Merchant Archive
Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)
> develop, MrElmar. With your rather obvious sense of
> responsibility to the customers, I'm pretty sure you
> aren't working for National Instruments, or any of
> the more reputable, dependable companies.
nope you aren't using any as they are proprietary in nature ... and if you did you wouldn't for long as we don't explain internal decisions to customers any more than any other fortune 500 company that we are listed with.
Now that I've calmed down a bit, Read that have been tied to a chair, had my eyes propped open, and been forced to watch scenes of horrible violence whilst blasting Beethoven's 9th (Ludwig, my wonderful Ludwig) to be... readjusted.... I can respond more rationaly
Item Limits: With all the new stuff coming in, we'll need something to free up room on the DB, but there is no way that the merchant community can live with the draconian cuts the devs want to make. Dear God, imagine all the subcomponents we'll need to create a starship. We'll probably end up clearing out someones full vendor for just one ship!!! Here is my suggestion
Item Limits
There should be a hard cap on total items, but not on items per vendor. That way, a Med Vendor could have 3000 items on one vendor, instead of having to have multiple vendors.
Resources
STANDARDIZE THE RESOURCES!!!
Keep All the subcatagories of resources, but let there be only one or two of each. That way, there is a low, middle and high grade of something, instead of finding 1200 different kinds of a single type of resource. I don't know how many times I've gone into one of my factories and found small ammounts of a resource that I can no longer use.
Factory Crates
Allow sales directly from factory crates. Although it may be a little more difficult (Maybe not, we could have a system similar to removing resources from a harvester, a nice little slider bar for how many items you want from the crate) I'm sure it would free up room in the DB.
Serial Numbers
Why do we even have them? Is theft really that much of a problem??? Or are they used in crafting idetical items? Any way you cut it, if they were removed, the developers would save 2 - 4 bytes per item (Which might not sound like a lot, but with I'm sure millions or even BILLIONS of items floating around...)
Removing Empty Vendors
As long as the player gets her maintenance back, I see no problem with taking empty vendors off the map or out of the game. Nothing aggrivates me more than looking up something I need on the planetary map, traveling to a distant waypoint and then finding that the six vendors someone has are all empty. Get rid of em.
Iago_C wrote:
Item Limits
Business 3 - 25 Total Items (1 Vendor *Dabblers get to play
Novice merchant - 300 Total Items (2 Vendors )
Management 1- 1200 Total items(3 Vendors)
Management 2 - 1600 Total Items (4 Vendors)
Management 3- 2500 Total Items (5 Vendors)
Management 4 - 3600 Total Items (6 Vendors)
Master Merchant - 4900 Total Items (7 Vendors)
25 items at business III?!? Are you NUTS? Clinically INSANE?!?!?!?
1 star for idiocy.
Message Edited by ResourceMonkey on 08-11-2004 09:32 AM
- Add a search option into the bazaar so players don't have to sort through pages of junk
- Allow Master Merchants to link their vendor to the global bazaar
- Allow players to purchase and receive items from the bazaar terminal regardless of distance
- Allow the storage box to be accessed from any planet (This will allow crafters more flexibility in doing custom orders on remote planets like Talus, Lok, and such)
-Arc
Unless the vendor interface changes drastically, I think 500 per vendor should be more than adequate.
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"Ok. Its a no brainer that no one in this forum likes the vendor item limits as they currently exist on TestCenter. I need rational discussion about that to take back to the devs.
I don't want your rants, your flames, your threats to quit or anything not helpful. Give me your thoughts about how this will affect your business and lets discuss compromises."
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I was thinking of the community backlash when the crafting experimenting changes went in, they sure broke thier necks to get that changed back. Show your outrage, make your threats, because in the real world people who get ugly get results.