Merchant Archive

Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)

Samaw
Wed Aug 11, 2004 1:12 pm
#157

Guys I really hate to say this, but after looking thru all the posts. I havn't seen a single response from and DEV. Which tells me that they could really care less about our input!!!!!



Samaw Master Weaponsmith 12pt
Samaw's Weapons of Choice ( -3250 , 3750 ) Near Dragon's Lair on Naboo
Samaw's Weapons of Choice ( -1145, 1735) In New Thebes on Tatooine
Ipseck
Wed Aug 11, 2004 1:26 pm
#158

I think 300 items per vendor would be more than adequate. 110 is way too low though.





7Ipsecki Tunnel8
eMaster Smuggler - "Deliverer of goods"e
N"Captain Moody"N
Dracass
Wed Aug 11, 2004 1:29 pm
#159

If a low limitin' number be put into effect, then it should be done so in phases.

Say, start off with an 800-1000 limit fer a month. Then every month there after continue to reduce the limit to whatever the original limit was meant to be. Let people have the time to adjust. To go from unlimited down to 100 or to 300 be too drastic.


Secondly, better cordination needs to be done between the Dev Staff and the Correspondents. No informin' the Correspondent of such a drastic measure until its already in testin' be once again of Piss Poor Public Relations and Change Management.



Sign off,
Dracass The'Heartless
ResourceMonkey
Wed Aug 11, 2004 1:55 pm
#160






Samaw wrote:

Guys I really hate to say this, but after looking thru all the posts. I havn't seen a single response from and DEV. Which tells me that they could really care less about our input!!!!!





Sorry, had to change your obnoxious text.


Actually, TH did respond in his Holobits thread that he is working with the Dev team on the numbers based upon the feedback he received. Please read more before touting anti-Dev sentiments in large, pink letters.







FRUGA HAS LEFT THE GALAXY - Good luck all, I'm done with this game - Account Closed 9/10/2004
with a two month visit again from 6/05-7/05


Upon launch of JTL - An Empire Deserted (no one on planet) Coming in 2005! "Star Wars Galaxies: The Jedi Empire"
Jonni
Wed Aug 11, 2004 1:58 pm
#161

i think the best ideas have already been posted


1-deleting unstocked vendors is a good thing

2-deleting vendors owned by players without merchant skills is a good thing

3-making the changes incrementally is a good thing

4-item limits should be based on a similar model to the CH skill trees breakdown in terms of Creature levels

5-no one is going to be anywhere near satisfied or willing to accept the current proposed vendor item limits so as TH seems confident of doing we should expect this to be increased.


the same good ideas are more or less being repeated by a vast majority of the posters here in terms of item limits and the way it should be implemented, all we need now is some sort of developer response...






COOLBLACK

JONNI MNEMONIC - S'CAMPI WIVMAYONNAISE - N'CHIPS WIVSAUCE

MAYOR OF LONDON

COOLBLACK


Samaw
Wed Aug 11, 2004 2:30 pm
#162






ResourceMonkey wrote:





Samaw wrote:

Guys I really hate to say this, but after looking thru all the posts. I havn't seen a single response from and DEV. Which tells me that they could really care less about our input!!!!!





Sorry, had to change your obnoxious text.


Actually, TH did respond in his Holobits thread that he is working with the Dev team on the numbers based upon the feedback he received. Please read more before touting anti-Dev sentiments in large, pink letters.








Like I said i havn't seen any DEV responses other than word of others. Do you remember the game that I am sure was played by all in school. Lets tell a secret. Starting at one end with a statement and when it gets to the other end it is now where close. How do we know this isn't happening here. Unlessa DEV actually put some input here.




Samaw Master Weaponsmith 12pt
Samaw's Weapons of Choice ( -3250 , 3750 ) Near Dragon's Lair on Naboo
Samaw's Weapons of Choice ( -1145, 1735) In New Thebes on Tatooine
ResourceMonkey
Wed Aug 11, 2004 2:35 pm
#163






Samaw wrote:





ResourceMonkey wrote:





Samaw wrote:

Guys I really hate to say this, but after looking thru all the posts. I havn't seen a single response from and DEV. Which tells me that they could really care less about our input!!!!!





Sorry, had to change your obnoxious text.


Actually, TH did respond in his Holobits thread that he is working with the Dev team on the numbers based upon the feedback he received. Please read more before touting anti-Dev sentiments in large, pink letters.








