Merchant Archive

Thread: Lot rebalance comming?

Haruspex77
Tue Jun 22, 2004 6:42 pm
#1



TH wrote in a "Jedi Punchlist" thread at: http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=34821#M34821



"Once the last details of the Jedi revamp go live, a Jedi will be able to have 10 lots per server. This will ultimately be addressed when we rebalance all characters lots, but that will not be happening in Publish 9."


Lots are often a big issue for Merchants, and a proposal to "rebalance all characters lots" implies major changes.


Any idea what this is about? Merchants were once supposed to "be the only class able to have more than one house" according to Holocron. Shouldn't we get extra lots?

Happymob
Tue Jun 22, 2004 7:40 pm
#2

Coming out of Fanfest, the rumor was that they were considering dealing with cross-server lot trading by either removing admin rights on certain structures (like harvesters) or limiting number of lots per account, rather than by character. That sounds like they may be leaning towards the latter. If it's coming out in publish 10, we'll know soon enough when that hits test center (and the inevitable firestorm starts).



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


DocSavag
Tue Jun 22, 2004 8:30 pm
#3






Happymob wrote:

Coming out of Fanfest, the rumor was that they were considering dealing with cross-server lot trading by either removing admin rights on certain structures (like harvesters) or limiting number of lots per account, rather than by character. That sounds like they may be leaning towards the latter. If it's coming out in publish 10, we'll know soon enough when that hits test center (and the inevitable firestorm starts).






I doubt it will be in publish 10. I've heard those rumors too and even particpated in a few discussions but I haven't seen any report on what they plan to do.




----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Xrool
Tue Jun 22, 2004 8:52 pm
#4


DocSavag, any word on the status of vendors remaining after dropping merchant? I haven't heard anything in a while and was just curious. Thanks.



Audec Mesquo
The Wonderful World Of Ahazi
A thorn in Palp's side since Beta '03

DocSavag
Tue Jun 22, 2004 9:07 pm
#5






Xrool wrote:


DocSavag, any word on the status of vendors remaining after dropping merchant? I haven't heard anything in a while and was just curious. Thanks.







It will be fixed is the word...the when is up in the air. I'll let you know when I know. Probably you will know when you read the patch notes on TC. I MIGHT have a slight heads up on it..then again I might not.





----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Darkov
Tue Jun 22, 2004 11:07 pm
#6

Removing admin rights on Harvesters would hurt, a lot. Removing admin rights on buildings though..... so then only a merchant could run a mall... and if a merchant could rent (or something similiar) vendors...


Most lot sharing is normal static buildings, not the Harvesters, so removing admin rights on them is stupid.
DocSavag
Wed Jun 23, 2004 10:08 am
#7






Darkov wrote:

Removing admin rights on Harvesters would hurt, a lot. Removing admin rights on buildings though..... so then only a merchant could run a mall... and if a merchant could rent (or something similiar) vendors...


Most lot sharing is normal static buildings, not the Harvesters, so removing admin rights on them is stupid.






No..I'm pretty secure in saying that most lot sharing is harvesters. The point of lot reduction is controlling resource gathering




----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Haruspex77
Wed Jun 23, 2004 4:57 pm
#8






DocSavag wrote:

No..I'm pretty secure in saying that most lot sharing is harvesters. The point of lot reduction is controlling resource gathering




It may not alwaysbe harvesters directly, but harvester lots are probablywhy mostpeople would want to do it.


It is a whole lot easier to lease house lots than a harvester lot. Havethe suppliercreate a character anddrop your houses. They never have to log that character in again, it used to be they could even delete it. So long as they don't delete the character, they can even cancel the account. That would work for a factory as well. If your house(s) are leased, you have more lots left for harvesters.


Harvesters on the other hand become useless where they sit and need to be moved, that requires the owner to log in and travel to the new location. The relationship is more like a part timeemployee than a lease. The only thing that changing the admin rights would do is require that the employee do a bit more, and increase the required login frequency a littlewhen the spawn lasted past the harvester capacity Not even the latterif hopper rights were allowed.


Limiting lots by account is what would serve Sony's goals. It would sell more accounts to people who wanted extra lots instead of allowing people who play on different servers to make deals, the reduction in resource gathering is just a desirable side effect. The admin change may go in as well to insure that the accounts had to pay the monthly fee to keep the structures intact (or they would run out of maint and poof).


I really hate having to have more than one character, but the skill point rules drive that already, and I am starting to give in.
DocSavag
Wed Jun 23, 2004 5:10 pm
#9

Harvesters do not become useless where they sit. The constant resource shift means that the down time for them is very little even if you leave them in one place. Static harvesters are a HUGE part of lot trading. I have 10 - 12 lots myself tied up in Static harvesters from my various accounts. They never move. I get the best of the resrouces that are available in each shift and I end up with a lot of stuff to use or sell for my various endeavers.


