Development Cycle Archive

Thread: ID#2: Two Changes to Bazaars and Vendors

Savrien
Fri Jan 09, 2004 1:31 pm
#1197

sorry for the multiple posts, this really bothers me and i'm like "what the heck" and not thinking straigt. i've added 1000 items in the last week, once i do another furniture run i'll add about 2000 more.... that's runnign right at 5000 items. yes i'll sell some but i'm a resource dealer too..


all you're doing for any kind of system like that is screwing over the people that are good at the system you set up. end of story. GREAT way to keep customer satisfaction up there.

Dinonio
Fri Jan 09, 2004 1:33 pm
#1198

yay on the bazaar increase...i find people are more likely to buy crates then singles of items like spice etc. and this would allow me to sell them on the bazaar's of planets like endor, where there are no player cities.


boo on the item limit being only 150. i think 250 would be a much better limit. will this affect offers also? and does this include bagged items? i know armorsmiths that sometimes have 10 full sets in travel bags on their vendors for people to pick up, that would leave room for about 50 items.




#Yatchu X'vim#


///PRE-CU CENTURION///


sworddanser
Fri Jan 09, 2004 1:44 pm
#1199

150 items on vendor ? => far to low !, it's what i sell during one week-end !


my vendor have on it :


-most of weapons types, at least 3 of each
-grenades in crates of 10
-repair tools (one by one or by crates of 5)
-powerup crates, 10 of each shematic i make


why so many items ?, cause it's common for me to have a customer buying 5 or more weapons/powerup crates so my stock must be that big


at the moment i restock my vendor each day for each items under 2 specimens


it's clearly impossible for me to use vendors owned by merchant cause of the "offer items" limit (15 if i remember well) and because my vendor need to be restocked every day




_____
Kapok - guild shop at 2218 1777 near Keren
Master Weaponsmith - 11 experimentation points
Archangel412
Fri Jan 09, 2004 1:47 pm
#1200

I would also like to add a few other ideas. I'm sure they have been mentioned, but this thread is starting to get huuuge.


When someone masters a crafting profession they should get a reward by getting a storage house based on that skill tree. This house can then be used to store their resources they need for crafting. The house would not count against their housing and installations amount. This would in effect stop merchants or people from using a vendor as a storage tool.


Also have this storage house be able to be chained or even added to their factories so they no longer need to use the ingredient input hopper. Other options could include that your crafting station could be placed inside and be added to it, thus becoming one item! Also allow the factory to be connected to it. You just took 3 items and made them into one.


Lets further this idea shall we?


Allow a PA and its crafters to combine one of each factory to this crafting wherehouse!


Now you just took all those factories and stations and made them into one unit. Now that would be an awesome sight. And it would encourage a PA to craft as a true and solid group of people with common goals. And no, this should not be a city option, it should be a PA option.


Lets look at the PA and its blueprint. Its a short T shape. Its perfect for allowing expansions to it. Basically once the profession wherehouses and factories are connected they become one super structure instead of many.




Mich-Riflemen/Swordsmen
Alamanda-Artisan/Weaponsmith/Armorsmith/Merchant
Dracomage-Artisan/Architech/Droid-Engineer/Merchant

Primarch of The Knights of the Sacred
http://www.knightsofthesacred.com
ShallaBal
Fri Jan 09, 2004 1:53 pm
#1201


Thunderheart wrote:


The second item has to do with Vendors.


causes technical issues


encourages monopolies


most players don't "drill down" through all of the vendor pages


An item limit is going to be placed on vendors and that limit is intended to be placed on 150.



Thunderheart, with all due respect, do you think your players are that stupid?


I smell database issues and a measure to stop people from abusing their vendors as storage facilities.


Btw, *if* point 3 is your concern, then limit the vendor size to 99, else "most players" won't find items 100-150 anyway, so no need for 150.





_________________________
Ω
Sha'lla Bal - Surveyor - Resources
GORATH Loading ...


Flucka
Fri Jan 09, 2004 1:58 pm
#1202

What are these monopolies you speak of? How can it be bad for the game for someone to have a vendor well stocked with lots of items? One well stocked vendor in one house on one planet cannot be a monopoly. If you must put a limit on vendors to protect the database make it much higher than 150 items




-Sigs are dumb!
Jware1
Fri Jan 09, 2004 2:03 pm
#1203

As a rookie AS I am happy tomake this my first post.


First let me say that I am extremely excited about the journey of AS.


Now for the reply.


I think that the cap on the Bazaar is, well, whatever, I dont' go into cities anymore due to the lag, so I doubt this will fix that problem. Personally though I guess raising the limit is a great idea for reasons already stated.


As for the limit on the vendors. I can understand putting a limit at like 1,000 or something like that but to put it at 150 is silly. I am not a novice AS yet and I have more than that. I think that the best suggestion so far is to make it part of the skill tree. +100 itemsper certain merchant block or something like that. But 150 is most certainly too low!


Thanks for listening (and I hope you do).


Jware

unitymind
Fri Jan 09, 2004 2:03 pm
#1204

Able to keep up vendors after merchant or even all artisan skills are dropped is the main reason behind ppl having a number of vendors. If you were to fix this it would stop the use and abuse of the vendors. As far as the bazzar let anyne sell anything they want up to 10k. It would reduce the resources on there and I would not have to spend an hour taking out stuff to get a stack of 20k units.


