Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes

PlayeroftheDay
Mon Aug 16, 2004 4:43 pm
#105






whomeI wrote:


Good

3000 item


Bad

12 vendors


TH you must be joking? Whats next we get 50 lots but evry house can store max 5 items? Where are u pulling this kind of ideas from? read forums use feedback from users and stop serving us this kinda of crap.


I am master merch and I am doing just fine with 5 vendors and max 2000 items on them. give us option to use 5-6 vendors with 500-600 items or 12 with 250.

This game is geting worse buy evry update...................

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





It may be working just "fine" for you, but obviously it isn't working just "fine" with the database.


TH- Can you give us more concrete reasons why this is happening? I realize there is a commodities overhaul going on right now (when has there not been one going on? heh) Can you get a DB guy in here and just say why? Even if the masses don't understand?



Message Edited by PlayeroftheDay on 08-16-2004 04:46 PM

Message Edited by PlayeroftheDay on 08-16-2004 04:46 PM

p4Samwise
Mon Aug 16, 2004 4:43 pm
#106






Thunderheart wrote:

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.




Wow, from "unlimited" to "300"! Way to sweeten that pot. I'm sure all the active merchants with 2000+ items per vendor are trembling with giddy anticipation.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
x8
Mon Aug 16, 2004 4:44 pm
#107






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.






Uhm...I really hope we get a grace period, then. If this were to occur without fair warning, the effect on my weaponsmith would be devastating.




--------------------
Corbantis Server-Dark Jedi Knight(stoped being a JEDI cause lets face it there are to MANY!!!!!)



CU just aint that bad GO SWG
also COMPTON ROCKS

-NIKK- still me just put the Light saber up for ever
speardancer
Mon Aug 16, 2004 4:44 pm
#108


JacobKell wrote:

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 an acceptable 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





Personaly, I'd like to see this issue addressed by adding a 'mall' building for master merchants to place. the vendors inside wouldn't show up directly on the world map, but would be sub-listed under the name of the mall.

but hey, not likely to get that much love in the near future, are we?



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*
Moepple
Mon Aug 16, 2004 4:46 pm
#109






Creaturedoctor wrote:


Sorry this changes are crap....


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






This is not a Revamp, we still wait for a Revamp of our Class. This is simply a Nerf. A necessary one (yes TH, you read it right, I think this is necessary), but still just a Nerf. Not well balanced (hey, I said I would like to have 600 Items per Vendor at Master), but at the moment a good compomise.


People tend to forget that Merchant and Crafters are two different Classes. It a little bit like Marksman and Rifleman, if you want to be good with a Rifle, you need Rifleman, not only Marksman Rifles 4.


If you drop your crafting-skills because of this Nerf, its ok. You had the wrong aproach from start.


Merchant is still one of the most useless Professions, cause it will be used to get one or two vendors and get them on the map, as it was months ago. People had the skillpoints one year ago, they will find out that they will have it today too.


Dabbling is nerfed in almost all areas, except Merchant :-)


Be lucky about this.


MagenShae
Mon Aug 16, 2004 4:48 pm
#110






Sairnath wrote:





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.





I suppose you'd be perfectly happy if I made my money sitting in front of a starport selling buffs all day.. uh huh.. buy another account and do that yourself for 4 hours a day.. see how much 'fun' your $15.00 just bought you... I'll pass, thanks... and Im sure all you combat professions (we know you place harvestors, you dont have to hold 10K different kind of resources like us) out there will compensate our loss of having vendors with giving us all those uber loots and resources for free? right? wow, mighty nice of you.. where can I find you again?


oh, P.S. be sure to complain when we can't afford the uber resources for nice buffs, umkay?


A'ier Crestingstorm


Master Doctor


BHSS


Tarquinas








~The good you do is never remembered... The bad you do, is never forgotten~
CowboyBothan
Mon Aug 16, 2004 4:48 pm
#111






MagenShae wrote:

WHY isnt merchant integrated into the crafting professions? novice AS = 1 vendor, Master AS =6 vendors.. do away with the merchant profession all together. Its a complete waste of skill points, with very little benefit to being Master. You get reduced fees and maintenance. Woopdie-doo.


Everyone is so curious why SW:G is doing this. I have no answer.. all I can see are problems:


First, you're going to get a lot of people who have enjoyed their double Masters (such as Doctor/CM) who will have to make hard decisions regarding their professions. Decisions that will ultimately cause them to leave the game, because they wont be able to support themselves by selling items on a vendor (lets not go there with the bazaar, 6K for 927/11902 med use 90 buff packs? i dont think so). So you're left with Doctors selling buffs in front of starports for cash. Yeah, just want I want to spend my $15.00 a month doing.


Two, you're going to see prices for everything sky rocket. Why? Because they can. Who wants to find a Master Doctor to make them buffs, when there's a vendor with them on there for twice what they should be. People pay for convenience and you're going to see the prices for everything go through the roof (as if it wasnt bad enough now). You think spam is bad NOW in coronet, wait till all those vendors go away and you place limits on the existing vendors.


I simply don't understand why a game development team is making a game that people pay for monthly, more and more difficult to play, and less and less fun.


regards,

A'ier Crestingstorm

Master Doctor

BHSS

Tarquinas




Why not? Because your not a merchant. Essentially you want something for free, you want the manufacturing and retail aspect all in one? I'm getting tired of everyone complaining about being a crafter and not getting vendors, your crafters (as in you craft items) not sales people. The convience store you shop at doesn't make their own potato chips, they don't have a tobacco farm for the cigarettes they sell you. They buy the items they sell from someone else and sell them. If you don't want to invest in merchant find one to buy all of your stuff at a discount. otherwise if you want the whole profit margin get the merchant class, if your an armorsmith you have the points for merchant too. If your a doctor and want to be a medical supplies merchant you can be a master doctor and a master merchant so your complaints are not valid. As far as I can tell the only "crafter type" that can't also buy master merchant if they want to control the whole distribution line is Combat Medic.



