Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes Part 2

NiBorg
Tue Aug 17, 2004 6:42 pm
#105

A 4 hour old dev post and only 5 pages long instead of 30. That has to be a record.
somafiend
Tue Aug 17, 2004 6:58 pm
#106


I can live with this, thanks guys, it doesn't feel so much like a Nerf anymore. More like a patch. Nice recovery from the initial swerve to hita deer.

Message Edited by somafiend on 08-17-2004 07:00 PM



Welcome to a game that will never welcome you
SOE will walk all over you, probe you in unpleasant ways
and never once ask if you like it.
Siymon
Tue Aug 17, 2004 7:02 pm
#107

While I would like to see higher limits too I can live with this as well. Now I don't have to use all 12 vendors to get all my items.


For the record I think it could be upped a little more. I also like the idea of caping max amounts at lower levels. IE, Bus III get max of 250k or 500k ect. That is one of the best ideas I have heard in a while.



Siymon|Bane'|Noymis|Soruman(Retired)|Tesros(Retired)
Duckfat
Tue Aug 17, 2004 7:48 pm
#108

Is there any plan to add a non-merchant/artisan type of vendor similar to the way you implemented non-CH pets?


Now before everyone starts flaming about how people want vendors without the skills let it be known that I have the business 3 skills that I need to set up my small black market smuggler shop that I need (I have only ever had two vendors with less than 100 items in each).


The reason that I ask is not so much for the ability to sell but for the ability to have items dropped off. I play off peak and although I sell my standard items on the vendors, butI also sell loot on the trade boards. If no one has a vendor that I can use for deliveries there is no way for me to complete the sale unless they play during the same off peak hours as myself.


All this would be is a simple vendor with a 25 item limit (the same as if everyone was using the bazaar but no price cap which I think is pretty stupid). The main thing is that everyone has somewhere that I can offer goods to.


If the devs are absolutely set on not giving everyone a vendor like this then can something else with the delivery functionality be implemented into people's houses? I mean it is bad enough that I cannot actually play with a majority of the community but to not be able to trade with them as well makes it hard to do anything.



Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
tremorlaine
Tue Aug 17, 2004 7:54 pm
#109

Duck,


What can't you just use your normal vendors to receive items. That's what I do. I don't think offered items count toward your cap. They do count against your bazaar items cap though.
Nitra
Tue Aug 17, 2004 8:08 pm
#110

It looks like the team is stuck on this cap system so the only thing left to make merchant worth while is to push for usefull skills that the player base can make use of

ie item search (search for a particulat item across the galaxy via person to person interface or via a specialized merchant craftable vendor)

player to player contracts (ie merchant can place vendors in people homes give people acess to them at increased maintenance on both ends and also a price per day cost that goes to the merchant.

make merchants the wheelers and dealers of the game and give them a system to that makes them valuable.
Earymi
Tue Aug 17, 2004 8:09 pm
#111






Simans wrote:


/agree for selling their stuff yes


but what about resources and components they need for crafting where do they put those????





I store all my doctor components and resources in my house and my factory on my Master Doc character. I don't use any of my alt's lots or storage to store my stuff, and I don't personally think storage issues are a valid argument for giving Docs & CM's & Smugglers a vendor. That's a separate storage limit issue, and in my opinion needs to be addressed with a separate solution, assuming it's a genuine issue.


At the same time, while I agree in principle that it would be great to have merchants be the purveyors of medical goods, I haven't seen a practical way to implement that within the current vendor system where there is no real way to place consignment goods for sale.


If some vendor perks go with the artisan tree, I don't think it's unreasonable to request that those who have crafting requirements for their professions and who are counted onby the galaxies' populations to sell goods (like Docs selling stims and smugglers selling spices, BE's selling pets & pet stims, etc.) to have some access to at least one vendor until they fix the merchant profession enough that there are a sufficient number of merchants who want to buy those goods for resale or they fix the vendor system so there is some secure way to sell goods on consignment.





