Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
The game relies on a player based economy-- players generating and supplying other players with goods. IftheDev Teamreally wanted to decentralize crafting monopolies and spread the ability to generate profit around the various crafters of a specific server, then they would institute certifications on crafting tier boxes and their related schematics.
If there is a database issue, then the Developement Team should focus on the number of vendors that are controlled, stocked and operated by non Merchant classes.
I find it ironic that a "developer" who haspreviously statedin the past that he does not craft and does not like to craft posted this focus thread.
A.C.
obidrew
Ragemaster9999 wrote:
Halaka wrote:
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I know one WS on our server who stocks 500+ weapons on their vendor and within 12hrs they're down to 50 or so.
Like TH said... breaking up monopolies. I support a cap on vendors, and that cap can be increased with merchant managment level... As for the bazaar, I think it should be 10k... as stated before not everyone wants to buy a house to place vendors... a nice10k cap would allow things such as small houses to be sold and medium range weapons...
Side note: Wish you would "link" allbazaar terminalsin the galaxy. So you could buy an item from the bazaar in Theed even though the item was placed for sale in Anchorhead.. and retireve it from Theed. After all we walk into a city and ships fly about overhead... add to that the SWG universe galactic shipping seems reasonable... ( perhaps a tax when buying items and retreiving it across long distances. )
If bazaars were linked and there were GOOD search options ( like forum search item style ) they would be useful. In all honesty not many people use the bazaars whenver I go on them they have very few items for newbies... mostly resources.
If you linked all the bazaars, people on "abondoned" planets like Rori could buy the goods they need, as little merchants/crafters play on rori... compared to the other planets.
How is it a monopoly that they have a good amount of stock and people shop there? That's like saying COSTCO is a monopoly and they shouldn't be allowed to stock such large quantities or sell as much as they do.
I just have to stress again how BAD the bazaar increase is.
It WILL enforce a price cap on MANY MANY items. If the item currently sells, even at it's low ranges, for 6k, then 6k will be the MOST anyone EVER pays for it. Why? Because why would you buy it for more from a vendor when you can get it on the bazaar which is closer for cheaper? This WILL be a price cap.
And if items are capped, there's gonna be a LOT of us going out of business. As it stands now many of us don't mine our own resources. We buy them. We can't compete as well as our bretheren who mine their own. We don't have as wide a profit margin. That's fine. They put in the extra work they deserve the extra rewards. But if 6k DOES become the standard price for things, then the ONLY way a lot of things will be cost effective to sell for 6k is if you mine your own resources. Which pushes a lot of us more casual crafters right out of the market. We are UNABLE to compete at ALL. And THAT'S not fair. We don't mind having people who mine their own resources have an edge on us. That's fine. They can under cut us. They can make more money. That's fine. But if there's a price cap and ONLY they can meet it, we're screwed.
The bazaar cap change is good, but I would like to see the possibility of unlimited bazaar auctions. These are currently handled through the boards and are distracting here. It would actually be an easy change technically too - The initial 3000 limit would stay in place, and the bazaar would just no longer verify the price cap on bids. This could also be put in as a merchant skill, possibly attached to the premium auctions.
I do not agree with limiting the vendors to 150 items. As an armorsmith, I would run out of space on each vendor way too quickly, and I would not be able to offer a decent choice to my customers.
Well the vendor debate seems really interesting....
WHY DONT YOU LEAVE THINGS THAT WORK ALONE AND FOCUS ON BROKEN PROFESSIONS AND ADDING CONTENT TO THE GAME.
Debating on the cap for the bazzar and storage in a vendor is like a bunch of fireman debating on which hose to use while the house is burning.
I mean honestly is this the most pressing issue of the day?
3000 credit cap vs 6000 credit cap.
uhh yeah.
/wail I HOPE YOU CAN HEAR US!
/scream WE KEEP PLAYING AND PAYING BUT MAYBE NOT FOR LONG!
/complain LISTEN TO YOUR COMMUNITY FOR ONCE!
