Merchant Archive
Thread: DocSavage here is your solution to merchant nerf
P.S. The bazaar is going to blow up
P.P.S. As far as AFK macroing going away, it is very simple to get around. Run your macro as normall, tape your mouse to a vibrator, and go AFK. Problem solved.
OOJ-Zero wrote:1 Do not allow backpacks containing items to be sold on vendors. This will stop ppl from using them as storage.2. Allow more room in houses. A large house should be able to hold 6 times more than a small.3. Make ppl have to remove their vendors before unlearning merchant skills.4. Raise the cap on the bazaar from 6K to AT LEAST 10K, and the amount of items from 25 to 40-50.5. If you must impose a cap on vendors, make it at least 200-300 items per vendor, regardless of skill. More skills= more vendors. I have 200 items on my vendors, and I'm not even a crafter, just a looter.6 USE OUR $15 A MONTH TO INCREASE YOUR STUPID DATABASE AND STOP PENALIZING US FOR YOUR OVERSIGHT.7. Get the devs to actually play the game for once, so they will have a freaking clue!!!8. Make merchant skills only cost 1/2 normall skill points, or make merchant a skill that you don't have to go through artisan to learn. I mean seriously, do you think Wal-Mart employees know how to make the products they sell? I'm about to be Master doc/swordsman, which won't leave me enough skills to keep even 1 vendor. Where am I suppose to sell my loot that is worth more than 6KRidiculous!Wake up ppl, this is just a scam to get you to pay an extra $15 a month for a merchant account. My advice is buy everything you need now, cause soon it will be either sold out, or VERY expensive. If this goes live, my rescources just went from 3 cpu to 30 cpu. I'm not going to sit around babysitting my vendor for nothing. Also go ahead and throw everything you have on the vendor now before this goes live.DocSavage you asked how this will affect our business, well I say it will put most out of business, because they will be to frustrated to keep being crafters. Which will lead to no available items, or at least no qualityavailable items, which will lead to the death of this game. So I say, instead of asking how this will affect our business, ask yourself how it will affect YOURS, if everyone quits playing!P.S. The bazaar is going to blow up
P.P.S. As far as AFK macroing going away, it is very simple to get around. Run your macro as normall, tape your mouse to a vibrator, and go AFK. Problem solved.
You guys do realize I dont' get paid for this gig right?
/sigh
also, your post doesn't address any of the dev concerns, so it isn't viable. if you want to truly offer something to them, you have make sure you are addressing their concerns as well as yours. THEY DON'T CARE IF YOU DON'T HAVE ENOUGH SKILL POINTS FOR A VENDOR! if you want to sell loot, sacrifice part of a combat prof and get the skills needed.
DocSavag wrote:
You guys do realize I dont' get paid for this gig right?
You should ask for a raise then.
They really hung you out to dry on this one.
Elyssa wrote:
DocSavag wrote:
You guys do realize I dont' get paid for this gig right?You should ask for a raise then.
They really hung you out to dry on this one.
No more than any of you. I've known the details a bit longer and I've had more time to think about it. I don't usually react to this sort of thing with anger anyway I react to it by trying to batter their logic with my own..so far I've had limited success on this issue btu I keep working on it.
VarnaxDespin wrote:
A simple question...
How doesanvendor item limitenhance or balance we the Players general game play?
Until this question is answered I cannot see why we are discussing made up numbers as to what we each of us think is reasonable amount of items to have on our vendors.
What is reasonable to you is not reasonable to me, all the numbers, reconfiguring of skill trees etc..are being discussed AS IF this change must take place in order for us to play... well as far as I am concenred, vendor item limits has not been a player issue since the number became infinite.
We as players do not need to solve data space issues, or code problems. We as players pay to enjoy the game, ifthe Dev'stake our enjoyment way, or further hider it to a point the fun does not outway the enjoyment, we will leave.
I'm fairly sure that the per-item vendor limit is simply to reduce the people who use vendors to get around the storage limitations imposed by housing & your safety deposit box.
Some software development tips for you budding programmers...
During the design phase of any software project, you have to consider the storage and performance requirements of the software. You give best estimates based on the rules you've put in place. That some clever user found a way to circumvent those rules and completely blew away your initial estimates doesn't invalidate those estimates.
Contrary to popular belief, you cannot simply add more diskspace to an environment and expect it to behave perfectly. When, all of a sudden, you have orders of magnitude more data than you were expecting, you either rewrite all the access paths to the data or you reduce the data being held.
Folks can complain all they want about the poor database design or whatever, but that doesn't change that there's a problem that needs to be solved. More diskspace isn't the answer here.
OOJ-Zero wrote:
Oh yeah I forgot one, though I'm sure it's been said before, and probably won't happen since it would invole a lot of new code, but anyways...
9. Vendor item stacking. If you have 20 identical items on a vendor for the same price, instaed of 20 listings, have it listed once with a x20 available.
Because
1. It makes sense
2. It would be really slick.