Merchant Archive

Thread: Merchant Correspondent List (Week 2)

marqie
Wed Jul 30, 2003 8:18 pm
#14

posting, so if you want to add comments please do it soon



Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

Blode
Wed Jul 30, 2003 9:17 pm
#15

Those look great...good issues.



I would be happy if the skills on the merchant tree actually worked (hiring 4, vocalization 2, etc) but those are givens. You are targetting bugs and issues that might not be obvious if you are not playing the class. /applaud




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DavanAlvachta
Thu Jul 31, 2003 12:59 am
#16

#1 issue for me, has been, and will be until it's fixed:

Vendor access lists need to work.
ShaneMcMahon0
Thu Jul 31, 2003 6:43 am
#17

Really good list Marqie. I agree with everything, but I would switch it around a bit.



I dont feel number 3. Dead Merchants is that big of a problem. I mean the vendors still work it just looks funny. There are many more issues that would help out more. One issue would the Vendor/admin list issue which wont let us put any items or vendors in other peoples house. You might have put this on before, but it has yet to be fixed so I think it should still be on the list. The other problem, that also might have been on last list but still isnt fixed is when you register a shop it gets reset every time the server goes down. So every morning I have to reregister my vendor or it wont be on the world map.



Otherwise a very good list marqie.




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Bhinder-Sama
Thu Jul 31, 2003 7:25 am
#18

"There is an issue with items in the vendor counting aginst the max number of objects in the house. If there is 100 items in the vendor, then you can only place 150 items in the shop (Max is 250) "


Ioperate a veryfully furnishedLarge House with ten vendors and far, far in excess of 250 items on them... never seen this problem.I wonder how reproducable this issue is.


House admin/Vendor permissions is a royal pain right now, but.... I have to wonder about the implications should it be fixed as well. We do not know how it is supposed to work, do we? If 6 people have vendor permissions, can they JUST place and operate their own vendor (ideal), or will they be able to access all vendors? If the latter, there could be some security implications that we must consider.


If one of these merchants goes "rogue" and places more vendors than the owner permits, or utilizes such bad business practises that the building owner feels they should be removed, can they simply be banned? What happens to their placed vendor and goodsthen?


Regarding the resource splitting, I take the precaution of splitting them, logging (which seems to force a 'save') and then placing them for sale. We have not lost any yet from the TCON Prospector (NPC) in this manner, though I cannot prove that my precautions work.


Merchant is proving to be very time consuming, and offers a challenge on a very different level than most classes; I am really enjoying myself, even WITH the bugs!


Bhin'der


Manager, TCON Body & Soul


Serving Wanderhome from Corellia, 5 min east of Tyrena -3325, -2625

Numtini
Thu Jul 31, 2003 7:43 am
#19

I dont feel number 3. Dead Merchants is that big of a problem


Well while replacing one (due to an admittedly unrelated bug -- but i would never have had to replace her if she hadn't been shot)I lost 100k worth of goods the other night and was closed for a night while restocking. I still haven't recovered my full stock. And as a tailor, my shop is all about appearance and beauty. People don't want to spend money on a beautiful gown when they're buying it from a poor soul dragging her blaster shattered body across the floor.


The same night a PA based weaponsmith plain and simple threw in the towel. Someone was griefing his vendors constantly so he just closed to the public.


One issue would the Vendor/admin list issue which wont let us put any items or vendors in other peoples house


Given how merchanting has ended up working in other games, this is #1. The wholesale/retail vendor system just doesn't work that I've seen in games. But UO style "vendor malls" where one player runs a mall at which other players put their merchants are an amazing hit and are what I think the merchanting profession (which may end up sadly being different than the merchanting skill) are going to end up based on.




Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
marqie
Thu Jul 31, 2003 11:43 am
#20

My list for the week went out, this is what was in it. I did not want to post my rant, but in short I expressed that it was hard to make a new list when no feedback was given on the old list. For you Americans, taking a page fron our fearless leader, I have classified my rant as top secret, and not even congress can make me it public.


Start


*Rant On*


|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|


|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|


|------------------------------------------------------------------------------------------------------------------------------------------------------|


*Rant-Off*


1 . Two show stopping defects need to be addresses RIGHT NOW.


