Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
Big yesto upping the bazaar cap to 6k and undecided to the vendor item limit.
I think if this had happened pre-player city, this would not have worked.A byproduct of all this wouldhavebeen less demand for vendors as more items will be saleable on the bazaars. To me, that's not a bad thing as I find it annoying to have to travel to people's shops to get items.
Now that we have player cities and we can't have baazars (at least i think we cant...) then there is more than enough demand for vendors. This will bring the bazaar back as a viable place to do business and give me reason to stop hanging out at home and head to 'town' once in a while. I really hate doing business through other people's vendors (and dont have the skill points to make my own) and welcome the return of the bazaar as a viable economic tool.
As for the max vendor item number, I have no opinion one way or the other. If it solves stability/storage issues, great. Do it.But hey, im no merchant so feel free to argue against me.
Raising Bazaar Limit: Good.
Lowering vendor Limit: Bad
I have a proposal for the Bazaar: 6K limit on instant sale, higher limit for auctions.
This would make the auctions useful for a change, instead of the instant sale with a six day wait that they are now. This could also suck a little more money out of the economy for interplanetary travel, and get some of the lower end junk out of the galaxy trade forums.
And as far as the vendor thing goes, I can see why it would be appealing, from a development AND player standpoint, but to quote someone else from and earlier post "Should we really be doing anything to make merchants life harder at this point?" Beef up the merchant class, make more than one line of it really useful, then we can talk nerf.
Limiting vendors to 150 items is ridiculous though. How does high item limit encourage monopolies?!? There is no way to create a monopoly in this game! This item limit is only going to cripple good crafters and merchants that are working hard to offer a large variety of items. It is hard enough to keep items stocked as it is for any crafter that is offering quality goods - now you are going to put them in a situation where they have to restock their vendors every few hours to keep a wide variety goods available. I thought you were going to be looking at ways to make the merchant profession better, not make it so much of a bother that it is not even worth doing
Cap should be 10k...
I think the 150 item limit is reasonable.
Let's try that again (got a little jumbled for some reason) :
- Bazaar Cap Raise : Good, wish it was 10K like beta though. 6k still isn't enough for the average-joe to sell off his used armor or other casual uses. Even 8K would be better - 6K is an improvement but just not quite enough.
- Vendor Cap : So you wanna kill the crafters that try to stock up, huh? Let's hope this is one of the Dev team's low-ball "first offers", so to speak. Technical issues aside, the fact that you used as one of the exuses that people don't "drill down" to the next page is sort of silly - since the Dev team is the one that hid the button at the bottom of the page and could easily make more items appear per page or I don't know, fix the dang button to be more obvious. There are lots of reasons - chief of which you will kill any hope of a casualcradter competing with those monopolies : like many, many things in SWG, the powergamer that this is suppoed to "balance" will only be slightly inconvenienced by this, but the casual player (who stocks a vendor once or twice a week) will be the only ones to suffer.
Audio
I think the bazaar cap may be ok, but as someone else pointed out, it will mean that the bazaar will be flooded with even more items, making it harder to find stuff on the bazaar. I think one thing that should be handled is adding more categories to filter on. For example, resources is a big commodity being sold on the bazaar. It would be nice to be able to pick Iron from the filter list (under Inorganic Mineral of course) to list just the available iron.
I think the vendor cap is way too low. I don't think the non-crafters realize what type of pain this is going to mean to their lives as well. Imagine a weaponsmith that has vendors currently in two or three areas. This means that he will probably have to move those vendors into one location to just keep one location significantly stocked. A limit on the vendors is just going to limit selection on a player vendor. More items are going to be listed on the bazaar as a result. A weaponsmith has close to 100 different types of weapons. That means we can only keep one of each in stock (two in some cases). This becomes more like a showroom than a vendor now. This will make finding a weapon that much harder, and the life of a crafter even harder.
A crafter will now spend even more time keeping his vendors stocked. We are already taxed with time (notice how many master weaponsmiths/armorsmiths are still around from 4 months ago?). Expect even more to drop if this change goes in. I know I can't keep up with stocking my vendor...
I think raising the cap on the bazzar is a good thing. It will help many people who can not place vendors to sell there items more easily and get better money for it than before.
As for limiting vendors, I think it is a bad idea. I feel a limit is unneccessary. I keep around 200 items in my vendor everyday. I sell many different types of items including resources, clothing, weapons, rarities, etc. Rather than delete all those things that I can not use I put them on my vendor and offer them to someone else who may find them of use.
