Merchant Archive
Thread: Current Vendor Bugs
TOMATO
Tue Sep 21, 2004 3:15 pm
#131
For Pub 10, I had to bring down my item limit. I am Novice Merchant (again :/). Thats very hard for a Tailor, but I am not willing to spent more skillpoints for selling stuff. So I put some items in backpacks and put them on the vendor for the maximum amount.I willretrive them later and sell the stuff, when I got new free room on the vendors. While I was stocking things after Pub 10, I notice that I could only put up 725 items, but as Novice Merchant I got a 750 item limit plus the 25 items everybody could put up on a bazaar. I checked out and discovered even if you got items on the bazaar or not, there are 25 items substracted from your item limit. My friends got the same problem.
I also was belifing that the items in Backpacks wouldn't count on your item limit, cause I read about that but I couldn't find the thread again.Today a CSR told me that every item in a backpack is counted towards the limit. Congratulation SOE! You have won a washing machine with kick starter.
The new Mini-Publish with moreMerchant nervsgives meone more reason to cancel my account soon.
I can arange me with some limits, but I can't play anymore with this restrictions. SOE should give us more item space or don't count the items in backpacks. My houses, my factroies, my bank,my inventory and 2 houses of friends are full with items I had up in my vendors before Pub 10 and that are now too much. Did SOE realy want us to destroy the items? Well, I would earlier cancel my account before I eat what SOE is bringin on the table and begin to destroy my items. What will SWG be, when there are no more or only a few Merchants and crafters cause you need Merchant skill to sell your crafted items but then you aren't a good fighter anymore. I think SOE is hoping that we all would buy an additional accountand they wouldearn more money. But not with me.
I say, this is not the right way for the game! Earlier or later SOE will discover that they lost more and more customers. The first have been allready gone, some of my old friends didn't saw anymore a sens in playing SWG. But that is not only cause the Merchant has been nerved. I wouldn't have no more funplaying SWG, if I had to drop my pistol skills to level mor merchant to sell clothes and other things. I think SOE have to work out a better skillsystem, bring up a greater databaseand split the Jedi-Game from the orignial SWG. But hey! Thats only the meaning from a little customer. 
Bye
Toma Hawk @ Gorath from Germany
Gasp
Fri Sep 24, 2004 6:16 am
#133
my biggest pet peeve right now is one that's been mentioned
WHY do we have to wait for someone to "spawn" our vendor upon server reset to have it listed on the planetary map? It's a pain for my small town vendor that doesn't get much business. I'm forced to leave one of my alts in my shop & log him in first every morning just to get the thing listed. I can't even imagine having only one character & having to make a return trip from wherever every single day to get what I'm paying increased maintenance for.
Blueblooded
Sat Sep 25, 2004 11:35 pm
#134
Hi Doc
/agree with Gasp. This is a mighty pain.
my 3 vendors also keep de-registering themselves overnight. (I have 4/0/0/0 Merchant - dropped from Master).
I have had 1 CS generic response (vendors disappear if they have no items on them), to which I kindly pointed out that I was aware of that, and all vendors have 50+ items on them 
since then , no response to my CS ticket.
have you had any response (of any kind) from the devs on this issue? do they even recognise it as a problem / bug?
Thanks
Zanholo
Mon Sep 27, 2004 2:40 pm
#135
Why are we paying to still be beta testing this increasingly lame game???
BUG: nuking vendors the day of the 14 dayactivity bs change that was then quickly reversed to 100 days, but leaving all those who lost vendors in those 3 days before the change high and dry.
CRAPPY CUSTOMER SERVICE:telling a paying customer you can do nothing to correct a mistake made by YOUR COMPANY.
DocSavag
Tue Sep 28, 2004 12:05 am
#136
Blueblooded wrote:Hi Doc/agree with Gasp. This is a mighty pain.my 3 vendors also keep de-registering themselves overnight. (I have 4/0/0/0 Merchant - dropped from Master).I have had 1 CS generic response (vendors disappear if they have no items on them), to which I kindly pointed out that I was aware of that, and all vendors have 50+ items on themsince then , no response to my CS ticket.have you had any response (of any kind) from the devs on this issue? do they even recognise it as a problem / bug?Thanks
Ok..its not that they are delisting themselves overnight. When the servers reboot in the morning all vendors are removed from the map registration. They re-register themselves the first time the vendor is loaded into the world. This only occurs though when someone comes into the room where they are located and causes them to be loaded. This is because months ago the devs instituted an "object load on demand" system so that the interiors of structures didn't get all loaded when the server rebooted. This solved a number of problems including the fact that it used to take hours after a server reboot for everything to show up.