Like I said i havn't seen any DEV responses other than word of others. Do you remember the game that I am sure was played by all in school. Lets tell a secret. Starting at one end with a statement and when it gets to the other end it is now where close. How do we know this isn't happening here. Unlessa DEV actually put some input here.








And as I stated a Dev DID say something. Since you didn't want to go to the Dev Tracker and look up the Holobits thread that I mentioned, here is the link:


http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=49121#M49121


But you will need to do the last bit of work and copy and paste it into the brower address bar.





FRUGA HAS LEFT THE GALAXY - Good luck all, I'm done with this game - Account Closed 9/10/2004
with a two month visit again from 6/05-7/05


Upon launch of JTL - An Empire Deserted (no one on planet) Coming in 2005! "Star Wars Galaxies: The Jedi Empire"
Athello
Wed Aug 11, 2004 2:49 pm
#164

What is the deal with this Lowering the number of items Merchants can have on their Vendors? I go by the names Athello and Hel on the Wanderhome server. Hel is a Master ArmorSmith, Master Artisan, and Master Merchant. My shop called T&A (Abbreviations for original 2 owners of shop) sells Armor, Sliced Armor, Rarities, Attachments, and Resources. I currently am using 6 Vendors all of which have over 1000 items on them.


If this new policy comes into affect, I will either not be able to make anything new or loot any new items to sell for roughly 4 - 6 weeks until my vendors items decrease (that’s a Long Boring Time to be paying for a game I can’t use due to no space on my vendors.)


OR, I pick out the least valuable of all these items (roughly 340 items from each vendor to make even or roughly 500 items so I can make new items to load onto my vendor. That’s destroying (wasting) about 3000 items I worked hard to Loot and/or Craft. Wasting months of my game time over the past few months) this option is just not acceptable. I didn’t spend hours everyday playing this game to just destroy thousands of items I have obtained because SWG/SOE wants to limit the room on the vendors (most likely to increase room on the Servers for Jump To Light Speed). I have paid a lot of money (2 characters) to have SWG/SOE try to save money because they aren’t willing to purchase more servers (server space) for the Expansion that they promised to have out soon that WE ARE GOING TO HAVE TO PAY FOR.


The fact is that Merchants are probably the most useless profession in the game. It offers no combat, no ability to make anything, just the ability to save some money if u are a Crafter/Resource Harvester. The main feature of being a Merchant is to have more vendors to offer your customers (since artisan offers 1 Vendor, which technically is all you needed. That is until this possible Up-er-Downgrade) and additional space for items that you use yourself, but if the price is right, are willing to sell (i.e. a Krayt gun that you use, but will sell for a certain price and your house with its small amount of space is full). Taking this feature away or reducing it to the level that is being discussed will severely damage this profession as well as all crafters that use this to offer their wears to other players.


If SOE/SWG insists to have a limit of some type on Merchant vendors, then it should be something reasonable that won’t harm the craters so Severely. A possibility is to have anyone that levels up to place a vendor but then immediately drops the profession or their level, since they now have the vendor(s) they want placed, is to make vendors not work properly if the owner has the vendor, but drops the profession(s) for the number of vendors they are supposed to have. That is the owner can take items off and takedown/destroy the vendor, but no one can buy anything from it, the maintenance can’t be accessed, the owner can’t put anything on the vendor, etc. making the vendor pointless until the character regains the level they are supposed to be to have that amount of vendors.


Another option is to limit the number of items on vendors, but not as severely as is being proposed and to give a significant bonus to Master Merchants. Possibly:


Artisan - Business III: Business Ownership: 100 Items per Vendor
Novice Merchant: 200 Items per Vendor
Management I – Additional Vendors: 350 Items per Vendor
Management II – Additional Vendors: 500 Items per Vendor
Management III – Additional Vendors: 600 or 700 Items per Vendor
Management IV – Additional Vendors: 2000 Items per Vendor
(Below 2000 for Master Merchants will be a problem for the players that offer a large selection which they should be able to do if they are willing to do that much Crafting/Looting/Harvesting. I took into account one Tailor I know that has such a variety that all 6 of her vendors have between 2000 – 4000 items on them I do believe.)


This limit should work for most craters as well as make players that dabble in merchant (especially those that after placing vendors will drop the profession) limit their vendor items and/or make them want to become a Master Merchant.

BUT in doing this (making merchant Profession limited and less desirable) there should be a benefit to merchants. One benefit that I would love to see come into affect is selecting the option to, or no longer having, Vendors automatically withdrawal items from a vendor after a certain amount of time. With a limit imposed on the amount of vendor space, this isn’t necessary to help keep server space free, since if the Merchant Caps their vendor limit, they will have to take items off the Vendor before they can offer anything else to it.