Tymtraveler wrote:
My two cents, being a Master Merchant & Master Architect, are:
2) Vendor Cap - I agree with several suggestions thus far in making it a part of the skill tree - i.e. Efficiency I - 100, Efficiency II - 200, Efficiency III - 300, Efficiency IV-400, Master Merchant - 500. Perhaps more people would keep their Master Merchant status if they had to have the skill trees to place not only additional vendors, but items on their vendors.
Looking forward to the changes,
Darmana/Ahazi/LOK
Beyond bad, idea... The original point of having skill points and so many professions was to dabble and try a little of this and a little of that. However, most 'masters' cannont see this... "Waahhh, why does this guy have one ability that I have and I'm a master and he is not". It's all you ever hear anymore, and the devs are unfortunately listening in most cases.
As such, I really don't see a point in having skill points anymore if abilities keep getting moved out of the begineer professions and deeper into the advanced. Should be just pick a profession, maybe two and that is your character unless you completly drop a profession for another... It's exactly where things are headed anyways, so why bother with the every increasingly futile skill point system.
I'd hate to buy this game off the sheleves now, install it, create a character and realize "heck I have to go through all this beginner crap, just to get anything in the game". It seems the devs are beginning to cater to 1 person with multiple accounts, rather then striving for new subscribers. Just in case you can't see beyond this, 1 person with five accounts, is still 1 person... The live community on the servers is becoming more and more of a 'ghosted' environment. Two months ago my friend list did not have one person listed as so& so alternate... Now I'd say 50% of the names on that list are so& so alternate character(s).
We also need a specific search feature added to the bazaar so we can filter for exactly what we want. Or if the current filters worked already. Lots of items still appear under the wrong categories.
The Bazaar also needs to remember its sizing settings as well. Everytime you log in the Premium column is huge. The little things need to be fixed first before revamping the system.
Ragemaster9999 wrote:
Halaka wrote:
.
I know one WS on our server who stocks 500+ weapons on their vendor and within 12hrs they're down to 50 or so.
Like TH said... breaking up monopolies. I support a cap on vendors, and that cap can be increased with merchant managment level... As for the bazaar, I think it should be 10k... as stated before not everyone wants to buy a house to place vendors... a nice10k cap would allow things such as small houses to be sold and medium range weapons...
Side note: Wish you would "link" allbazaar terminalsin the galaxy. So you could buy an item from the bazaar in Theed even though the item was placed for sale in Anchorhead.. and retireve it from Theed. After all we walk into a city and ships fly about overhead... add to that the SWG universe galactic shipping seems reasonable... ( perhaps a tax when buying items and retreiving it across long distances. )
If bazaars were linked and there were GOOD search options ( like forum search item style ) they would be useful. In all honesty not many people use the bazaars whenver I go on them they have very few items for newbies... mostly resources.
If you linked all the bazaars, people on "abondoned" planets like Rori could buy the goods they need, as little merchants/crafters play on rori... compared to the other planets.
www.dictionary.com
I suggest you go there and read what it says for 'monopoly'
Please explain to me how 1 person selling 500 items or even 5,000,000 on his vendor prevents anyone else in this game from doing the same. It's not the well stocked smiths fault, that others are too lazy to stock their vendors frequently to keep up.
So you want to ease the strain on the database?
Vendors:
1. Delete all the vendors that ex-merchants are still running. They dont have the skills, dont let them have the benefits. (We have been asking for this for MONTHS).
2. Base vendor cap on merchant skill level. Master merchants should be able to have at least 1000 items per vendor. This will let them have stores on multiple planets/cities like a Master should be able to.
3. Redesign the NEXT PAGE interface and the sort by column feature. More sales = less items on database.
Bazaar:
1. Increasing max value will INCREASE the # of items on the bazaar. Sure, resources will stack, but hundreds of items in the 3-5k range will flood the system. Instead DECREASE the NUMBER of items players can sell via vendor. Maybe 10 for non merchants. 20 for business 3 or 4 and more for merchants.
2. FIX the INTERFACE so people can find and buy what they want. Again, more sales = less items = less strain on the database.