But oh well you wont listen anyway - i have 2 accounts that covers on workers hourly wage plus benefits. Maybe if i leave that will stop this. hehe (j/k)


I have not seen anyone corner the market on anything except wepons and that comes from a strong guild willing to hunt and gather. Other than that who cares....

Jaelbait
Fri Jan 09, 2004 2:04 pm
#1205

Well, I wouldn't mind upping the cap on the bazaar to a reasonable figure of 10k. There areitems that would make sense to sell there. HOWEVER, limiting a vendor to 150 items because someone doesn't hit next page??? They STILL will have to hit next page to see those, unless they have the sense to look in the catagory their items will be in!! I am sorry that you are having DB issues, perhaps you need to rethink your DB issues, not figure out a way todecrease the strain on your systems by decreasing the player base.


I personally don't think anything posted here will make any difference, as they have already decided what they are going to do, but the SOE person on our forums insists that the dev's actually read this. We shall see.


Add functionality to the bazaar/vendor interface so people can FIND what they want to buy. The reason they try to bring up all the items the vendor HAS, is because they don't always show up in the logical catagory. Limiting a vendor to 150 items is going to cripple my business. I can't keep up with the demands NOW, and there are well over 150 items there! There is nothing worse for repeat business than for a customer to have traveled for an hour or more to get to you and then find an empty vendor! I can avoid that for the most part by keeping a good stock of items in my vendor. I have to have a fleet of houses to store the factory runs in, so that I can quickly replace the sold items, but I am not on 24/7 and just sitting there waiting for an item to sell.


The Holo craze has crippled professions left and right and left the consumer with less choice than before. Those who master their professions in 2 days,rarely have the stocks of resources necessary to actually MAKE anything worthwhile. Those of us who have actually KEPT our professions and managed to make decent items are now going to be penalized for that??


Jaelbait, Master Weaponsmith, Kettemoor

Kovev
Fri Jan 09, 2004 2:04 pm
#1206

AS much as I'm a supporter of change...my answers are, no and no.

The 3K market max is what makes players become merchants for the first time, it also forces players to sell items inexpensivly to reach the mass market, limiting price gouging. I never have any problem finding what I need. I make occasional trips od exploration through the merchant zones that have developed around the major cities, and discuss with other players where they got, or found this or that. I think to change the bazaar limit will dramatically alter the degree of player interaction and browsing, adn as a side point kill merchat shops selling lower end good. I guess the question is do want stip-centers ot super Wal-Marts? I don't like Wal-Mart style shopping.

The unlimited item possibilities of vendoirs carries a heavy maint cost to ballance it, and 9 of 10 vendors are out of stocked, not over stocked. what exactly would be the purspose in limiting the items that can be placed on a vendor? I missed it all together. Players don't pack vendors anyway, it's costly, and players will not shop them.

Don't change either item, they are some of what makes SWG a great game. My vote is no super centers for SWG!



Kovev Sormcrow Elder Jedi
Pre-NGE: Jedi MLS/Master Defender Pre-CU: Jedi MLS/Master Enhancer.
Valkyri Strombringer Elder Merchant/Armor smith
Please deliver winnings to Vendor at 75 by 1436 on Dant, just outside BRP hall

Sunflower
Fri Jan 09, 2004 2:05 pm
#1207

I think both Bazaar and Vendor changes should be dependent on the Merchant profession...not available to all crafters. I completely agree with the idea to increase vendor cap limit as someone progresses up the Merchant tree...and I also want to say (if it hasn't been said yet!) that the Bazaar cap (item price AND number of items up for sale) should also be dependent on the Merchant tree.


I would say 100 sales on the Bazaar is a good cap for Master Merchant...but I don't know quite what to say about the price cap. 6k WOULD hurt my business (as a Tailor)...10k would not. However, I know many weaponsmiths who would get hurt by a 10k limit, as well. People proposing a 100k limit...that seems a little too much, at that point, someone needs to go to the vendors. Personally, I say 25k max would be a good compromise. Most mediocre weapons, all non-BE'd clothing, most food (in crates) and most mediocre armour weapons sell for 25k and under (at least on my server)...and mediocre is all you should be able to find on the Bazaar. For exceptional work, go to a vendor.




Seniph Gales
1st Dark Jedi Knight on Tarquinas
One Half of the former Dynamic Duo
"I don't take treason lightly."

Sunflower
Fri Jan 09, 2004 2:08 pm
#1208

bleh, edit button...armour *components*, not armour weapons [scowl]



Seniph Gales
1st Dark Jedi Knight on Tarquinas
One Half of the former Dynamic Duo
"I don't take treason lightly."

VendtDarkfell
Fri Jan 09, 2004 2:12 pm
#1209

Suggestion: Make Vendors Specialized. When a merchant places a vendor he or she would select one category heading from the Bazaar list (i.e. resources) and that would be the focus of that particular vendor. Unrelated items would either cost 2x the maintenance or would not be allowed at all. This would prevent people from using Vendors as limitless storage without unfairly limiting legitimate business needs for stocking over 150 items.



Tam Darkfell (Intrepid/Infinity) / Vendt Darkfell (TC)

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