Merchant Archive

Thread: Merchant Correspondant List (Week 3)

marqie
Wed Aug 06, 2003 8:02 am
#1

Hello again All,


It looks like we are getting a little (very little) love in the upcoming patch. I hear reports that the "vendor" function on houses is working. We got the vendors being killed fixed late last week. Every little bit helps. So we can move on to other items.


I also am aware of the debates going on, on the board, and while we do not always agree, I think we are doing much better than other boards tearing each other up.


Here is my list this week for your review, and as we have seen in past weeks, the final list will change based on your feedback.


1 - DEFECT - For the 3rd week in a row (With no feedback) FIX THE ISSUE WITH ITEMS STUCK IN THE STOCKROOM. ALSO FIX THE RESOURCE DEFECT ON NPC. A MAJOR PROIRITY!


2 - DEFECT - AD Tree is still full of bugs...



  • AD I - Works for a few hours, and then just stops. You have to restart the feature.

  • AD II - Not working at all. There have been some reports of some able to get this to work, only to be shot down by the "obscene" bug, All things are obscene to the filter.

  • AD III - This also stops working after a few hours, or less. And has to be restarted.


    • Wewould also like to see a major change in this option. We think it would be better to move this to the house, So we can feature the shop, when doing this, allow us to select 3 or so options from the list. The reason is, the overhead map is on, the vendors ina house are unreadable because they are stacked on top of each other.

3- DEFECT - There is a real issue with fees for vendors.



  • NPC vendors have almost NO fee at all. (Nice, but not right)

  • Terminals - Bots - Have fees that can be OUT-OF-SITE. Someone who wants to set up a resource, or house shop, and get fees in the area of 15,000 credits a day. Solution - Set a fee (tax) when something is sold, not just sitting there.

  • Some have learned Bus Line, placed a vendor, and sold back the skill, keeping use of the vendor, and earning the merchant exps.(See 4 for fix)

  • Enhancement - Make resources, and like items placed in a vendor at a cost per unit, and a slider to buy it, so we can place 25,000 Taco meats into the vendor @ 3.5 each, and a buyer can but 10 or 10,000.

  • Enhancement - We want to be able to change the price without having to remove it from the vendor.

4 - Remove Vendors from the business line.



  • This is a mixed issue, but the majority (I say 2/3)of the community support this issue. Make NOVICE MERCHANT take General Crafting Exps like some other lines. Remove the vendors (Or put MAJOR restrictions on them) from the BUSS line and replace them with the reduced bazaar fees.


    • This will make merchants a real class, vs a off-shoot or sub-class.

    • Makes a Merchant that has to be worked for (Not an Auto skill picked up just by placing a low-end vendor in your locked house.)

5 - Open (Looking for something I may have missed)


Thank you all, please give feedback, I will take the feedback and create the list to the dev. Maybe someday we will get feedback (I hear they are working on that too)




Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

Numtini
Wed Aug 06, 2003 8:10 am
#2

Remove Vendors from the business line


I think you should post this to all the other crafter forums before you bring it to the devs.




Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
Ulic
Wed Aug 06, 2003 8:14 am
#3

Excellent work marqie. I think you've nailed most my issues. One comment though, and I'm not sure if it's game wide, galaxy wide, or just me. Since about Friday night my merchant xp has pretty all but stopped coming in. For a while I had 3 vendors and was earning 450 per hour, plus more for visits and what not. Since Friday night it seems that I'm lucky if I get 50 an hour and sometimes it seems like I'm not getting anything at all.

I mainly sell minerals, and with the small/slow resource roll that we are having on Ahazi this week, business has been slow so I haven't been selling much on my vendor so my xp is way down.

Has anyone else seen this problem lately?



Ulic
------------------------------------------------------------------
Toshabir Difa - Ahazi
--UGA Mining Coporation
--The mORE Store (Keren, Naboo @ 1725,3820)
Draznar
Wed Aug 06, 2003 8:20 am
#4

Not that I have experienced it yet, but many are complaining that they have to take down their vendors after a reset to acrue xp again.



