Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
Here's a list of what I carry on my vendor:
- stim B
- stim C
- stim D
- health wound B
- health wound C
- action wound B
- action wound C
- constitution wound B
- quickness wound B
- stamina wound B
- strength wound B
- cure disease B
- cure disease C
- cure poison B
- cure poison C
- enhance health D - 90 or lower med use
- enhance action D - 90 or lower med use
- enhance constitution D - 90 or lower med use
- enhance quickness D - 90 or lower med use
- enhance stamina D - 90 or lower med use
- enhance strength D - 90 or lower med use
- enhance health D - 91+ med use
- enhance action D - 91+ med use
- enhance constitution D - 91+ med use
- enhance stamina D - 91+ med use
- enhance strength D - 91+ med use
- resuscitation kits
Limiting vendor item count to 150 would mean that I would have to change my business practice to either one of the following:
- Limit 5 of each items to offer variety
- Limit selection
- Spend skill points so that I can have multiple vendors
None of the above options are acceptable because it would curtail what little enjoyment I get out of this game. This isn't a threat to quit, but rather stating the obvious - why continue to do pay for a game that is not providing enjoyment/entertainment.
THIS REWARDS PEOPLE WITH MULTIPLE ACCOUNTS.
AND 5HITS ON PEOPLE WHO ONLY PAY $15 A MONTH.
THE MESSAGE IS CLEAR - SOE WANTS MORE MONEY HONEY
Current Poll: Currently, there is a credit max on Bazaar items of 3000 credits (lol really?). This credit might be raised to 6000 credits.
I like this change and think it should happen. 75%
I am indifferent to the credict cap on the bazaar. 13%
I do not like this idea because it would hurt my crafting business. 12%
Total Votes: 2849
I certainly hope you are not going along with the results here...
I bet you 90% of the players who picked "I like this change..." are not crafters or merchants
I bet you 90% of the crafters/merchants who have voted picked "I do not like this idea..."
I'll add this up for you, since you devs like to toy with bad decisions/changes... THIS POLL IS TOTALLY BIASED, and the results are unrelated to crafters/merchants wishes. (I'm betting
)
On the new selling cap on the bazaar bad idea due to this fact: greed... the items that now sell for 3k will simply be from now on sold at 6k does nothing for the overall populace...
As for the Vendor limit, there are many crafting professions that are outsdie of merchant and if you set an absurdly low limit like 150 items on a vendor then that is bad for them, but heres an idea for those using a vendor simply as an extra storage device... make a cap on Private vendor sales... low enough to as to discourage this like maybe 1 million credits max...
Otica (the wookiee with the most)
MAW Industries
(Intrepid galaxy: 4660 -3545 Moenia, Naboo)
First Wookiee
"YES, I AM a yeti, and I AM from Yavin 4"
Master Artisan
Brawler 4/4/0/0
Fencer 0/0/0/0
Marksman 0/4/0/0
Scout 4/0/4/0
Smuggler 0/0/0/4
Creature Handler 1/3/1/1
Rikilii wrote:
Why have a limit on the bazaar at all? Or at least take away the limit for resources, so people who want to sell their meat at 30 cpu (a reasonable price, imho) don't have to split it up into tiny little chunks. There's a great solution to you DB problem right there -- bigger chunks = fewer chunks.
I'm for raising the cap. I'd even like to see it go up as high as 10k.
I can't comment on the vendor item cap, as I'm not a merchant.
However, one write-in vote: ever given any thought to designating areas of the non-player cities where artisans could deed vendor booths? It can be quite annoying driving out from registered vendor to registered vendor and finding them practically empty. It would be first come first serve to thelots, which would obviously have to be capped due to the limited amount of geography in a given city, but you could also charge a higher maintenance fee in exchange for the added 'exposure'. It might help bring people back into the player cities and would be very convenient for buyers. Of course, it might be seen as a negative as it would perhaps be one less reason to visit player cities, and might be troublesome for artisans that prefer having a full shop (though, you could have both).
Eh....just musing out loud here....
Supposedly Developers have mandatory playing time and some have actually mentioned that they play. My question is how many actually play a primarily crafting type particularily elite crafting and/or dedicated merchant type character? Hmm, every single developer that has admitted what type of character they play has said marksman, scout, and/or brawler. Well guess what Developers do not understand crafting/merchanting and don't have any intention of doing said. For example, Thunderheart who started this thread and says he agrees with the vendor changes has said in the past that he does not like crafting and doesn't understand crafting. So what does that say? Says that there are serious fun problems with crafting/merchanting and that the Development staff realize that on some level and have intentionally chosen to avoid personally experiencing their own system because essentially 'it's not fun-it's work.' How hypocritical is that?
Padre
I fully support increasing the monetary cap on the Bazaar. This will mean that resources can be posted in larger quantities rather than dividing lots into 3000 credit value increments. Just out of curiousity, what is the rationale for 6000 credits? Is this an arbitrary number or is it backed up by metrics?
The limit of 150 items on vendors seems to be rather dramatic, but I could live with it. The first problem is the fact that this will create even more empty vendors. Empty vendors are incredibly frustrating for consumers. The second problem is the slowing effect it will have on the overall economy. This is a potentially HUGE problem.
