Development Cycle Archive
Thread: ID#2: Two Changes to Bazaars and Vendors
Thunderheart wrote:
Vendor change = Acceptable to me, but many are voicing strong dislike. It does sound like a database problem from what you're doing.
I agree. It's still early to commit and we're still accepting community ideas, by Ithink we're going to make it so that as merchants gain skill boxes, they gain the ability to put more items on their vendors. The lower and upper caps havent been established yet.
DocSavag is a strong voice for the Merchants and based on the correspondent issues, this change may include the fact that only merchants can have vendors.
TH,
If Only merchants can have vendors, then you better wipe the whole Business tree from Artisan, because it will be worthless without vendors.
I think the higher price on the bazaar would be a great - allow more items to be put on bazaar
however the 150 Item max is a very bad Idea
There are many professions where bulk is Key - that would be horribly hurt by this
Meds , stims, weapons, grenades, mines, Furniture, Food, power ups, drink, and many many more things would be hurt...
I personally have Furniture vendors - in multiple locations
I have trouble keeping them stocked as it is, and if 150 item limit is imposed I have no real motivation to go there every day and check through whats missing and restocked... its useless to me
and many others
I hope the devs see the light and dont impose any limit
Also> I dont know how it could impose monopolys?... people are free to shop where they want
Enkido - Enkidu - Eclipse
As for raising the cost cap, I am ok with that. However I would not go any higher than 6000, because if you do then you start eliminating private shops and player towns. If the idea in the game is to push towards player towns and economies, then I think you should keep encouraging players to go to PLAYER vendors in cities to keep teh player economy going. 5000-6000 at the MOST.
As for the cap on numbers I think that is a terrible idea if it is as low as 150. As a weaponsmith there are so many guns and power-ups and repair kits that is it rediculous to cap it. I woul dhave to run 2 or 3 vendors in order to keep stock and still provide teh WS secondary products such as WUKs and repair kits and mines and such. I think 150 is a terrible, TERRIBLE idea. If you made it around 250-350 or so, ok...but 150 is WAY too low.
Oh...another thought about the vendor cap of items in stock...
Why not make it a BENEFIT to have merchant profession. Have the basic bulky artisan option vendors have a cap, but allow the MERCHANT lvl vendors to have one of say double?
Then instead of nerfing merchants you are actually giving them a benefit to the skills but still achieving your objective with a cap...but one that is still reasonable for the large crafting professions.
Also, if you cap the vendors, then the new players will be the ones that are punished, because teh vendors will cater tot eh money, aka the big sale things, so the lower money items will disappear from teh restricted vendors....that is a NOT good thing.
Vendor cap idea is a VERY BAD idea. I have ONE vendor I place all of my weapons on. If you're a MASTER MERCHANT there is an ability to have your vendor to TELL your customers to select Weapons then the sub-catagory of weapon they are looking to sell.
If your rational is players not being able to find weapons, changing weapons to 150 max is not flying with me because you STILL would have to hit "next items" to see the next 50 weapons you're claiming stupid players don't understand.
I sell anywhere from 60 to 120 weapons A DAY on vendor. I don't wanna have to stock the MF'er EVERY DAY. The way vendors work now IS FINE. I keep it simple, one vendor and stock a full page of 1H weapons, 2H weapons, Melee (WHY some 1H weapons appear as "melee" like the Gaffi Baton is SOMETHING you should fix), Carbines, Pistols etc.
I use vendor VOCALIZATION to tell the potential customer how to work the vendor.
What you SHOULD fix on vendors is this:
1) Make sure any weapon appears in the PROPER sub-catagory
2) REMOVE the unused catagories
3) Make merchant xp generate from SALES only, not just having vendors up stocked with stuff.
If you wanna fix your database issues, don't hurt the crafters, hurt the ones abusing the vendor system...
Also another NICE fix, which would ELIMINATE players from using vendors as storage (i.e. pricing something out to the max value of 99999999 or whatever) is:
1) make ANY factory crate produced item be 100 units. This would SOLVE EVERY storage issue in terms of produced items
2) Make RESOURCES stack to a MILLION units. This would SOLVE EVERY mining/resource seller storage issue.
Keep it simple guys. You're the ones who gave us 10 lots, Base Extractor Rate Harvestors of 13/14 KG an hour... a 13 BER Harvestor on a 90% spot generates 16,848 units of resource a day, estimated, thats 135k units of resource a DAY using 8 lots (probably the per account average).