- The stockroom defect is killing us. We need to get what we put in the vendor out!
- The resource defect. Details: If you take a stack of 1000 chicken legs, and split them into 10 stacks of 100 legs, and place them in the vendor. You will see all 10 stacks. When someone buys one, and goes to retrive them, they will get all 1000 chicken legs, and the other 9 are still for sale, but now can not be retrived. This means that 1 person get the 1000 chicken legs for the price of 100, and 9 people get screwed. This is a defect in NPC vendors only. I have not seen this terminal vendors.


2 . Vendor fees for droid and terminals are VERY VERY high. I have seen fees as high as 10,000 a day. Given the broken Ad Tree, and the lack of ways to show we are a shop, merchants do not have the client flow to handle this steep fee. There is also a reverse issue with NPC's Charging almost NO money.


3. NPC vendors are being killed by griefers all over this place. Many merchants (Including me) have had to shop from a corpse. This needs to be corrected.


4 . Vendor issues (Some improvments, some bugs)
- Remove the time limit on vendor items
- Allow us to change the price without removing the item


- Remove the vendor from buss IV (see week one list)


5. Fix the vendor access list of houses, so we can start sharing space.


I add the other things, here because I do no think it is fair that my top 5 list almost entirely be made up of things that are broken. So here are some improvments to the class I call for...


We would like to see...
- All of a resource types should be placed in a vendor, and a price set on a per unit basis. , and the user 1.can buy what they want. A popup comes up, with a slider. So if I have 10,000 chicken legs are in the system at 3 credits, a user can move the slider to 100, and be charges 300 credits, leaving 9,900 in the vendor.
2. Make houses sectioned, so we can have some room for ourselfs, the entry list will be used to see who can enter all the house. This way we can place "private" vendors or just have personal space.
3. A way to change the elevation of an item, so we can "place" things on tables. Without having to place it on the steps, and drag it all over the house.


Sorry for the rant, but I want to help, and this is a oneway communication street right now.


Marqie


End


I hope the list meets your statisfaction.




Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

marqie
Thu Jul 31, 2003 4:23 pm
#21

I agree that NPC's are broken (I say it in the list), but I do not think that 8000 credits a day is normal that is WAY to high



Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

Artuk
Thu Jul 31, 2003 9:00 pm
#22

I would add to that list


Planetary Advertising dissapearing with each server reset.


As far as I am concerned, if my store is not on the map, it doesnt exist. This is huge. I really want to see this fixed.


Ignore the people giving you grief. You are a volunteer, doing what you can. I appreciate your efforts on our behalf.


Regards,


Artuk





Take up your china doll, it's only fractured - and just a little nervous from the fall..
ready
Thu Jul 31, 2003 10:11 pm
#23

I dunno...



Nothing is being fixed, and the ecomony is screwed.... I now make more in an hour of mission than I do working to sell stuff all day. Nobody needs it unless its the latest, and greatest... Plus everybody sells their own stuff whether they are a merchant or not.


Funny thing is most of the guys who started back when SWG was released carry thousands of credits on hand. But they won't pay over 10K for a small house. Something needs to be done to suck all the money our of the economy...


SmugglerSnake
Thu Jul 31, 2003 10:53 pm
#24

Am I wrong in thinking that vendors should be even cheaper than harvesters to maintain? Seems to make sense in my mind.

Wire3k
Thu Jul 31, 2003 11:48 pm
#25

The split resource issue may not be just vendors. I'd read about this - but only in the last couple days has it happened to me - and it was on the public bazaar - as well as one stuck in my own vendor from an offer.


The public bazaar tells me invalid item - even though it's there.


My own vendor just sits at retrieveing forever - strangely tho - I can put the stack up for sale, and withdraw the sale, just not get it off the vendor.


I totally agree time cycling off private vendors is just irritiating.


I hope they fix vendor fees - but I'm not looking forward to going back to the system they HAD in place. That's insane. Some items move much more quickly than others, and there really is no good method. % hurts big ticket sales, and flat rate hurts smaller sales.


I know they want vendor fees both as a credit sink - and to limit using vendors as storage, however - the storage issue really is limited already. The best credit sink would be a tax system to the buyer at time of sale. On a percentage basis, this would still suck out needed credits from the circulating economy, not put an undo burden on the merchant that might have bigticket - slowmoving items, nor on the smaller merchant that sells low end needed goods. Probably leave a minimal fee as currently exists for HAVING the vendor.


I am a bio engineer as well as a merchant - I would like to request that an option be added to global listing for Pets. No listing currently exists that fits pets at all.





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RovaniDragon
Fri Aug 01, 2003 12:08 am
#26

personally i would have liked to seen the hourly exp get fixed. alot of arent getting it anymore.
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