Merchant Archive

Thread: How to beat the vendor nerf, if it goes live

SpacePunk
Sun Aug 08, 2004 1:01 am
#1







Before I start, I'll say that this limit is utter garbage. Do the developers of each portion of the game not talk to the other developers? Did the tailor developer not tell the merchant developer that the tailor can produce hundreds of unique items in a veritable rainbow of colors? How did this come to fruition? It shouldn't have made it past the merchant developers mouth, much less the test server.







You talk as if the developers know what's going on in any specific area. I seriously doubt there's any one person that's an expert in any one part of the code. It's evident to me that code changes are just farmed off to the first available person. How is that evident to me? Because when there's a 'fix' to a bug, older bugs are re-introduced into the game that cause hot patches to come down a day or two later after each published fix because people are just pulling out OLD codes sets and using those. There is no 'Code Czar', no 'expert' in any particular part of the code, etc...





-----------------
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Flurry

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BoberFett
Sun Aug 08, 2004 1:08 am
#2

You're probably right SpacePunk.


The company I work for is a mess, and sometimes I get the feeling SOE is exactly the same. Nothing but spaghetti code as far as the eye can see. Changing one detail in one system breaks a (supposedely) unrelated system. I bet there's a complete lack of documentation for this game. Probably lots of comments like:


// What does this code do?


//I'm not surehow thiseven works



I quit my job last week. Maybe I'll do the same here.
d0qtrX
Sun Aug 08, 2004 1:14 am
#3






BoberFett wrote:

Before I start, I'll say that this limit is utter garbage. Do the developers of each portion of the game not talk to the other developers? Did the tailor developer not tell the merchant developer that the tailor can produce hundreds of unique items in a veritable rainbow of colors? How did this come to fruition? It shouldn't have made it past the merchant developers mouth, much less the test server.


Here's how you beat the nerf:


Stock your vendors with samples of your wares. Price these samples high enough that they won't be purchased. Give each of them a description which includes the actual sale price. Customers can place orders by ingame email, and you can put their entire order into a backpack, taking only one of the precious sales slots.


It's not an ideal solution, but should this madness go live and somehow you avoid having your will to be a crafter destroyed, this is one way to get around this.







Good rational idea.



MY idea?



ALL crafters go on strike. Empty all your vendors and craft nothing until this horrible limit is removed.

BoberFett
Sun Aug 08, 2004 1:18 am
#4


d0qtrX


I agree with you. If this goes live, DPO Weapons will likely close its doors. I log into empty vendors all the time because someone bought out my entire stock of lasers or power hammers. These limits will make it much worse.


I just wanted to post a "rational" (as you put it ) answer in the midst of all this anger. Not that I can blame anybody though. Vendor limits suck. Just like they sucked the last time they brought it up.

Message Edited by BoberFett on 08-08-2004 03:19 AM

Yogol
Sun Aug 08, 2004 5:22 am
#5






BoberFett wrote:


d0qtrX

I log into empty vendors all the time because someone bought out my entire stock of lasers or power hammers.




Raise your prices. Like in real life : a warehouse can only hold X items. It gets sold out quick if the price are too low. I understand that some people like to serve the community by low prices (hey, even I do it every once and a while), but let's admit it, that's not normal economic behaviour. You should be sold out fast when the prices are too low.


And as far as the storage goes : at the lowest level you can put 50 full backpacks in the one vendor. Don't tell me that's not enough inventory space !





000000000000
000000000000Yogol Elder Jedi.
000000000000
000000000000Yoggie Trader on Corellia -320 -5500.
000000000000
000000000000Yogu Wannebe Medic.
000000000000

Cookie Cruncher.
lees
Sun Aug 08, 2004 5:34 am
#6

BoberFett, as you know me zOdeac you know i always keep my vendor stocked as much as a can about 10 sets of each type, 10 PSG and 10 to 20 repair kits. if i can not continue doing the same that i have been doing for over a year that 45.0 crafting station will be put in storage and i will take a brake from the game to see if i wish to pay for another month.


