Merchant Archive
Thread: Time for customers to post, not the merchants!
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whizbang1
Mon Aug 09, 2004 10:30 pm
#1
Time for the public we service to voice their opinions. Keep it clean, and tell SOE how and why this will hurt you. Describe some of your favorite vendors. Even invite a dev to come to your server and check it out.
As the propriter of a large Mall on Starsider I'm going to ask my customers to come here and help us out. As merchants we can whine about how much work this will be and every other aspect that this nasty change to Merchant will hurt us.
But it's the customers opinion that I think will help us most. Atleast I hope it does.
Anyone that has purchased an item from a merchant (not the bazaar) can post here and tell us about your experience, good or bad. Think of this as those little 3/5 cards we never fill out at restaurants. Only this once, please help and fill it out. Post your server, the merchant name and how the change will hurt that merchant.
(please don't delete, I'd really like to hear the customers side)
Whizbang
Starsider
MisterLeebo
Mon Aug 09, 2004 11:35 pm
#2
I'm Leebo, from Naritus. The Merchant is my long-time buddy and one of the hottest names for Weapons on Naritus, Troll. Troll not only sells his own goods, he's got merchants in his shop from all sorts of other merchants who seek to profit on the exceptional wookiee's good name. Dunno how many items he's got put up, but they've always got a couple Next Item pages to scroll through and that's good enough for me. He makes weapons of varying caliber: Normal (still good), Exceptional (Krayt, Acklay, etc), and Sliced Exceptional (The Exceptional stuff, with exceptional slices on them) Both of the first two vendors are always stocked with anything you could dream of, every type of weapon, while the Sliced vendor is sort of a treasure chest, you're not sure what'll be in there. Throw in a Power-Up merchant, a Misc Merchant, and ~2 merchants from other people in the corner and you've got to hit the roof hard. Meh, he works hard, maybe he's due a vacation =).
EvekiaK
Tue Aug 10, 2004 7:44 am
#3
As a Bounty Hunter on Starsider, and a Commando/Architect in the past, I have had need to purchase specialized weapons, armor, and resources for much of my career. I have had endless hours of frustration running from merchant to merchant to merchant when I needed something specific for my profession only to find the merchant is inactive, or has sold out, or doesn't even stock what I am looking for that day despite what the name of the merchant is or the category of merchant it is set as on the map.
The major merchants that do serious volume business, including those at Whizbang's Mall, have been a tremendous asset to me. Not only do they tend to have a good variety of things they offer, but they are stocked and often have several choices available to me. There have been times I have to scroll through several pages to find the item I want on a specific vendor, but they will almost *always* have it. These merchants also tend to pull in other merchants and crafters to the area to further enhance the offerings available. I am much more likely to return to these merchants and offer them repeat business time and time again which not only enhances MY game experience and brings it closer to a RW economy, but enhances THEIR game experience in their chosen profession. Not everyone wants to run around in an eX7r3m k0mb@t template. These are the people who are willing to do more than "dabble" in the artisan and merchant professions, these are the people who make good quality crafting, excellent salesmanship, and customer follow-through their game!
Limiting the available items for merchants that severely will dampen their ability to provide the volume and quality of products currently available in the game. It will decrease the value of sellable items as people become more likely to destroy them or put them on the bazaar for 6k credits. It will add to the other economic problems facing the universe as more and more money pours in while there are fewer and fewer places to spend it or transfer it to other people. Or, perhaps it will cause an extreme inflation as the items that ARE still for sale skyrocket in value, far far past what the beginning characters can even dream of affording without the help of others who have been playing for a while. It will increase the number of people sitting and shouting in the cities for people to buy directly off them rather than off their vendor (which I still see a great deal of despite the new chat channel). It will also hamper "guild vendors" where the guild breaks up the job responsibilities to allow players to focus on what is important to them with their other skill points.