It would be SO NICE to see resources stack to a million units. It would so solve SO MANY storage problems it's not funny.
Please guys, do this one right for change... SOE is getting notorious now for putting in stupid fixes to something any high school level programmer with an understanding of calculuscan figure out. Servers can only store so much data, if you wanna save storage space, you increase the capacity of that variable, your solution will ONLY make for a bigger headache because players WILL just put up more vendors and you'll STILL have the SAME number or even MORE items going onto vendors because the players are smarter than the devs when it comes to these things.... All they'll do is have a master merchant friend place the max # of vendors in their house and load them up with items prices to 99999999.
MAYBE you should limit the total number of priced items to a certain amount like 10,000,000c for weapons, 50,000,000c for Armorsmiths and 100,000,000c for architects, something like that.
You guys gotta start thinking like a PLAYER, like a hacker, not a dev... your devs, as a whole, are a pretty stupid group.... 3 CH nerfs, AT-ST nerfs, 3K cap on bazaar sales, 100k resource stacks named ONLY copper/iron/steel etc, profession special shots still not working after 6 months, and the biggest moron idea ever created, grindingcrafting professions WITH MACRO's AND MOUSE CLICKS only to untrain them in order to become a Jedi.
Yoda once a Master Tailor... this is the legacy you're creating with your product.
When I first bought this game, I bought it to become a Jedi. I never thought I'd have to get theredoing the most GOD AWFUL thing in the game, repetativemouse-clickCRAFTING. I thought it would have to do with Epic Quests, seeking out a Master, being an Apprentice, training in secret then serving the Light or Dark Side. Now some gimp BH can take down a Jedi wielding a light sabre... it's just so sad.
I HATE the idea of putting such a low cap as 150 on a vendor. This will kill (and make long time merchants quit) the market. A lot of people spent a LOOOOONG time to get the merchant skill and the crafting skill and your basically giving people with no skill a better advantage over them.
i've said it once i've said it 1000 times
anything less than 5000 isnt even close
it means that there is zero chance of interplanetary commerce, all your places will be in one spot, that's it. i have 3k items on one vendor and i'd like to expand to 5 other planets... i can't even have enough for my ONE place if that happens.
much less beign able to expand and try and run a real business.
The bazaar thing is.. eh..dont have an opinion one way or another
Limitingplayer vendors to that low of a number (150) is unrealistic. I am a member of a large city and with several well known artisans. These guys work their behinds off to offer quality goods at reasonable prices. Its something they do for fun and honestly I dont understand it.
Realisticallywith thoselimits our vendorswould need daily, if not twice daily, restocking. This will take all the fun out of what is already something of a chore (in my opnion) and I just think that is wrong..
Even in 'rebalancing'you need to remember that this is just a game.. People play it to have fun and get away from the real world for a little while. If you take the fun out of it they WILL go elsewhere and then where would that leave you?
While we are on the subject of wrong and game..Whats with the shuttle waits?..Ihave to wait enough in real life. Make them all like Theed already.
Anyway thats my 3 credits..Thanks.
1st) Im kinda indifferent. I dont look at the bazaar much any more.
2nd) I am a master merchant, but have yet to get business going to where I would have 150 items or more at one time. If this limit is inacted, then the solution would be to add another vendor. The more I think about this, I think i like the idea.
What I would like to see, and I heard this was in beta, is that I could go to a bazaar terminal and see Player vender items on there as well. I heard one of the problems is people got confused. Well, if your brain dead maybe. Sorry but you devs have provided us with a nice function. Its called a waypoint. I dont understand how people can get confused if they buy an item and a waypoint is automatically given to them for the location of where to pick it up.
Bump the cap on the bazaar to 10k for instant sales, and no cap on auctions. This will greatly stimulate the economy and perhaps get people back into the starting cities once in a while.
As to the item limit on vendors, are you out of your minds? This would be about the worst thing you could possibly do to merchants. My girlfriend is an artisan/merchant and I am a doctor. Our vendors pay for the upkeep on our harvesters so we can make stuff to sell on our vendors to pay for the upkeep....etc. If you cap this we will have to spend time we need surveying and placing harvesters and crafting, just in filling up the stupid vendors. Can you let us enjoy this game we are spending a lot of money on, or what? Our vendors being well stocked is building us a good loyal clientele which we are working hard to establish, don't handicap us please!
Dr. Talion Nolan,