The only thing i like about the game is crafting and selling the items. If they make it so i cant do that its not fun for me anymore.


spelling and grammer probibly sucks but its 5:30am and its now time to sleep




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YExcite'Y
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SargusQuintek
Sun Aug 08, 2004 5:42 am
#7

I will be curtailing the item limit by bagging stuff up and storing it on my vendors. One bag=1 item. That is unless they have changed it so every item in the bags are counted. Did I miss that part? When someone orders something I will unbag the one item and stock it. The tailor vendor is going completely. I have over 1000 items on it alone. I counted and I have over 2000 ietms on my vendors.



______________
"Real Life First"
Demonssword
Sun Aug 08, 2004 6:07 am
#8






BoberFett wrote:


Here's how you beat the nerf:


Stock your vendors with samples of your wares. Price these samples high enough that they won't be purchased. Give each of them a description which includes the actual sale price. Customers can place orders by ingame email, and you can put their entire order into a backpack, taking only one of the precious sales slots.


It's not an ideal solution, but should this madness go live and somehow you avoid having your will to be a crafter destroyed, this is one way to get around this.




Sorry but it wont work :'(

You are forgeting the 30 day limit on keeping items on vendors before you have to put them up for resale. As soon as they start falling into the stockroom area then you will only be able to put up your limit on items again. So only 50-60-70-80-90-100-110 or what ever it is.









Yogol wrote:


And as far as the storage goes : at the lowest level you can put 50 full backpacks in the one vendor. Don't tell me that's not enough inventory space !


and on a different topic wrote:


Withthe artisan-vendor you can store 50 FULL backpacks in the vendor. 50 FULL ones. Don't tell me that's not enough storage...








Sure you can hold 50 full backpacks of 50 items on your vendor, but the trouble with that is the items inside are inaccessable in most cases as you would then have to clear 51 slots of room on your person to get to any of the items inside them. And will probably have to keep a record sheet of all the items you have on a word doc or notepad doc as you wont know what is where.


Currently i have a tailor vendor on 1 server and he currently has all 6 vendors in 1 place. 1 have a few wookie clothes on (3 of each type normally when i can get around to stocking it) then i have a normal clothing vendor that i havnt stocked for a while but has been known to have 200+ clothes on. After that i have a special orders vendor that doesnt often get used, but is basicaly there so people can make drop offs and collections easier. Like everyone else it seems i have a storage vendor, where i store bags of heavy duty leather and all the other stuff i need or want.


So so far just on those least used vendors i have 140 clothing and probably 60-80 storage, so im ok there for my vendors. But now here comes the killers.


I have 1 vendor who has 1 or EVERY type of clothing on it (about 220-230 items). This is so i can have a full catalog of items that people can buy and means they can find exactly what they want on them. So i guess i will now need to find a link to one of those sites that show a 2D piccy of each item. And in addision to that i have a vendor on my wall who sells supplies. This vendor (untill i went on holiday for a while) had an average or 1000-1500 crates of fiberplast / reinforced / synth / fasteners / jewel settings / armorweeve segments (usful for training armoursmiths) / cargo pocket / trim / shoe sole, on and also some large bags of 1000 units of synth / fiber / trim / reinforced / armorweeve.


So add them on to my last total and you have about 1500-2000 items on my vendors. So there is no way i can continue to run a business like this as i can normally shift between 100,000 - 300,000 creds worth of stuff every couple of days. And currently i have 8 factorys churning out products 24/7 (well probably 16/7 as im not going to switch my comp on at 4am just to start a new run of stuff). This is unless of course i start only selling in 1000 unit wearable containers, but this will mean many of my regular customers who either cant afford the 65k for 1000 fiberplast or 100k for 1000 trim or 120k for 1000 synth / reinforced will have to stop shoping with me.


To me this "solution" SOE have made will just make the large scale merchant or those who provide a service (like my 1 of every tailor item, or component salesmen) a thing of the past. And this will bring the community to its knees as no one will be able to make anything without the parts they need from other classes (like i need to have a good store of BE stuff for making BE clothes anda BE needs alot of trims to make their brandy) (the same goes for armoursmiths who need alot of reinforced fiberplast and synth).