Earymi Iekia, Master Doctor, Pikeman
Arolena Eto, Master Droid Engineer, Master Artisan, Master Chef

Sunrunner
Visit McChottle's Fine Food & Drink, now in 2 locations
Dantooine, outside of Mining Outpost (-1022, 2868), Corellia, just 1km from Coronet starport (324, -3588)

SmarticusIOaG
Tue Aug 17, 2004 8:12 pm
#112

I would respond with a longer post, but i'm going to be too busy restocking the vendors that i'd been lettting run dry in anticipation of this patch.


/bow


This is better actually than I was expecting for my master artisan/master architect/4404 Merchant.

Thank you for listening to the community this time.
Ybagi
Tue Aug 17, 2004 8:37 pm
#113

Very happy with the changes


Thanks



Yv
Undead Warrior
Alchemist
Malganis Server
World of Warcraft
Earymi
Tue Aug 17, 2004 10:01 pm
#114






Raistlin-TM wrote:



1. ONE full schematic "biologicals" need 33,2 hours ... "chemicals" need 44,4 hours ... aso aso
Our Doc make Buffs, Stims and Heal-Packs for the squad, he need many resources for many things and cant use a factory for hold items ... you stop your factory to search a resource?


Factorys for item-holding ... what a chaotic idea for a fullpower-squad-doc





I'm a Master Doc and I still don't get it -- you get 10 lots per character -- if there isn't enough room in one house, you can drop another, and if the factory is full, you can drop another one of those (it uses only 10 lots). I continue to believe that the biggest problem for Docs, speaking as a Doc, is nowhere to sell your stims (or your buff packs if you make those -- I don't).


And if you've got a squad, then surely there are folks in that squad who can spare a storage shed.


Arguing for the use of vendors as storage is a bad strategy, in my opinion.





Earymi Iekia, Master Doctor, Pikeman
Arolena Eto, Master Droid Engineer, Master Artisan, Master Chef

Sunrunner
Visit McChottle's Fine Food & Drink, now in 2 locations
Dantooine, outside of Mining Outpost (-1022, 2868), Corellia, just 1km from Coronet starport (324, -3588)

AscheLonn
Tue Aug 17, 2004 10:54 pm
#115

as guild leader and addict to clothing, I can say this mod stinks. I have maxed out the storage in the guild hall with decorating and placed a vendor downstairs (artisan 0030) for storage. This poor vendor has nearly 400 items on it. Oh, and I already have a factory maxed out for storage as well.

I am up a well known creek wityout a paddle when the items get booted out and cannot be relisted...


PLEASE DO SOMETHING FOR ALLOWING MORE STORAGE FOR LARGER STRUCTURES OR SOMETHING... i HAVE USED 9 LOTS FOR GUILD HALL AND ONE FOR A FACTORY.


I BEG YOU...PLEASE ALLOW FOR MORE STORAGE IN SOME MANNER.


I would even pay much more maintenance for a simple spot to stash all my wears if it had a limit of like 500. Is this asking too much? I know I cant be the only one here in the similar postion.
Ender27
Tue Aug 17, 2004 11:11 pm
#116

This cap on how many items a person can have on their vendors is absolutely absurd, craftors are going to lose all of their buisness and every type of item will now become a rare commodity because no one will have any stock, when this change goes into affect i defenatly plan on canceling my account and going to a good MMO where you are cheated by the Devs...



--------------------------------------------------------------------------------------
I'll miss the c, but a person needs new experiences, they draw on something deep inside allowing them to grow, with out change something sleeps inside us and it seldom awakens.
The sleeper must awaken.
AloraElon
Tue Aug 17, 2004 11:51 pm
#117

I'm a happy Master Merchant. I'm a Master Weaponsmithwith a thriving business in weapons and powerups.4000 items and 12 vendorsis enough to keep my business going strong.


Twelve vendors is an improvement over six. Since I have more than one shop, sixvendors weren't enough for my needs before.Now I can have several vendors in all my shops.It's more convenient for the customer if each vendor specializes in only one type of weapon.


I don't think "nerf" is the right term for a change that's an improvement. *grins*





Alorra Elon
Alorra's Shop
Coronet, Corellia (-915 -3828)
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