Example: Mr. Supplier offers Commodity A to Ms. Merchant. Ms. Merchant refuses to buy due to her already full vendor. Mr. Supplier will not return to Ms. Merchant, preferring to find a retail outlet that consistently buys his Commodity. Mr. Crafter comes to Ms. Merchant's vendor to buy Commodity A and sell Product B. Due to a full vendor, Ms. Merchant can not perform either transaction and Mr. Crafter leaves and does not again return. Mr. Crafter, also, will find a retail outlet that can consistently meat his needs.
This system promotes the merchants that have large inventory space (i.e. houses, PA halls) and a quick and consistent turn-around of product. It penalizes players that log less time on-line, have fewer resources to store inventory, and have fewer contacts. This is a system that PROMOTES MONOPOLIES, not discourages them. If the goal is to reduce dabblers in the merchant class and/or slow the flow of currency then this is a fine choice. If this is not the goal or not a desirable side-effect, I would suggest looking elsewhere.
Tam Darkfell (Intrepid/Infinity) / Vendt Darkfell (TC)
Ok..... I do not have enough economic data ingame to comment on the 3k-->6k increase, but the 150 item cap - here it goes...
I have one character running all 6 vendors in my tailor shop, one of them empty and serving as a planet ad dummy (and I need more vendors, so building a second character up to merchant as well).
A fully stocked store requires me to put up 1k+ items. That means an average vendor in my shop has 250-300 items.
With the SHEER QUANTITY of tailor items and colors, this is a conservative number only held down by a player's ability and patience to continually restock. My point here is that if the developers wish to scale down/implement limitations such as this then they must also scale down the tremendous complexity that makes up the crafting professions to the same lvl. Otherwise, you have a gap.
I want to provide customers with a properly stocked store. If I have to stay under a 150 limit, that means only stocking each pair of pants in one or two colors - that is NOT properly stocked. That is equivilent in my mind to a store with shelves nearly empty. I would rather close my shop than have nearly empty shelves - and that is likely what I will do with such a very low limit.
- I can live better with a 300-400 item limit, tho that would mean Imay still have to reshuffle vendors a bit.
- EVEN BETTER, as I have seen mentioned already, a good solution would be to increase vendor maintenance costs as the quantity of items posted increases (note: this is NOT item value).
DEVS:
At least up the BAZAAR space to +10-20 more items ifyou must capthe player venders.
Q) The first change has to do with the Bazaar cap.
A) I would say lets go to 10,000 credits.
Q) The second item has to do with Vendors. limit to items placed on a vendor.
This causes technical issues
A) I say 300 items and see if this will fix your technical problem.
If you go to low im afraid you wont raise it later ![]()
Foldron
RageGods wrote:
DEVS:
At least up the BAZAAR space to +10-20 more items ifyou must capthe player venders.
This won't help me as I don't have the time to post on bazaar,research what the best item(s) are to post there, hop between cities to spread my stock out, etc. Maintaining a shop and doing everything else in the game takesfar too much time. I have not used the bazaar as an important sales conduit in months.
TeeBee wrote:
The 6k cap is good, I often buy infrequently used resource off the bazaar and anything to avoid 25 clicks * 3 clicks and 25 emails will be an improvement.
The vendor cap at 150 items will be a major pain though, I work as part of a small group of3 crafters1 of whomhas high merchant skillsand looks after the vendors. I will end up with a situation where I can carry 5 of 30 types of weapon or maybe 10 of 15 types (examples) this will invariably leave situations where all my stock of 1 weapon disappears in seconds orI have to cut back the available range. I agree a cap is needed but 150 is way too low, i'd say 3-500 would be good. The answer to not drilling down is to have resources sort properly, if I choose to sort by name alphabetically finding 5 Lasers under 'L' and then another 10 Lasers under 'L' on page 2 is not conducive to me finding the item I want.
On a tangeant if this is to alleviate performace problems perhaps you should look at fixes first.
Lets say I need a particularsteel and do a galaxy wide search sorted by name, as above the name is sorted within the page so I end up buying 5 items on page 1, load 2 pages, 4 on page 3 etc etc. I'm pretty sure a significant performance hit would be removed if I knew that the 10 items on page 2 are all that exist in the galaxy and there is no point in loading another 10+ pages. Additionally, allow me to buy multiple items in 1 hit. Warn me that I am doing a multiple purchase in huge letters but let me do it, send me a single mail with multiple waypoints. I can often spend an hour plus loading pages when I could complete the whole transaction in mins with the right tools.
A slightly bigger tangeant but it would help performance for sure, let me store resource in 999999 lots, i'm a weaponsmith when a good ostrine or irolunn hits I binge harvest it. I can quote 3 resources in my backpack right now taking up at LEAST 15 storage lots, and my paltry 500k of each is nothing compared to the big boys.
Enough for now, I hope you read and take note.
i completely agree with this. raising the cap on the bazaar to 10k would probably be better. and adding SEARCH functions would actually help the SOE db problem out by making it easier for players to find the items they need and buy them up quickly.
if i walk up to a bazaar terminal i should be able to hit a search button and type in "lokian avian meat" then click on a galaxy or planet button and all things for sale on the bazaar that contain lokian avian meat should pop sorted from highest price to lowest price. and also show how much of the resource is there for each sale entry.
if i can keyword search almost the entire world-wide-web using yahoo, google, or some other search engine why isnt it plausible for us to be able to do it in the game?
and limiting the vendor item cap to 150 is just ridiculous. 500 seems to be a reasonable number that almost everyone is agreeing with in this thread. how much more do us players need to run around the galaxy looking for vendors with things on them?