Keldorion of Chimaera + others on other servers when i deside to reactivate them.
ArthurDentOnBria
Sun Aug 08, 2004 7:09 am
#9

That's good creative thinking there. More creative then the devs are showing in their solutions, but sadly even this wouldn't work (for me). See there is no way for me to show a "sample" of a pet. Each pet is unique. Also, at novice merchant, in the devs proposal I'd have a 120 limit. That's not even enough for 1 "sample" of every item I can make. And in the merchant corr's counter-proposal I'd actually be capped at 75. And as for the backpack thingy, well, we know that's gonna be nerfed... right?




BoberFett wrote:


Stock your vendors with samples of your wares. Price these samples high enough that they won't be purchased. Give each of them a description which includes the actual sale price. Customers can place orders by ingame email, and you can put their entire order into a backpack, taking only one of the precious sales slots.





Message Edited by ArthurDentOnBria on 08-08-2004 07:10 AM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


BoberFett
Sun Aug 08, 2004 9:15 am
#10

Good point Arthur, people who sell very unique items are simply screwed.
VarnaxDespin
Sun Aug 08, 2004 9:40 am
#11

Well the 1st issue for me and from what I understand so far is what are we going to do with out thousands of items up for sale. I refuse to let over a years work fall off my vendors in 30 days and be destroyed.


Step one is going involves me placing 30-60 small homes/factories to hold everything.. many crafters I know just plan on quitting if this goes live, but others are already starting to arrange for lot swaps etc.....The idea is to have 2-3 "showroom" houses, where customers come in and can see/ examin the merchandise and place an email order. The Vendors then will be mostly for customer orders, or backpacks of bulk items.


For my resource business I will have to maintain a complete thread on the trade forums with each item, all the stats, my price, and the amount of units avail. I already do something like this, but only for a small portion of my stock. Now I am going to have to update and inventory 60-100mil units of resources I own beside finding space for them in the "Live" with storage houses...it going to be a massive problem for me and everyone else.


I cant wait to see thousands of homes placed in live and lag out/clutter every server. The game is going to suffer but I see no other option.



Varnax Despin
BoberFett
Sun Aug 08, 2004 12:52 pm
#12

Before I start, I'll say that this limit is utter garbage. Do the developers of each portion of the game not talk to the other developers? Did the tailor developer not tell the merchant developer that the tailor can produce hundreds of unique items in a veritable rainbow of colors? How did this come to fruition? It shouldn't have made it past the merchant developers mouth, much less the test server.


Here's how you beat the nerf:


Stock your vendors with samples of your wares. Price these samples high enough that they won't be purchased. Give each of them a description which includes the actual sale price. Customers can place orders by ingame email, and you can put their entire order into a backpack, taking only one of the precious sales slots.


It's not an ideal solution, but should this madness go live and somehow you avoid having your will to be a crafter destroyed, this is one way to get around this.
Lotussutol
Sun Aug 08, 2004 12:54 pm
#13






BoberFett wrote:

Before I start, I'll say that this limit is utter garbage. Do the developers of each portion of the game not talk to the other developers? Did the tailor developer not tell the merchant developer that the tailor can produce hundreds of unique items in a veritable rainbow of colors? How did this come to fruition? It shouldn't have made it past the merchant developers mouth, much less the test server.


Here's how you beat the nerf:


Stock your vendors with samples of your wares. Price these samples high enough that they won't be purchased. Give each of them a description which includes the actual sale price. Customers can place orders by ingame email, and you can put their entire order into a backpack, taking only one of the precious sales slots.


It's not an ideal solution, but should this madness go live and somehow you avoid having your will to be a crafter destroyed, this is one way to get around this.






That is how I sold resources on my vendor over a year ago when there was a massive resource vendor bug.....it works...it is a lot of work...and it works best if you have an alt to leave near the shop too.
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