~Evekia
The major merchants that do serious volume business, including those at Whizbang's Mall, have been a tremendous asset to me. Not only do they tend to have a good variety of things they offer, but they are stocked and often have several choices available to me. There have been times I have to scroll through several pages to find the item I want on a specific vendor, but they will almost *always* have it. These merchants also tend to pull in other merchants and crafters to the area to further enhance the offerings available. I am much more likely to return to these merchants and offer them repeat business time and time again which not only enhances MY game experience and brings it closer to a RW economy, but enhances THEIR game experience in their chosen profession. Not everyone wants to run around in an eX7r3m k0mb@t template. These are the people who are willing to do more than "dabble" in the artisan and merchant professions, these are the people who make good quality crafting, excellent salesmanship, and customer follow-through their game!
Limiting the available items for merchants that severely will dampen their ability to provide the volume and quality of products currently available in the game. It will decrease the value of sellable items as people become more likely to destroy them or put them on the bazaar for 6k credits. It will add to the other economic problems facing the universe as more and more money pours in while there are fewer and fewer places to spend it or transfer it to other people. Or, perhaps it will cause an extreme inflation as the items that ARE still for sale skyrocket in value, far far past what the beginning characters can even dream of affording without the help of others who have been playing for a while. It will increase the number of people sitting and shouting in the cities for people to buy directly off them rather than off their vendor (which I still see a great deal of despite the new chat channel). It will also hamper "guild vendors" where the guild breaks up the job responsibilities to allow players to focus on what is important to them with their other skill points.
~Evekia
Berro
Tue Aug 10, 2004 9:15 am
#4
Well, I am a merchant, but I'm also a customer. I find it extremely comforting to know that Whizbang's Mall is likely to have just about whatever I need. Whiz is tireless in her work to make the mall the best shopping venue in the galaxy. She spends many hours each week scouting resources on every planet in the galaxy, setting up and maintaining her harvesters, and bringing those high-quality resources back to her resource vendors.
She also finds the time to maintain several other vendors. Recently I started working on the Smuggler class. Casting about for locked containers to practice on, I checked Whiz's "Hodge-Podge" vendor, and struck gold! She had 20 locked containers on there!That kept me busy grinding for a long while! When I spoke with her later, she didn't even know that she had that many on there.
If the game developers limit how many items can be placed on a vendor, merchants won't be able to maintain such excellent inventories. Even now, many searches for specific items on merchants' vendors end up uncovering empty vendor after empty vendor. Think about how it will be when merchants can only stock 110 items per vendor. If they're selling out fast now, with no limit, how fast will they sell out with such a small limit? How manymerchants will give up in despair of ever being able to keep up with all the new work?
I speak from both sides, as a merchant and a customer. I like being able to find stuff I need on vendors. I know Whiz loves the challenge of making her mall the best it can be, attracting a steady repeat customer base, and keeping her multiple vendors well-stocked. If you're a vendor, please reconsider this change.
Crimsonsplat
Tue Aug 10, 2004 9:19 am
#5
FYI: I am a merchant, but want to note that I am sending emails to all my customers asking them to come to the forums and find out about the nerf.
Telmat
Tue Aug 10, 2004 9:22 am
#6
Let's be fair here. I don't think it's equitable for the author of this thread to solicit ONLY negative comments.
Please tell us WHETHER you think you will be impacted by this proposed change to vendors and WHY you feel that way. Please tell us how you think it will impact your gaming experience.
Morningbrood
Tue Aug 10, 2004 10:38 am
#7
At no time in my over year of playing this game have I ever heard the following commant:
" Dammit this merchant has just too many itmes for sale he so needs to be nerfed"
I like to use vendors that sale quality products, those vendors easily sale more than 110 items every hr.
Instead of visited a particular vendor the day they stock now we'll need to know the hour.
This whole item limit idea was crap to begin with, let the loot mongers store there crap, I play this game to have fun and never is visiting 20 empty vendors fun.
