Doctor Archive

Thread: VENDOR UPDATES ON TESTCENTER---CHECK THIS OUT NOOOOT GOOD /SHAKEHEAD

Psh2Shv
Sat Aug 07, 2004 3:37 pm
#1


To all docs that run a business and like to do some combat check out the changes to merchant that are proposed.. as it's proposed now Master Docs or Combat Medics(worse for CM's they take up more skill points...) Will not be able to have much combat if running a business. Since this might not make much sense to you I'll post the notes from my TC launchpad(this is supposed to go live along with publish 10, which is on TC now)


Bazaar/Vendor
  • Vendors that are empty will no longer be visible on the planetary map (Ctrl-V).
  • Vendors that have been left empty or abandoned for two weeks will be deleted (owner will receive a warning message prior to deletion).
  • Email notifications have been added to advise vendor owners of the status of their vendor.
  • Fixed a bug that caused items to sometimes vanish from vendors.
  • Vendor item limits will now be based on player skill. (Players over either limit will not be able to add new items for sale on vendors).

    Artisan Business 3 Get (1) Vendor, that will hold (50) items, for a total of (50) items for all vendors
    Merchant Novice Get (2) Vendors, that will hold (60) items, for a total of (120) items for all vendors
    Merchant Management 1 Get (3) Vendors, that will hold (70) items, for a total of (210) items for all vendors
    Merchant Management 2 Get (4) Vendors, that will hold (80) items, for a total of (320) items for all vendors
    Merchant Management 3 Get (5) Vendors, that will hold (90) items, for a total of (450) items for all vendors
    Merchant Management 4 Get (6) Vendors, that will hold (100) items, for a total of (600) items for all vendors
    Merchant Master Get (6) Vendors, that will hold (110) items, for a total of (660) items for all vendors


  • Now I can understand wanting to eliminate people using vendors for storage, but making it so finding well stocked vendors is even harder? I think this is SOE starting to shoot themselves in the foot on another issue... Please everyone voice their concerns so we can get these updates changed to something that won't be such a hit for those of us who run businesses and like to hunt some of our own meat(and not have to pay 100cpu to a novice scout cause some jerk said that all docs will pay that much for meat).



    Thanks for your time!



    Maladek M'elad, MD - Shadowfire

    Giftmacher
    Sat Aug 07, 2004 4:37 pm
    #2

    I take it you mean the last point only? The others seem sensible.




    Psh2Shv wrote:


    To all docs that run a business and like to do some combat check out the changes to merchant that are proposed.. as it's proposed now Master Docs or Combat Medics(worse for CM's they take up more skill points...) Will not be able to have much combat if running a business. Since this might not make much sense to you I'll post the notes from my TC launchpad(this is supposed to go live along with publish 10, which is on TC now)


    Bazaar/Vendor


    Good

  • Vendors that are empty will no longer be visible on the planetary map (Ctrl-V).


  • Vendors that have been left empty or abandoned for two weeks will be deleted (owner will receive a warning message prior to deletion).
  • Email notifications have been added to advise vendor owners of the status of their vendor.
  • Fixed a bug that caused items to sometimes vanish from vendors.

  • Bad



  • Vendor item limits will now be based on player skill. (Players over either limit will not be able to add new items for sale on vendors).

    Artisan Business 3 Get (1) Vendor, that will hold (50) items, for a total of (50) items for all vendors
    Merchant Novice Get (2) Vendors, that will hold (60) items, for a total of (120) items for all vendors
    Merchant Management 1 Get (3) Vendors, that will hold (70) items, for a total of (210) items for all vendors
    Merchant Management 2 Get (4) Vendors, that will hold (80) items, for a total of (320) items for all vendors
    Merchant Management 3 Get (5) Vendors, that will hold (90) items, for a total of (450) items for all vendors
    Merchant Management 4 Get (6) Vendors, that will hold (100) items, for a total of (600) items for all vendors
    Merchant Master Get (6) Vendors, that will hold (110) items, for a total of (660) items for all vendors


  • Now I can understand wanting to eliminate people using vendors for storage, but making it so finding well stocked vendors is even harder? I think this is SOE starting to shoot themselves in the foot on another issue... Please everyone voice their concerns so we can get these updates changed to something that won't be such a hit for those of us who run businesses and like to hunt some of our own meat(and not have to pay 100cpu to a novice scout cause some jerk said that all docs will pay that much for meat).



    Thanks for your time!



