Merchant Archive
Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)
Avair wrote:
There is a lot of speculation about WHY caps are coming in, one of which is as silly attempt as a Anti-Trust measure (which I rebut here http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=38664). One of the other theories that is it to fix the poorly designed vendor interface, to prevent the need for scrolling. Here's a constructive solution to fix that problem which some else suggested (and can't find) and I heartly agree with.
Rather than displaying duplicate items on seperate lines like so
Name|Credits
CDEF Pistol |2000
CDEF Pistol | 2000
CDEF Pistol | 2000
Group identical items on a single line, with a quantity displayed
Quantity Available | Name| Credits
3| CDEF Pistol | 2000
There, Vendor interface improved, no need to scroll, economy efficiency improved rather than gimped.
another info item i need is when will the item return to the stockroom. since i only get to playa few hours a week, i need to be able to pull items that are near turn over and restock them.
Vendors that have been left empty for two weeks will be deleted in 7 days (owner will receive a Email warning message prior to deletion Vender and will be deleted in 7th days at Server Reset).
Vendors that are empty will no longer be able toVocalization and if the player does not have the Skill points to use the Vocalization. Dropped at Server Reset.
Merchant Novice Get (2) Vendors, that will hold (+25) items, for a total of (150) items for all vendors
Merchant Management 1 Get (3) Vendors, that will hold (+25) items, for a total of (300) items for all vendors
Merchant Management 2 Get (4) Vendors, that will hold (+25) items, for a total of (500) items for all vendors
Merchant Management 3 Get (5) Vendors, that will hold (+25) items, for a total of (750) items for all vendors
Merchant Management 4 Get (6) Vendors, that will hold (+50) items, for a total of (1200) items for all vendors
Merchant Master Get (6) Vendors, that will hold (+200) items, for a total of (2400) items for all vendors
Merchant Master Get (8) Vendors, that will hold (+200) items, for a total of (3200) items for all vendors
There should be always a 2 week rule, as players my leave on Vactions for 2 weeks and my forget. Thats why i would like to see a 14 day min before any deletions. Would not want to loose any more good players as everyone should be allowed to spend time in RL activities.
Take away vendors from people who do not have the skill levels to own them.
Change the levels of items allowed on the vendor.
Master Merchant: 6 vendors-400 items per vendor
From this point work down until the first vender you are allowed(artisan 0-0-3-0?) and max of 75 on it. This will encourage more people to use the merchant tree. Also is similiar to other professions, until you master them, they aren't that great.
And please, please, please don't let this issue get lost in all the "jedi madness". Just looked at the update notes from TC and nothing was mentioned about changing the limits. If enough is not said or done this will be moved live and begin the fall of the crafting professions.
ArythR wrote:
I have posted this in another thread, but I will also post it here.
I think that 500 per vendor at Master Merchant is resonable and realistic. People that are shouting for 1000 per vendor have to realize that that number is just unrealistic. I seriously doubt that SOE will go from 110 up to 1000. I think that 500 is a fair amount for Tailors and Architects to list a decent selection of thier items. It's not a great limit, but it is something that I can *live* with.
A~
No, not very realistic at all. Prior to player cities, I was a master architect. I kept about 100 harvesters and 1000 furniture on my architect vendor and still could not keep up with demands. I spent every possible moment making new harvesters, more furniture, etc and every day I was running out of multiple items. Now I just do furniture and so only have about 500 items in it.
Currently as a master tailor, I have 600 clothing items without bio enhancements inmy clothingvendor so people can try to find something that matches their color preference and styleand about 50 bio enhanced clothes and I this is nowhere near a comprehensive collection of colors and styles.
My miscellaneous item, artisan and old items (used to be master weaponsmith so have some weapons left still) has about 300 items on it.
I have a loot vendor that I run for my guildmates who are not crafter/merchants so that one has about 400 items on it.
My resource vendor has about 120 items on it.
My food vendor is hopelessly underfilled and only has maybe 150 items on it...need to get more bio enhancements to bother making more food but when I do get more there'll probably be about 400 items in it.
When swg was designed, it was to be a 100% player driven economy. There is no way to purchase something without finding a player selling it, so having a means for the players to do that is shall I say, pretty freakin' important! If you cut the legs out of the players who sell by merchants, you are going to destroy the game economy. I cannot and will not bother to try to sell items in the bazaar because ofthe 6k cap and the only bazaar that has more than 100 items in it is Coronet City. I do not travel to Coronet if I can help it since the lag there is unbelievable and if I can't keep enough stocked items to draw people out to Moenia to visit my shop, then there's no reason for me to play.
Granted, maybe the whole issue of having mutiple vendors remaining after dropping merhcant wasn't what was intended when swg was released, but having waited over a year to address the issue, you need to consider if it's really worth wreaking havoc with people to change it to something you invision now or is it better to just leave it the way it is. Maybe if this change was done a year ago, nobody would care. But since it was a low priority item until now, you have to deal with all the people who came to expect that this is how it is, how it should stay, and who are going to be upset if it's changed.
And on the subject of merchant, why was it never coded in to check if the player had gained/lost any merchant skill and ensuing benefits? I placed a couple storehouses at merchant efficiency 0 and 4. The ones I placed a year ago at 0 efficiency cost me 100% maintenance, the ones at 4 cost me 80% maintenance. At no time when I was a master merchant did I ever receive the benefits of having it in reduced building and merchant costs. I still pay full cost for all my merchants since I did NOT take them down and replace them when I was a master. Any chances that this is going to be addressed when you do these vendor changes? If you gain a reduced maint skill, you should get all your vendors and buildings updated at the next server reset, and if you drop a reduced fee skill, you should have that reduction removed from the buildings/merchants. Maybe if being a master merchant actually gave me any tangible benefits I would have kept it instead of becoming a master tailor.
Message Edited by Jonni on 08-12-2004 10:21 PM