Its a known design issue that the vendors don't load up at startup and put themselves back on the map but the solution isn't quite as simple as it would seem from first glance. Right now they operate like every other object in the game. Changing this would mean loading SOME objects inside structures on boot and not others. Its not an easy change to make apparently and it hasn't been high enough on the priority list to get done yet.
LadyGrey
Tue Sep 28, 2004 12:28 am
#137
DocSavag wrote:
Ok..its not that they are delisting themselves overnight. When the servers reboot in the morning all vendors are removed from the map registration. They re-register themselves the first time the vendor is loaded into the world. This only occurs though when someone comes into the room where they are located and causes them to be loaded. This is because months ago the devs instituted an "object load on demand" system so that the interiors of structures didn't get all loaded when the server rebooted. This solved a number of problems including the fact that it used to take hours after a server reboot for everything to show up.
Its a known design issue that the vendors don't load up at startup and put themselves back on the map but the solution isn't quite as simple as it would seem from first glance. Right now they operate like every other object in the game. Changing this would mean loading SOME objects inside structures on boot and not others. Its not an easy change to make apparently and it hasn't been high enough on the priority list to get done yet.
OK. Another design flaw to live with. And it hasn't been high enough on the priority list to get done yet? We pay extra maintenance fee on a vendor for something that doesn't work the way it should, and that doesn't bump it up the list? Jedi problems seem to float upwards, FS problems (except for crafting FS problems) seem to be important.
THIS IS ONE OF THE ONLY WAYS WE HAVE TO ADVERTISE OUR STORES AND VENDORS!!!
Did you hear me that time?
This is a player-based economy. If we cannot consistently let all merchants advertise, regardless of where they are, regardless of how often they can log on, then this should be top priority, above JtL, above Jedi, above FS issues. This is discrimination against people that leave for work before their server is reset. This is discrimination against people that set up their vendor in a less-traveled place. This is discrimination against people that are casual gamers, but sell valuable commodities to the general play community. This is discrimination against the merchant class, who give up valuable skill points just to set up those vendors.
It needs to be fixed, and needs to be fixed now.
Blueblooded
Tue Sep 28, 2004 12:08 pm
#138
Just had a replyto my CS ticket
apparently this is an issue which was meant to have been fixed shortly after pub 10
The advice was to empty / delete the vendors and replace. Not particularly helpful for anyone with a lot of vendors.
My shop has been revamped since pub 10 (and me dropping Master Merch) so all vendors are post pub 10 ones.
The only advice other than that was to file a /bug..which I dutifully did.
Has anyone been able to cure this by pulling up the vendor and replacing?, as it stands advertising 3 is pretty much a waste of time, unless you want to log on every morning 1st thing to refresh your vendors - imho of course
xrayallen
Thu Sep 30, 2004 1:49 am
#139
I see the original post of bugs was posted on 12/22/2003. Are these issues still current? Some problems resolved? Are there any new ones? Thanks.
xrayallen
Thu Sep 30, 2004 1:54 am
#140
xrayallen wrote:
I see the original post of bugs was posted on 12/22/2003. Are these issues still current? Some problems resolved? Are there any new ones? Thanks.
Nver mind I see several posts with bugs or issues. Isn't there a way to consolodate or clean up that sticky section?
DocSavag
Thu Sep 30, 2004 7:27 am
#141
xrayallen wrote:
xrayallen wrote:I see the original post of bugs was posted on 12/22/2003. Are these issues still current? Some problems resolved? Are there any new ones? Thanks.
Nver mind I see several posts with bugs or issues. Isn't there a way to consolodate or clean up that sticky section?
Most of them still exist but I do need to go through and clear out the old stuff and start a new post.
Nadiel26
Wed Oct 13, 2004 8:24 pm
#142
i have 5 vendors in use and i can't make anymore. i'm a master merchant and i get a system message saying i'm in the process of making a vendor. relogging doesn't help either
Indene
Tue Oct 19, 2004 9:45 pm
#143
Further experiments with vendors show that no vendor email is going out if the vendor is not loaded in when the email timer ticks. 2 of my empty vendors have self deleted without any prewarning nor any "its gone" warning. Also no where in the vendor status screen is there any clue that time is running out.
-Indene-
-Indene-