Merchant Archive
Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)
Handsnake wrote:
Doc,
Dumping has already started on every server I've been on. Furthermore, every trade forum has vendors advertising dump sales due to this upcoming nerf. The uncertainty and the time needed to clear out excess stock in anticipation has started the economic avalanche already.
They've managed to start the depression (deflation and sell off of inventory below cost) early just with the public comments on this vendor item nerf.
Tell them that they've messed up.
Also tell them that a significant number of merchants say that any vendor item limit is unacceptable in any way, especially now after they've completely fouled this up.
I've cancelled one of my accounts and will becancelling mymain crafter account - no matter what is decided as to the final item number will be in live. I'm not alone.
I for one, am not "dumping" merchandise. If a vendor cap goes live all 11 of my accounts, characters, resources, and stock will go poof as I delete my characters and cancel my accounts. End of discussion. *waves bye bye to swg*
I'm sure I can find another company to give my money to that will be less malicious and ignorant than SOE (not saying much there).
Here are some good reasons why these limits are too low, from two different perspectives.
Firstly mastery of a single crafting profession means you have a stock of about 1000 items to sell, some crafts have small numbers of a large range of goods (Architect, Tailor) as different people will want different things, other crafts need to stock larger numbers of a smaller range of goods (Armorsmith, Weaponsmith) as their customers will want the same things (there is a limited number of weapons).
Now two different senarios:
A crafter / merchant small business
You have one or two master crafting professions and some merchant, though probably not master merchant, i am at the extreme of this with three masteries of crafting and the rest of my points in merchant.
- With only one mastery of crafting andone mastery of combat that means something like 3/4/0/1 merchant needs to give them 1000 limit on their vendors.
- With two crafting masteries and some basic combat skills (three boxes of one novice line) you can then have 3/4/0/2 merchant and need about a stock level of 2000 items
- With three crafting masteries and no combat skills you can get 4/4/0/3 merchant and you need to be able to stock 3000 items to hold your complete range of goods at a reasonable level.
A pure merchant
A master merchant, but not a crafter,who wants to buy and sell goods from multiple crafters.
Should be able to deal with at least 5 product lines, and should really be able to stock items from multiple crafters of the same type, to achieve this master merchant would need 5000 plus items stockable.
As the current limits stand you need 2 master merchants per master crafter, and that is just not right, nor is it practical.
I propose a nice simple solution, based on the figures used above:
- Business 3 - 250
- Novice merchant - 500
- Management 1 - 1000
- Management 2 - 2000
- Management 3 - 3000
- Management 4 - 4000
- Master Merchant - 6000
Even if you adjusted my estimates for stock levels down you would still need limits at 5 or more times the current levels to be realistic. The best case senario with the current levels is that a master merchant could sell the goods of one craft mastery.
SOE like to screw the game, we know, but well. Until now, eveything was like "we can live with it".
SOE know there's way toooooooo much money in the game.
SOE know if they won't do nothing, credits will lost the meaning (it already did maybe)!
SOE know they HAVE to do something about it!
So SOE is looking for a solution, and as always, they hit the problem on the wrong root.
SOE is going nerf the merchant, to make prices higher, so money will be vauable again.
But as always, they hit the problem on the wrong root.
SOE has forgotten, that there already are way tooo much vendors to do a nerf like that.
SOE can read, and will feel the affect, when 2nd, and 3rd accounts are gona be canceled.
If they argue with "space on the server and databank"...well, I don't know exactly how SWG works, but I work in a company, and I can tell ya, limiting the items, won't change and improve the performance of the game and severs in a way, we can imagine.
The proposed limits are going to crush the remaining patience of the players, the same players that have waited patiently for combat balance, bugs being fixed, etc etc etc.
Delete the empty vendors, make people have the skills required to keep vendors. Those are great things, that should have been done some time ago. If part of this rationale is to break up uber crafters, why? Look at the American economy. Wal MArt is a behemoth. Are there only Wal-Marts in the US? no, there are thousands, nay, millions of little stores that do just fine. There aren't monopolies in this game, not really, just check the vendors on the map, how many Armor vendors on Corellia? Lots. I don't concern myself with the big boys, I am not trying to compete with the guy making 200 suits of comp a day, I make low to mid level armor, because the market is out there. I sell 10k units of resource, because the market is out there. and I have mail messages every day about purchases. Am I making 10 mill a day? Nope. But to make that much would involve a dedication that I am not willing to give. These changes will slam the little guy as much as the big guy.
Please don't do this, you will kill a game that I truly enjoy playing.
to limit vendors to 110 items. I feel obligated to speak out agains this idea
for the hardship it will nodoubt impose upon the players. By limiting the
numer of items a merchant (anyone who sells via a vendor) can place on his vendor
you complicate his efforts to provide his goods to the buyers. This will mean that
a merchant must place more vendors to accomadate the same amount of items he currently
has. More vendors means more hastle and possibly more costs for the merchant.
As it stands most good merchants offer more than one vendor anyway, but this
is done for shopping ease; placing specific vendors for certain types of items.
for the vendors in the first place: THE BUYERS. If a merchant is more tied to his
vendors by time and cost he will surely pass this cost to the customers. In addition,
with the buyers having to search through a sea of vendors the merchants business will
most likely be effected. This could drive some of those offering goods to doing things
in person and with that will definitely come more problems and more costs. Higher prices
and less convenience is not exactly what I'm looking for when I shop for items in game
or out.
think about adding options, such as; better division of catagories or possibly even user
defined catagories that would allow a merchant to subdivide his products as he sees would
make shopping a bit easier. I'm not sure what the intended purpose of this proposal was,
but I feel that it will only have a negative affect on the in-game experience.
l'Aasin
Tanooshman wrote:
If every one suffers the same limits, I can live with it. So there, it's said.
But.
I can't imagine what is triggering this change. Last I heard there were 1 million SWG players - spread over 25 or so Galaxies. Even assuming 100k players per server, with 10k items EACH - that's only 1gig items in the database. I'm unaware of any modern Commercial grade Db for which that is a daunting number. If you had to allocate 10k of storage FOR EACH ITEM, that's still only 10 terabytes. I'd be impressed if we were talking about my brother's home setup - but for a SONY game of this stature I fail to see any major challenges before 100 times the number of players.
If it's a gameplay issue, there's some room for argument. An artisan with Level 3 business skillprobably doesn't need, and maybe shouldn't have unlimited vendor storage capacity. But a Master Merchant? I can't fathom the reason for a limit on Master Mechants - therefore I can't elucidate an alternative.
But it's clear if all BUT Master Merchant had limits, the DB issue would evaporate, regardless of the limits.
I have to comment that SOE has not demonstrated an award-winning capacity for seeing the consequences of its changes (to date). Just as the Holocrons had an unintended consequence.
The simple FACT: The players WILL HAVE THEIR STUFF!!!! If you take away this avenue - there will be a backlash. It may very well be less convenient!
We have no where near 1 million players. If you don't know how much space each item takes p, how do you know the size of the DB. The client side of the game is about 2 gigs. No way the DB is 1 gig.
Message Edited by Tanooshman on 08-11-2004 10:38 AM
JudoKnight wrote:My proposal is thisBus III - 100 ItemsBus IV - +50 itemsNovice - +100 ItemsFor each skill box completed in Merchant Class +50 itemsMaster Merchant +100This would total about 1050 items per Vendor.This would allow us that cannot master Merchant to still have a reasonable amount per vendor.
Excellent idea! make them stack instead of a hard number!