people all over have stated they will quit. so get ready. you should add things not take them away...
TICKED ON TALUS
Next Tuesday I will restock my execptional armor vendor with 42 of the best composite armor suits I have ever made. That is 378 pieces of armor... They will probably sell within 48 hours.
Do you suggest that I take off work wednesday so that I can restock the vendor during the day ?
And yes I already use 6 vendors...
I haveone for medical supplies and buffs/stims.
I have one for standard light composite armor ( available in 5 colors, he has 301 items on him right now).
I have one for exceptional slightly heavier composite armor ( so that ppl don't buy a mismatched composite set by mistake).
I have one for PSGs ( ok he has only about 50 items on him)..
I have one for Ubese( he has an average of 90 items on him and I have to restock about 40 to 50 daily).
And finally I have one for Cheap sliced ubese( I rebuy bad ubese slices at 1/3rd of the price and put them on that vendor at no profit so that starting player get access to armor too..).
Now what do you suggest me to do differently to cope with the changes that you propose ?
I know what I will do if I have to but all this will do is contourn your fix and make my customer life even less comfortable ( if I have too I have make another of my chars merchant and go up to 12 vendors and when everyone will enter the shop they will be spammed to death by the barking of the vendors thanks to the great fix that you intend to put into place...)
PS : be sure that at least one of them will explain in his barking while I had to do this to my customers and what I think of SOE's databases experts...
TH
Some objective thoughts on these changes.
1. Bazaar: There is a premium sale function that does little but cost 100cr and put a star neaxt to the item for sale. How about using the Premuim Sale function as a way to increase the credit cap on the bazaar. Let other sales remain within the current 3000cr limit.
2. Artisan Vendors: How about limiting these to 150 items instead of getting rid of them. The Business skill tree is an investement in skill points which would seem pretty useless without the hope of just getting a basic vendor. Crafters who don't wish to enter the merchant profession should have the ability to sell their goods outside of the bazaar.
3. Fix the issue of vendors that people are not supposed to have.
4. Merchant Vendors should start out with a larger inventory than 150 items. Starting them with 300 sounds reasonable and letting them get an additional 150 per box until master also seems appropriate. This means that at management 4 you can have 900 items on each vendor and you could keep your 150 item artisan vendor that wouldn't be subject to change. The Master merchant should get an additional 300 items which would bring master up to 1200 items per vendor. This would mean that the Master Merchant could potentially have a total inventory of 7350items which I really doubt would be game breaking on the player or the database side.
5. Storage: Right now there are a number of houses out there that are being used for storage. which is more demanding on the SOE end additional houses with 150 items in them or increasing the storage capacity of a house?
Perhaps another idea would be the creation of warehouses or storage centers. An excellent idea would be to make them structures without an interior, like factories etc, which items could be deposited and withdrawn for later use. There would be little additional strain on your servers and it might possibly reduce the amount of houses used for this task.
oh also i cant keep all the stuff up ass it is i sell out before more goods are made.. for theses artisans... monopoly i dont think so... is the mall of america a monopoly NO.... you force us to work toghter by caping the skill points !!! not everyone can have there artisan skills and merchants... do you like going 50 miles to one store to buy pants then 500 to by a cd then.. i bet you dont and people like having one stop shoping. i sell items for over 80 people.... and i am always looking form more goods...
TICKED ON TALUS....nartius server so i vote no to the cap and incress the vendors you can have.... im a merchant trying to do my job