" Dammit this merchant has just too many itmes for sale he so needs to be nerfed"
I like to use vendors that sale quality products, those vendors easily sale more than 110 items every hr.
Instead of visited a particular vendor the day they stock now we'll need to know the hour.
This whole item limit idea was crap to begin with, let the loot mongers store there crap, I play this game to have fun and never is visiting 20 empty vendors fun.
Goldenstar10
Tue Aug 10, 2004 11:46 am
#8
i am a customer to almost every decent buisness on kettemoore and i can say that this is total gimpage to all companys
Cidem_Relaeh
Tue Aug 10, 2004 11:56 am
#9
*dons asbestos suit*
I don't think this nerf is as big of a deal as some people are making out. With master merchant you can still have 660 items "in stock", and that's a fair number. I think what this nerf really does is force more inter-dependance upon players and encourage more social interaction. It also pushes you to make the hard choice of just what market you're selling to. Being in a guild, I plan on donating as much storage space and vendor space as I'm able to our crafters and I would expect other guilds will do similar.
Now, with that said I think there is an easy way to mitigate the impact of this change. Vendors should be crate-fed. I have already sent feedback about this and mentioned it on another forum, maybe it'll get picked up. Basically what you do is slot in a crate of any given item and the vendor interface will be smart enough to extract one when someone makes a purchase. You could go further and allow an option for players to buy multiple "copies" of the item and keep them in the crate. This would be useful for things like PSGs and especially for weapons and armor when people want several pieces in order to get them sliced.
This system would not only benefit the buyers but it would also make re-stocking of the vendors a lot easier. I imagine some sort of setup where you could have 2 or 3 crates of any given item on the vendor at a time, that way if you keep it up you should always have at least one full crate worth on hand. Also, as far as I understand it, this would help lighten the database load as well (half the point of crates, right?).
There is also one more thing to adjust in the upcoming change to make it more reasonable and palatable to the player base, and this goes for merchants and buyers alike. Don't limit the vendors to 110 each (except at the base level of course). The vendor limit should match the total item limit. That is, the master merchant should be able to put all 660 items on ONE vendor. Furthermore, with the crates counting as just 1 "item", 660 would be more than enough room for any crafter I would expect.
Anyway, those are my opinions and ideas. Good luck to the merchant and crafting classes on this one. I've heard a lot of people say they'll quit if it goes live as-is and that just plain sucks because a lot of those people are my friends, guildmates, etc. Here's to hoping a developer reads this post.
I don't think this nerf is as big of a deal as some people are making out. With master merchant you can still have 660 items "in stock", and that's a fair number. I think what this nerf really does is force more inter-dependance upon players and encourage more social interaction. It also pushes you to make the hard choice of just what market you're selling to. Being in a guild, I plan on donating as much storage space and vendor space as I'm able to our crafters and I would expect other guilds will do similar.
Now, with that said I think there is an easy way to mitigate the impact of this change. Vendors should be crate-fed. I have already sent feedback about this and mentioned it on another forum, maybe it'll get picked up. Basically what you do is slot in a crate of any given item and the vendor interface will be smart enough to extract one when someone makes a purchase. You could go further and allow an option for players to buy multiple "copies" of the item and keep them in the crate. This would be useful for things like PSGs and especially for weapons and armor when people want several pieces in order to get them sliced.
This system would not only benefit the buyers but it would also make re-stocking of the vendors a lot easier. I imagine some sort of setup where you could have 2 or 3 crates of any given item on the vendor at a time, that way if you keep it up you should always have at least one full crate worth on hand. Also, as far as I understand it, this would help lighten the database load as well (half the point of crates, right?).
There is also one more thing to adjust in the upcoming change to make it more reasonable and palatable to the player base, and this goes for merchants and buyers alike. Don't limit the vendors to 110 each (except at the base level of course). The vendor limit should match the total item limit. That is, the master merchant should be able to put all 660 items on ONE vendor. Furthermore, with the crates counting as just 1 "item", 660 would be more than enough room for any crafter I would expect.
