Doctor Archive
Thread: VENDOR UPDATES ON TESTCENTER---CHECK THIS OUT NOOOOT GOOD /SHAKEHEAD
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
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
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.
UP THE MINIMUMS AND ELIMINATE THE EMPTY VENDERS AND ALL WILL BE FINE.
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.