    Maladek M'elad, MD - Shadowfire






    Gift.
    glorydragon
    Sat Aug 07, 2004 6:45 pm
    #3

    so now, you're going to have to sell your items to a merchent for distrobution to the poblic. Who'd have thought of that?
    Songe
    Sat Aug 07, 2004 7:11 pm
    #4

    Never gonna happen, no merchant will bother with only 110 items per vendor.



    ------

    Novice Lekku Stomper
    Psh2Shv
    Sat Aug 07, 2004 7:36 pm
    #5

    Yes the part about vendors and item capacity.


    Sunakk
    Sat Aug 07, 2004 8:53 pm
    #6






    Songe wrote:

    Never gonna happen, no merchant will bother with only 110 items per vendor.







    I have to agree with this. A good-stocked vendor is one with 400-500 items of a particular item category, so that when customers visit, there will be a chance to have what they're looking for. With this change, the big things merchants will have to do is constantly restock their vendors. When a merchant has vendors in so many places (different cities and even planets), this will make it a big pain for merchants.


    I think it will also make players have to cut back on offering smaller sizes of crates for customers who may not be able to afford a full crate. For those starting out in a profession, or if they just want a smaller stack, this will be a big problem.


    I do hope the devs find out in test center that merchants may need to have more vendors as they get management skills, as 660 items over 6 vendors is just not a lot of items.




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    nukuma
    Sat Aug 07, 2004 8:55 pm
    #7

    I don't mind so much having to have business three to have a vender but as a doc I need at least a minimum of 300 items so I can offer a selection to my customers, 4 different stims,20 of each in crates, cure poison, disease and rez packs, I stock 10 of each, enhance packs by set in backpacks 50 sets is a minimum run. Not to mention the excess resources and loots.

    UP THE MINIMUMS AND ELIMINATE THE EMPTY VENDERS AND ALL WILL BE FINE.
    Thakkin
    Sat Aug 07, 2004 9:54 pm
    #8

    My vendor never has that much on it, but I always see chef, artisan, armor, and weapon, etc vendors with much more than that on it. It's going to suck if they actually put the item limit on. I can see the forcing of the skill points for vendors, but the item limit doesn't sound good.
    Giftmacher
    Sun Aug 08, 2004 4:18 am
    #9






    Sunakk wrote:





    Songe wrote:

    Never gonna happen, no merchant will bother with only 110 items per vendor.







    I have to agree with this. A good-stocked vendor is one with 400-500 items of a particular item category, so that when customers visit, there will be a chance to have what they're looking for. With this change, the big things merchants will have to do is constantly restock their vendors. When a merchant has vendors in so many places (different cities and even planets), this will make it a big pain for merchants.


    I think it will also make players have to cut back on offering smaller sizes of crates for customers who may not be able to afford a full crate. For those starting out in a profession, or if they just want a smaller stack, this will be a big problem.


    I do hope the devs find out in test center that merchants may need to have more vendors as they get management skills, as 660 items over 6 vendors is just not a lot of items.








    /agree too.


    I Don't have a vendor I give my loot items and anything elseI wish to sell to a merchant friend, they sell the item and keep some of the profit (well when I can ppursuade them too!) and everyone is happy. I've got to say the 110 item limit per vendor sounds way too low, especailly when many merchants sell more than just the stuff the craft.


    Gift.

    glorydragon
    Sun Aug 08, 2004 2:44 pm
    #10

    I hadn't thought of this, but I have to


    /agree
    hawkes37
    Sun Aug 08, 2004 2:58 pm
    #11

    I have no problem with the change. On one condition. If I am going to lose my vendor that I sell items off of and have to sell off my person, then make the storage capacity on the2 houses and 3 factories that I own much much larger. Irl I have over150 items alone in my desk that I sit behind to play this game as well as more than 150 items at my desk at work. I do not own any factories irl but I think I can safely say that if I did, they each would hold more than 100 items each.




    'cause 2 Sins are better than 1
    Sinjin Kes - Wanderer (Retired Doc)
    Sintal Avak - In hiding pending the future
    Tergie - The Mad Ithorian is drunk in some 'tina somewhere

    Jedi2k
    Mon Aug 09, 2004 12:56 am
    #12

    What is worse is that 110 item per vendor only comes when you mastered Merchant, at businsess 3 you can only have one vendor with 50 items. I totally agree with everything except the limits.


    Iagree empties should not show up on the planet map

    i agree that with 2 weeks of no use vendors are deleted

    i agree toneeding business three or higher inmerchantto place a vendor

    i agree to losethe vendor when losing the bus 3 skill

    I DO NOT agree with the limits per vendor

    AND they need to fix the storage problem in this game which has lead topeoplesetting up"storage" vendors


    my too cents



    Rillarri
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