Ral Sora
Master Merchant, Master Smuggler

Ral Tech Industries, Coronet Corellia
Ral Tech Industries, Olympus Corellia
Gorath
MasterHett
Mon Aug 16, 2004 4:49 pm
#112

Thank you!
ResourceMonkey
Mon Aug 16, 2004 4:50 pm
#113

For what it is worth, TH, although I don't agree with the change, I do appreciate your 'deviousness' in getting more vendors for the merchants so they could have an overall larger inventory.





FRUGA HAS LEFT THE GALAXY - Good luck all, I'm done with this game - Account Closed 9/10/2004
with a two month visit again from 6/05-7/05


Upon launch of JTL - An Empire Deserted (no one on planet) Coming in 2005! "Star Wars Galaxies: The Jedi Empire"
Cygnusaa
Mon Aug 16, 2004 4:50 pm
#114


Devs fooled us all by lowballing the initial numbers so that we would all have a happy-fit when thy brought them to these numbers which are simply ridiculous to begin with.


Item limits are simply punitive in nature.


They complain NOW about the servers inability to load x numbers of items blah blah....gimme a break....get better equipment.


It is over a year after launch for cripes sake.


How does any of this help reduce empty vendors? Now players can ultimately have 12 registered emtpy vendors. LOL. (Unless i missed something that was put in place to delete them when they go empty).


I for one support a solution that reduces empty vendors and forces people to actually have the appropriate skill box to own a vendor, but item limits punishes us.


I can't see it any other way.


Anyone else feel bamboozled again?





Cygnusaa Ar'Kogni d

Imperial Colonel N Pistoleer - Smuggler N New Suntir Defender

Sunrunner Clone Data 7/3/03
MagenShae
Mon Aug 16, 2004 4:51 pm
#115






Moepple wrote:





Creaturedoctor wrote:


Sorry this changes are crap....


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






People tend to forget that Merchant and Crafters are two different Classes. It a little bit like Marksman and Rifleman, if you want to be good with a Rifle, you need Rifleman, not only Marksman Rifles 4.


If you drop your crafting-skills because of this Nerf, its ok. You had the wrong aproach from start.


Be lucky about this.







This has got to be the most illogical thing I read today (aside from said thread name-sake post)....



what the heck would a merchant SELL if it werent for crafting classes? Im truly interested to know what you have to say....



A'ier Crestingstorm


Master Doctor


BHSS


Tarquinas








~The good you do is never remembered... The bad you do, is never forgotten~
Bermag
Mon Aug 16, 2004 4:54 pm
#116

I think it would be better if you don't force us to use more skill points than necessary. Make the management line +2 vendor instead for having some in efficiency line. Let us continue to be "dabblers".


If you force us to spend to many skillpoints then we can hardly do any combat at all. This will lower the "fun factor". Most (all?) combat professions require that you master it to survive in combat.


Make it a goal that you should be able to be a master crafter and still being able to master an elite combat profession. If you are master ws and master merchant and surveying 4 (need to have survey if you are mining whichmost crafters do) you only have 67 skill points left for a combat profession. You will only have enough to take 2 trees of an elite combat profession.





---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
erli
Mon Aug 16, 2004 4:55 pm
#117

I appreciate that the compromise counterproposal has finally been set out for public consumption. It still is not enough and I do not support this revised plan anymore than I do the first. Although I feel the new parameters work for the Merchant profession, they are entirely unfair toward the non merchant crafter.


Currently I am a Master Artisan, Master Architect, Master Rifle, Marksman 4-0-0-0, then trade off 18SP between Scout and Medic as the situation requires.


My options under the new proposal are very bleak;


1.) I can keep current setup. This leaves me 200 spaces on 2 separate vendors. I have more than 200 schematics. This would result in one of my vendors being exclusively a storage unit with MAX price bags of identical crates, resources, parts, and other stuff. While my other vendor is only capable of selling my top sellers that I can charge enough on to make my time crafting somewhat worthwhile. My house would become a showroom of furniture labelled by price and I would only make furniture on custom order. Or I can find a Master Merchant who I trust, thats right "trust", not to adversely affect the goodwill and relationships I've built with my customers nor to otherwise grief my business in some unforeseeable manner.


2.) I can drop the 18 revolving skill points and take Merchant skills. Does taking Management 3 only mean I will have 4 vendors or 6 total? Is Efficiency 1 a prerequisite to get the vendor at Mgmt. 2? Either I'd have 5 vendors/Total 1250 or 6/1500. This is much more workable from the maintaining business as I see fit aspect. It does however remove a support aspect from me that I otherwise enjoy, Harvesting or Healing.


3.) I can drop some or all of my craft skills and redistribute them into Scout, Medic, or other Combat skills. Sell off the business and backstock. Cancel any ambitions to build a ship. Get bored of being a lootwhore before JTL, Combat Balance/Revamp, GCW, anything else thats planned, ever hits live in any working order. Cancel my account and maybe come back out of some nostalgic feeling some time around Christmas.



I fail to see the logic that crimping half the working professions in the game like this adds to anybody's gameplay, database issues or no. I think a little more creativity at working to acknowledge the requirements of being a Master Elite Crafting profession is required. Perhaps being a Master of an elite crafting profession should grant an extra 100 items on all placable vendors.


Although your apologies for any anxiety I may have previously experienced are accepted with gratitude, this counterproposal does little to quell my anxieties in any way shape or form. Please reconsider the overall effects some more, we can do better.


-erli
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