Having Vendors Automatically remove items that have been it for a certain amount of time is EXTREMELY ANNOYING as well as (for us merchants that have large selections) time consuming. I have spent many many hours placing items back onto vendors that this auto remove feature removed while I was asleep.

This is what I think is fair for all, but that’s just my opinion


Athello & Hel
T&A
Naboo, Vicimus
sirdrax
Wed Aug 11, 2004 2:52 pm
#165

Well people I was just thinking how would an Empire keep their people under their control, by taking rights aways and controlling the import and export of goods (i.e. vendor limits).What areyou going to do when they say that only authorized vendors can be on planets (i.e. Imperial Factions). All unauthorized vendors will be eliminated. Lets just look our own planets history. The Nazi took everythingform the Jews who were enemies of the state. TheSocialists Partybefore the collapse of the wall, if your weren't a card carrying party member then you recieved just the barest of your needs. Wellwe live in a maniacal dictatorship, who will do anything to take downany enemy of the State.So what happens next people when we have to have papers in order to do anything. Well that means we will all have to choose sides, with the Empire or against there is no neutrals. Well if we need goods that we can't buy then we needsmugglers and merchants to help us (maybe a smuggler can slice a vendor more items coming into the empire and merchantsto get us the authority to have a vendor maybe more items coming into the Empire). Lets just see if this nothing more than a story line and not just something tomess over the players like you are suggesting
Reaperss
Wed Aug 11, 2004 2:58 pm
#166

What if we tried to do something a little different. What if we could use different vendors at different levels that had different capacities. What if a master merchant could pick up to six vendors that held a max of say 1000 items or a single vendor that held a thousand items.


vendor type1 100 items

vendor type2 150 items

vendor type3 300 items

vendor type 4 500 items

vendor type 5 750 ittems


A merchant could then mix and match vendors untill hitting his max at his level with the greatest flexibility coming at master.





Ugo Deathbringer
-X Master Droid Engineer, X Master Merchant, X Master Artisan,
Don't hate da playa or da game, hate the Devs
Warn you we did, listen you did not, now screwed we all are
Glizzy
Wed Aug 11, 2004 3:02 pm
#167

master merchant: 900 items per vendor (they are MASTER Merchants after all)

Management 4: 750 items


Management 3:500 items


Management 2: 300 items


Management 1: 200 items


Novice Merchant:150 items

Biz4: 100 items

Biz3: 50 items


my 2 creds.



_____________________________________________________

Gunga Din ~ Master Weaponsmith ~ Master Smuggler
"Gunga's Weapon Shop" & "Always Stocked Resources"
Less than 800m south of Theed Starport -5131, 3390
Newest Vendor on Lok in Fanoveti next to shuttleport
______________________________________________________
Crimsonsplat
Wed Aug 11, 2004 3:04 pm
#168




MrElmar wrote:
>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.


with all due respect, or they just get their accounts cancelled




There's no need for them to cancel me. I already cancelled them.


In the first place, I don't think Merchant should be a seperate profession, unless it's completely revamped and given the tools to be that, and some more density of skills per skill point spent. Right now, the abilities you get are so obviously diluted to fit 18 boxes, it's not funny.


Minimum abilities needed to make merchants a viable stand-alone profession, instead of an adjunct to crafting:

Stackable items with customer-selected variable purchase amounts.

Consignment ability for resale

Search feature.

Crates listingin their item's categoryinstead of under "misc."



Things needed badly:

One click re-listing.

Common stockroom.


Improved costuming (removing/getting items back)

Renaming ability.

Better categorization.


Deliver ALL that (I don't mean promise, I mean D-E-L-I-V-E-R, and then, only then, will I consider a limit of about 5 times what has been proposed.


Hardley
Wed Aug 11, 2004 5:17 pm
#169

How can you ask players to post responses that are constructive and rational when what is being proposed it totally unconstructave and irrational from the player perspective?



The execution date is set ... the tortured screams of tens of thousands of beloved pets and their masters will resonate throughout the galaxies ... cover your ears and cry!

Hardley's Oasis Bait Shop & Sushi Bar
2000m outside Mos Eisley on Tatooine /way 1893 -6057
Hardley Workin & Hydan Seek propritors

Hardley Workin: August 17, 2003-November 16, 2005 R.I.P.
Hydan Seek: March 25, 2004-November 24, 2005 R.I.P.
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