My city currently has a mall (which is a small house). It holds around 10-13 vendors at the moment. Now if this cap is introduced in game, we may get up to over 20 vendors in the mall, multiple owned by the same person. You state that the limit is to fight monopolies, but there areno monopolies in this game. There are always multiple people in any given crafting profession on any server, on any planet. By limiting vendors all you are doing is making the vendor owner place more vendors and pay more maintence, and take more time stocking vendors. We craters get enough tells from customers who can't find an item on the vendor as it is, without having to tell them it's now on the other vendor. Customers like stores/malls that have everything in one place, it makes shopping easier and faster. No one wants to hunt around on 20 vendors looking for 1 item. They will resort to spamming tells to the all the owners until they find it.
I am currently the only Chef in my city. If this is implemented to fight monopolies, this will not bring more Chefs to my city. It will cause me to place 2 vendors instead. And I have not yet decided to branch out to other planets yet, which would then mean I would need several vendors in all. And frankly we don't have access to enough vendors as it is for those types of business moves.
The customers do "drill down" through vendors when they are searching for something. As for technical issues, I can't imagine what problem this could cause, as we have always had vendors with no cap, and never seen any issues in game caused by this.
I have never seen a vendor with more than around 300 items. I don't think that a cap is even neccessary. If people want your goods they look through the whole vendor, but after a while of looking at multiple vendors, it gets tiring and frustrating.
I move that we leave the vendors alone. They never hurt anyone ![]()
Tome this purposed idea seems to be good for non-merchants, and bad for merchants. I took merchant so I could better afford to place vendors in different locations, not to place several vendors on one place.
(Sorry for the lengthy post, but I feel strongly about this issue
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Raise the cap on bazaar to 10k. People should be able to put crates of food/spice on the bazaar, not just single servings.
Vendors should remain. If people aren't paging through the seperate pages, make it easier to understand that there are more items than listed. Right now, the window lists "Items 1-100" and you don't know if there is an item #101 until you actually hit "next page" If you made it say, "Now displaying items 1-100 out of 345" people would hit next page.
These changes make very little sense and make one wonder why merchants are even in the game. These "fixes" must be about 10 minutes of work for a developer, please try putting a little bit of effort into addressing the realcausesbehind why you need to make these changes. If you don't, you'll hjust be back in 6 months raising the cap to 10,000 and reducing the item limit to 100.
Relaxed Limit on Bazaar Pricing
1. This will empty out the player cities. As it is the only reason to go to a player city is..
Limit on Vendor Item counts
1. Your reasoning,other than technical issues to which I defer, are absurd...
a. too many items on vendor loses sales because no one "drills down" - please, the bazaar and a vendor are identical, the bazaar has more items, the indexing scheme works fine. If someone does loses sales I don't see why it's your probnlem to handicap everyone so solve one merchant's problem.
b. monopoly??? time to go back to the books - You've got free entry everywhere except player cities where zoning permission is required. There are no limits on what professions players can learn. There is no shortage of supply or high proces except because of the limitations of demand. You're really concerned about the Wal-Mart effect. One-stop shopping because the vendor carries most items at reasonable prices and this tends to drive small specialty shops out of business. No one can compete with the "malls" as many guilds now refer to their halls. You don't even solve that problem since a guild will have enough players to each place a vendor and create exactly the same situation.
2. The reason I have a lot of items on my 3 vendors is that I don't have enough storage space for resources and the factory crates I produce. It doesn't make sense to have a factory produce only a few items, so I run off 2-weeks supply at once.
The real problemsare these...
1. You have never developed an enforceable mechanism for consignment sales. There is no way I can agree to sell product for someone else and make sure the credits are exchanged. It relies on trust. That doesn't work for business arrangements in RL and wont work online. That is why
2. Advertising doesn't provide enough information....I can't accurately specify what I sell and how much I have in stock. The problem is that players travel to a shop only to discover that the vendor is empty or doesn't sell what they need. It is frustrating for players.
Currently I have + 400 itens at my vendor. I am sorry, but I think that the 150 cap to vendors is a bad idea. I am a Master Artisan and I sell electronic components at the vendor. I sell crates of 25 electronic components. When I run a factory production of these itens I get 1000 unitys divided at 25 unitys crates and I deploy at my vendor to sell and to all elite crafters that need these components to see them and buy them.
I too have vehicles to sell at my vendor, almost 70 vehicles and now I started to sell Seeker Droids (+ 100, I am grinding to Master Droid Engineer and I need sell some droids that I am crafting).
The cap limit to 150 itens at the vendor will destroy my business.
not sure if my reply will be read on the 5th page but...
I think any price cap increase on the bazaar is good...however i think the price cap should be removed all together and the fee for placing an item/buying an item increased. Not sure what sense it makes to limit sales on public terminals...there SHOULD be a tax on said sale however...
Item cap on vendors, no comment...i'm no merchant with vendors.
2. good
bria is the worst sever across the board, hands down