One of the recent fixes (a few weeks back) was to plug an exploit where people would create accounts., put down harvesters, then delete the character. That would result in one person being able to put down HUNDREDS of static harvesters.




----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Happymob
Wed Jun 23, 2004 5:24 pm
#10






Haruspex77 wrote:


Harvesters on the other hand become useless where they sit and need to be moved




Every server has multiple fields of hundreds of static harvesters. You may not see them often as they tend to be on the fringes of flat planets, but they are there. These are almost never from rented lots from actives players on that server - they are instead from characters created on that server purely for the purpose of static harvesters. I give you 10 static harvester lotson your server, and you give me 10 static harvester lots on my server. We never have to log into the other's server once these are placed.


I would agree that these have limited value, but their very existence shows that they do have value. It also clearly isn't how SOE intended us to play (why else would we have a 10 lot limit?), despite the fact that the game mechanics allow it to happen. I am a serious resource miner who primarily deals in flora for chefs and doctors. The static harvesters have little effect on me (they tend to do ore and steel for the architect market). But I would love to see them disappear.


Limiting admin rights hurts legitimate lot rentals from on-server active players (it seems completely reasonable to rent a lot from a combat character who doesn't need the lot). Limiting lots by account hurts people who actively play on multiple servers. Frankly, I have no idea how many people do the latter (I suspect most that do will have a crafter on one server and a combat or entertainer character on another - I have a hard time imagining trying to run 2 crafting businesses on 2 servers).



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


KRONOS1974
Wed Jun 23, 2004 5:42 pm
#11






Happymob wrote:

Coming out of Fanfest, the rumor was that they were considering dealing with cross-server lot trading by either removing admin rights on certain structures (like harvesters) or limiting number of lots per account, rather than by character. That sounds like they may be leaning towards the latter. If it's coming out in publish 10, we'll know soon enough when that hits test center (and the inevitable firestorm starts).






I do not like this idea at all. Not because i have harvester fields out the butt, but because what about malls, having more than one account, etc........?



Examples:


1) I have 2 accounts- i share those lots between the two. When i place something down i place admin for both alts on same structure. It saves me time from switching each in to check the hoppers, add power, add money, switch resources around, etc......... This will effect that and i cant use my 2 alts to help each other out. Which is wrong if they do this.


2) I had a friend who was in the reserves, he was sent to the middle east for sometime. I was put on admin so i could upkeep his structures while he was gone ( and yes i got to use them as well but thats besides the point). If you have to go away for awhile, or its a split second decision ( death in family) you dont have time to take everything down, when you return everything you had would be gone.


3) I belong to a Mall, we have about 15 people on admin list. We place vendors and some items we show off that we sell. If either of the above happens it will hurt malls and guilds. Malls save room and space, allows people to work as one and better for the community.



Best way to prevent lot trading==== have decay on structures. If you suffered a 2-5% decay on harvesters everyweek- fields would be gone in no time. ANd then who would want to waste time to replace all that. Keep decay off houses, guildhalls, and cityhalls, and all city structures.





Ono'mas - Elder Architect, Droid Engineer, Artisan, Weaponsmith, Armorsmith, and Shipwright.
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Vendors located in Hadrian's Market, Tat
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Songe
Wed Jun 23, 2004 5:44 pm
#12

My main issue with those static harvester fields is when something you need spawn in the middle of them... Between cities, player cities, PoIs and harvester fields it gets sometimes a PITA to find a good spot for harvesters. Then there is the fact that you keep getting stuck on them when driving hehe. Other than that, I wouldn't worry too much because all those resource dealers will prolly find themselves with millions of resources they can't sell once hologrind is over, and will realize that those static fields are becoming a burden.



------

Novice Lekku Stomper
Haruspex77
Wed Jun 23, 2004 6:34 pm
#13






DocSavag wrote:

Harvesters do not become useless where they sit. The constant resource shift means that the down time for them is very little even if you leave them in one place.



I suppose you are right, but it is a business I don't like myself. I have found myself harvesting junk resources just because I didn't feel like moving the harvester, and felt embarassed to do so. But it did return a net profit most of the time.


It had the same kind of newbie feel to me as harvesting nuna meat, breaking factory crates on the bazaar, or selling low quality products cheap. It gave a positive return at the cost of some pride. Not the sort of thing I wanted one of my charactersto do oncehe was out of newbie clothes.


I suppose though, that having a cashflow farm with a dozen heavies pumping out marketable product could be something to take pride in no matter how poor the product.


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