Merchant Archive
Thread: Is there gonna be a cap on vendor items?
I my book, that is misuse of a vendor for storage. To bad if vendor cap ruins you business, but you are part of the problem, and as such will restive no sympathy from me. My sympathy goes to all thoughts whom will get thair business ruined, but did not use thair vendor for storage.
SueDenim wrote:
Starting *lower* than 150?!?! Seriously?
I don't know yet because they haven't released it. But if you assume that they didn't just pick the number 150 out of a hat..and it means something then you have to assume that the new system that will allow more than that will have to have less as well to balance it.
That would mean you would start out at a relatively low number and scale to a higher one. Just my opinion on how it has to work to achieve what they want to achieve.
DocSavag wrote:
SueDenim wrote:
Starting *lower* than 150?!?! Seriously?I don't know yet because they haven't released it. But if you assume that they didn't just pick the number 150 out of a hat..and it means something then you have to assume that the new system that will allow more than that will have to have less as well to balance it.
That would mean you would start out at a relatively low number and scale to a higher one. Just my opinion on how it has to work to achieve what they want to achieve.
What exactly are they trying to achieve? Is it just a database problem? Are they trying to make it so that most artisans will become a master elite class artisan and a master merchant? (I think I can get the last set of merchant boxes for master Merchant if I surrernder *all* combat skills and hire people to escort me to my harvesters if they are surrounded by aggressives). Are they trying to force a wholesale/retail economy where crafters are wholesalers and only make the most popular items to wholesale out cheap to the merchant retailers (I refuse to do this since tailoring would no longer have any point to me). Are they just trying to raise prices by increasing resource prices and making crafters raise prices to lower demand for their "special order only" business model? (probably not a bad idea considering how much money there is in the game). Anyway, I am not really sure of what they are trying to do here.
Gyopi wrote:
What exactly are they trying to achieve? Is it just a database problem?
Not it will be tougher on people like armorsmiths (9 items for a full suit of armor) and Tailors with hundreds of items in varous colors, powerups which sell very fast and have to be restocked often as it is...the list goes on.
But faced with the facts that something is going to change you can either figure out how to operate under the new rules or give up and let someone else take your place at the table.
DocSavag wrote:
But faced with the facts that something is going to change you can either figure out how to operate under the new rules or give up and let someone else take your place at the table.
Hi,
if this is gonna go live there is an easy workaround: just skill up to master merchant with your send and x account or ask your friends to do that. Why? Well, there is no difference to be a master merchant or not even have merchant skills after the vendors are placed.
If this would be fixed, the problem would be very tiny. Almost everybody who skilled up Merchant for the holo has placed vendors and put it onto the map. And some are used for item storage.
If you remove those, that problem would be solved for a while.
I will definetly quit merchant if this change is again a nerf without any benefit for us.
I have 3000 to 4000 items listed in my vendors ( 700+ Crates with powerups, 900 pieces of furniture, 300+ Harvesters....) and I would like to know what to do with them when they drop out of the vendor after that patch.
Read ya.