Anyway, those are my opinions and ideas. Good luck to the merchant and crafting classes on this one. I've heard a lot of people say they'll quit if it goes live as-is and that just plain sucks because a lot of those people are my friends, guildmates, etc. Here's to hoping a developer reads this post.
Luti0n
Tue Aug 10, 2004 1:21 pm
#10
I go through clothes like they crazy. Right now its hard finding a vendor with anything even on it. With this change it will be nice that empty vendors (does that include the ones that only have an item on them for 999999999 credits with notes) won't show up but with only 660 pieces of clothing its going to be difficult to find something new.
Also,
How will this impact "offers to vendor"? I know people that make buff packs takea lot of resources and that if I offer something to a vendor it uses up one of my bazaar slots but will it also use up one of the vendor's 110 slots?
-Lution
Aladine
Tue Aug 10, 2004 3:12 pm
#11
Although now I am a chef, I just mastered it and have been (since I started playing) a combat class. I have grown to love a certain few vendors on Chilistra, the vendors you KNEW were always stocked, because they dropped 2000+ items on them every week. A change like this is going to cause many of those who don't have a second or third account to sell these items on quit, or give up crafting. This change is going to be bad for the economy, you will have many crafters leaving (3 long time master weaponsmiths selling out their resources on the Chilistra trade forums alone.) This will be just one more way that SOE is managing to alienate its gamers, especially those who don't have the time to play every day. SWG was designed to be casual player friendly, but if you need to stock your vendor twice a day now, how can they compete...SOE is further dividing those who play casually and those who powergamer. As one of the casual gamers, perhaps its time to look for another game.
KingDread
Wed Aug 11, 2004 5:48 am
#12
I am just a part time player. I hold a full time job and have a wife and 2 children. That leaves me a couple hours after all the family duties have been completed.
I don't have time to run from house and tent to house and tent. I just want to unwind from work. I just want to run a few missions and say hi to a couple friends.
I feel like these changes mean I'll be spending my play time (late evening) looking for the items I need. But most likely the 110 items will have been sold out.
Please, from a part time player our crafters need to be able to stock enough product for several days, so they can enjoy the game and so can I.
PhoenixOrion
Wed Aug 11, 2004 6:39 am
#13
As a customer and a owner of a vendor, I feel I can post in here as well (as I only sell smuggler goods, so it's a minor type of business).
Armorsmiths, Weaponsmiths, Tailors and Architects will feel the brunt of this nerf if the limit isn't raised to at least 300-500 per vendor.
Armor and weapons sell like hotcakes. Alot of the times b/c people want that perfect slice on them (which is where I come in as a smuggler). Even I like to buy alot of sets of armor just to have backups. When our server lost a few of our good armorsmiths all at the same time, alot of us were feeling it. Just think what would happen if that were to happen if vendor item limits were 75 items. That's only EIGHT count that EIGHT full suits of armor if they sell piece-by-piece like the majority of smiths do that I've come across. That would be8 people if somebody bought one suit per. That would be 75 people if it was full-suits-in-backpacks vendor.
Also add in if people wanted to come to my vendor to get the AUK's, Clamps and Knives to slicetheir 8suits of armor if it was from an per-item armorsmith, that'd be 3 crates of AUK's, 3 crates of Clamps and 1.5 crates of knives. Now that might not seem like much, but there are more than 8 people on this server who are Smugglers that slice armor, and my vendor sells out in a week or two of most of my tools. Alot go faster when you have people grinding to Slicing IV. Especially Clamps and Knives.
Tailors have tons of different clothing types. Not to mention colors and stripes and all that.
75 people is maybe what, 1-5% of a server population?
I know of3-4 guilds alone on my server who have more than 100 people in them.
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