Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
ShadowLobo wrote:
The second change is good for the reason stated, ease of use.
Because we certainly know that finding the 'Next Items' button after using it to see items 100-150 is such a burden that we should make all merchant/crafters log on every 6 hours to load stock.
Oy.
I don't put it in frosted flakes, just count chocula
usinfchicago wrote:
Am I the only one then who puts baileys in his frosted flakes?
CP>
I don't put it in frosted flakes, just count chocula
BaudGnarly wrote:
THIS REWARDS PEOPLE WITH MULTIPLE ACCOUNTS.
AND 5HITS ON PEOPLE WHO ONLY PAY $15 A MONTH.
As a player with multiple accts and two master merchant characters, this is true.
BaudGnarly wrote:
THE MESSAGE IS CLEAR - SOE WANTS MORE MONEY HONEY
However, it seems to me to be more related to budget constraints imposed by the SOE business team. Expanding database/bandwidth capacity costs a pretty penny, and I don't think any of us here has their currentprofit/expense ratios to look thru.
Vendor Item Limit:
Why tell them how it will effect us, how much of a pain it will be to have to try to keep stock on vendors, or suggest 300-500 item limits. SOE will do what they want, when they want it, regardless of any negative impact on us at all. Its apparently a database concern on their part, and thats always taken precedence to player concerns.
Screw ThunderFart and his bull crapp
"I don't understand crafting, nor do I like it. I am a puppet and PR tool for the Dev team, who really don't give a turd about the playerbase."
If the 150 item limit goes into effect, I will assume this new forum to be totally worthless. It is obvious anyone who has experience with this profession is against this nerf.
AND FOR THE LOVE OF GOD, PLEASE TEST IT BEFORE YOU CHANGE IT!
Last time we had a major Merchant change it resulted in the loss of tens of thousands of items. I thought it was a stealth nerf to remove items from the overflowing database. Now I think I may have been right.
I see two gamewide issues at base here: (1) storage space and (2) skill points.
(1) I'm currently playing a commando/dancer and a fencer/CH. I was amazed to discover I had lots to spare and my houses never gave me the "too many items" message. I have plenty of storage and don't have to allocate lots between miners, houses, factories and such. When I was a crafter, storage was a nightmare, even though I had a third party Merchant selling my product. I cannot imagine the storage and lot problems of dedicated crafters who sell their own product, but as a consumer, I sure as heck want to make their life easier, not encourage them to quit.
(2) I doubt any of the crafters would object strongly to running up a Master Merchant skill if they had the skill points to spare. However, by the time they master their profession, keep a minimum of other skills to enable mask scent, basic healing and use of some sort of weapon, where are they to get the skill points?
Not to hijack the thread, but isn't the real issue here that we ALL need more skill points and more storage space?
You may find a majority of poll respondents saying this is a fine change. All they are seeing is the higher limit on bazaar and they have no idea what a pain the lower limit on vendors is going to be for them as consumers.
I do not understand why the bazaar, at least, cannot be searchable in the way it was in EQ. If I want steel, I should be able to limit my search to steel.
As for player shops, it is not unusual for me to spend 2-3 hours and travel to three planets trying to find the BE clothing items I want or good Ubese in an attractive color (yes, I'm vain). More empty vendors in more shops is not going to improve this or make my game play more enjoyable.
I guess what I am trying to say is STOP, step back, take a look at these changes and how they are going to impact not only particular classes but the overall enjoyment of the game. Deal with major weaknesses instead of making lots of unnecessary "improvements."
I love the game, have two accounts and have recruited another dozen people into playing, but these basic problems are the ones that could lead me into eventually abandoning SWG to try another game.
Amythyst and Tazzia
Tempest
if you want something efficient put any poll in the login screen of the game, most of the players never read the forums.
And the actuall poll should have two rows :
- how much would you like the bazar cap to be raised by
0 (no changes)
+ 2 000
+ 3 000
+ 7 000
+ 22 000
- would you like the auction cap to be removed : yes / no
Raising bazaar price is good idea.
Vendor cap at 150 bad
That means as an armorsmith i could only put up 15-20 suits of armor at 7 or 9 pieces each and thats unacceptable as i like to have variety of colors . this would force me to just make one color.As it is with vendor bugs over time i have lost about 400-1000 items wether disapeared or just never got email or paid for them.
Do what you want but tread carefully as it is a nerf on this may be the nail in the coffin for those of who are losing patience .
Why not fix things before you break them again.
If its database problems then make items with same serial number stackable .
Make resources stackable up to 1mil instead of 100,000.
this in itself would save me about 30 spaces.
Aperi
Naritus
I'd believe that too, it is certainly a viable hypothesis, but I really lean towards the theory that "Doc Savage" wants *only merchants to be able to own a vendor of any kind*, which I find a rather excessive, punitive and unecessary nerf to quite a few of us crafters.
I don't follow the merchant forum, not being one and not planning to be one. It does seem a bit mean that merchants would point at artisans and say "take away their rights". No, I guess that's how most nerfs start...
But if only the merchant profession can have a vendor, I guess I'll sell on the bazaar and go back to spamming starports. That was so much fun for everyone...
As a Master WS, Master Merchant, Master Artisan.....
6k pricecap on bazaars sounds ok to me...anything higher does encroach on the reason behind taking merchant and having vendors to begin with. (It was stated quite clearly early on that the bazaar was supposed to be for low level purchases and that was why the cap was set at 3k.)
Item cap on vendors...first of all 150 is too low period. It needs to be at least 300 PER VENDOR. You will be hurting Armorsmiths, Tailors, and Furniture makers specifically with that low of a cap. Second, if you place a vendor, you should have to have the requisite merchant skills to keep the vendor...right now you can level merchant, drop a vendor and then sell the skill back. If you are going to start doing merchant changes thsi needs to be addressed as well.