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marqie
Wed Aug 06, 2003 8:26 am
#5






Numtini wrote:

Remove Vendors from the business line


I think you should post this to all the other crafter forums before you bring it to the devs.






*smile* I work for MERCHANTS, those that have points in the merchant tree.I am less conceredwith those that havevendors, but nothing in the merchant tree. I hope that if someone has taken some merchant skills that they read this board.



Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

KruppeRift
Wed Aug 06, 2003 8:30 am
#6

Another BIGGIE that seems to not be on the list - (Might have been submitted last week I forget)


We NEED items in vendors NOT to count towards total house items (i believe this is a bug as they dont show on the item count in the structure status window) - Have a number of items cap on the vendor if you must...(100+)


If this is as designed, we really need a feature where if you have 20 identical DLT20a rifles then you only have to list 1, and put the other 19 in the stockroom. When the one item is bought, it is automatically replaced with an item from the stockroom. (This would also help alleiviate the massive maintenance fees you would get from having to list all 20 rifles...)




Kruppe
Eclipse Server
Master Architect & Merchant
Politician, and Mayor of Northstar City
HUGE inventory of Resources, all at 2CPU - Creature Harvested Resources 5CPU - at the Northstar Mall, 730 6450 Naboo
SueDenim
Wed Aug 06, 2003 8:33 am
#7

A minor, but simple, issue:

Efficiency IV doesn't give people an available "title" to use when it's reached.



Bindi Kicklighter
Kicky Fashions of Kor Vella (-3403, 1395)
Visit our "Hall of Justice" display!
Kor Vella, Corellia, Lowca
Numtini
Wed Aug 06, 2003 8:34 am
#8

This is a mixed issue, but the majority (I say 2/3)of the community support this issue.


Please go back to the business 3 thread and count poster names. I count 2/3rds against the removal.




Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
KruppeRift
Wed Aug 06, 2003 8:40 am
#9

I must admit, as much as I want Merchants to be very useful and viable, I don't think asking the devs to nerf another class (well... our own junior class) is a good thing to be doing this early in the game. - if things are fixed and working properly, artisan vendors won't be so much of a threat to us anyway...



Kruppe
Eclipse Server
Master Architect & Merchant
Politician, and Mayor of Northstar City
HUGE inventory of Resources, all at 2CPU - Creature Harvested Resources 5CPU - at the Northstar Mall, 730 6450 Naboo
LisaE
Wed Aug 06, 2003 8:45 am
#10

4 - Remove Vendors from the business line


I disagree.


No.

Bakara
Wed Aug 06, 2003 9:09 am
#11

I don't see a problem with allowing players with points in the business line to have merchants. As it stands, they only get ONE anyways and its generic.


Fix the merchant class, leave artisans alone.

marqie
Wed Aug 06, 2003 9:09 am
#12

All other advance artist skills take General Crafting Exps to advance to NOVICE. All of them, except Merchant. This should not be the case, because it makes NOVICE MERCHANT easy to get, you do not have to spend a single resource, or a secondmakeing things, it will cost you 100 credits (fee for an empty vendor for 3 days)you do not have to work at it. This should be fixed.


I would support keeping the vendors in the Artist line if there was very strict limits, like less that 3000 credit sales and/or very high Fee. I also think the bazaar reductions should be in the artist line (Aartist boost, merchant nerf)But as it stands, NOVICE MERCHANT is a throw away class, anyone can erect a vendor, and in 3 days,can get novice merchant, and more, with no work on their part.


I will post this as well to my list, I think the fact remains, AS IT STANDS NOW, this is broken




Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

Mister_Bones
Wed Aug 06, 2003 9:12 am
#13

Instead of removing vendors from the business line have then removed from business 3 and give them reduced bazaar fees, and at business 4 give them the bulky vendor with a 3k price limit. That way people can still have a shop in there home(although it is now worse then the bazaar) and get xp so that they can become a merchant. The idea of having general crafting xp to become to a merchant is just terrible. This way your general crafter can still sell things from home, while your elite craftsman would have to enlist the services of a merchant, or become one him/herself.



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Nook Thomas

Is Back and Black ... Oh yeah!


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