Merchant Archive

Thread: unacceptable

Orla1
Tue Aug 10, 2004 5:11 pm
#14

Crosses out the word most....where is the edit button?
posterwook
Wed Aug 11, 2004 12:51 am
#15

the vendor nerf continues to be unacceptable..
Sigrun
Wed Aug 11, 2004 12:55 am
#16






posterwook wrote:

the vendor nerf continues to be unacceptable..







And so does the locking and/or deleting of threads containing posts that oppose it.


Come on, SOE. You're now getting as bad as MS/Turbine on both development decisions AND community management now.


Are you TRYING to achieve the subscription count of AC2?





Ingame Names: Sif @ Bria, Chilastra, Flurry, Naritus, Starsider | Hiordis @ Kettemoor | Freya @ Tempest
Quotable: It's pretty freaking underwhelming when the story turns out to be you, alone, in a field, for two weeks, punching toads. | At least SOE lasted a year before they went Turbine on us.
RaineValcynServer
Mon Aug 16, 2004 11:39 am
#17


right out of the gate your foot is in your mouth. I will give a quote from a poster, then a honest reasoning."You know what, I'm a master merchant I've chimed in and said, yes this is crap. Maybe you're not reading the same threads as I am. Or you've got such selective reading skills you choose not to."


people who are wrong tend to insult, or place blame elsewhere"Pleanty of things have been on test and not went live. The ham revamp, the crafting experimentation change (went live for a day and was pulled), Razor Knucklers."


ill quote you "you've got such selective reading skills (or) you choose not to." beacause ive already said razor knucklers and the ham revamp my friend has never seen light of TC.


"I have a feeling you haven't been playing since launch like a lot of us have, so maybe you're still in awe of the game, some of us are past that point, and being pushed further away every day."


Been here since day one and will be here after you leave due to the merchant fix. Your obviously tired of the game, maybe you should take a break.


"Anyone who stocks a "well stocked" vendor has more than 660 items, If you were to count the armor I have on one vendor I have >1000 pieces, (most are in backpacks). I sold 15 suits of armor yesterday that is 150 items that is a whole vendor+ some sold out, not to mention on weekends sales are drastically higher for most everyone."


under the current system this is correct, one merchant can supply enough weapons/ armor /etc for an ENTIRE server so long as he keeps his stock up... this is a game breaking issue, supply your region or heck even your planet but over 1k pieces held by a NON MASTER MERCHANT is psycho and stupid. Master merchant should be able to supply much more than more lowly merchants. PERIOD



try not to insult, it ruins your image and makes your information not carry as much weight.


Master Merchants will have the edge, as it should be.





Raine Crosse
server : Valcyn
home : RORI

Patience with people that dislike or insult SWG or its DEVS : NONE
Hardley
Mon Aug 16, 2004 6:51 pm
#18


"the vendor nerf continues to be unacceptable.. "


I'm gonna have to agree with this but will reserve total judgment until I see what actually goes "live" ... but, if the items limits per vender are not a lot higher than is being discussed, that just might be the straw that brokethis cammel's back!



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.
Ryche_Mykola
Mon Aug 16, 2004 7:55 pm
#19

I personally think this ruins how the devs perceived Merchants to be in this game. The devs wanted crafters I am sure to go to a Master Merchant to run there sales for them. With this low of a vendor limit, pretty much crafters will be forced to run there own vendors and not seek out a Merchant toon.


Its also gonna be confusing as hell to go shopping now, stores will have like 40 vendors in them now. After a month or two, I'll bet these nerfs are lifted after the economy gets messed up and the CUSTOMERS, not merchants, start bitching how much shopping is a pain in the a$$.


I don't care too much either way.

POST-NERF ------ Lower sales + higher prices

PRE-NERF -------- Higher sales + lower prices


I'm still gonna make the same amount of money.



Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Redguard
Tue Aug 17, 2004 3:39 am
#20

Ok here's my take on your opinion:


So now you cannot use the vendor for storage, wonderful. I've seen people boast about the 9999 items they have in storage on vendors. Obviously they're missing the point, vendors are for trading. Any other use is actually an exploitation of the system. Obviously some ethically challenged individuals may use the argument "Well if the game lets me do it, it's ok" which is nonsense. Just because you can break the game doesn't mean you should.


About the only professions in this game that might have an issue with these limits are armorsmith and tailor who have multiple components to sell to make one full unit.


Three thousand items is more than enough to run a business. I was thinking that we might have been stuck with half that number. The limits are necessary because people are exploiting the system for storage and it will cause less strain on the database.



Given the choice between style over substance. I'll take a sandwich.
AlyciaWindsong
Tue Aug 17, 2004 4:59 am
#21






Redguard wrote:

Ok here's my take on your opinion:


So now you cannot use the vendor for storage, wonderful. I've seen people boast about the 9999 items they have in storage on vendors. Obviously they're missing the point, vendors are for trading. Any other use is actually an exploitation of the system. Obviously some ethically challenged individuals may use the argument "Well if the game lets me do it, it's ok" which is nonsense. Just because you can break the game doesn't mean you should.


About the only professions in this game that might have an issue with these limits are armorsmith and tailor who have multiple components to sell to make one full unit.


Three thousand items is more than enough to run a business. I was thinking that we might have been stuck with half that number. The limits are necessary because people are exploiting the system for storage and it will cause less strain on the database.





Ok I'm a master merchant... Master Merchant/WS/Artisan...


I do full factory runs of all of my components... so I wind up with 40 crates of adv blaster power Handlers, Blaster Rifle Barrels, Scopes, Stocks, Blaster Pistol Barrels, Projectile Feed Mechanisms, AdvChemical Dispersal Mechanisms, Projectile Pistol Barrels, Projectile Rifle Barrels, Advanced Vibro Units, Power Handlers, and Control Units. That's just for my WS end of business, I also stock crates of Droid Storage Compartments so I can make vehicle customization tools. That doesn't count nice loot dropped components, or components gained from the various theme parks. After a full factory run I've got 480 items to store.


I make to order, and I make to stock, but I do so at lower volumes than 1000 runs on the weapons. If I did do full runs of weapons, I'd have way more crates of saleables to store while I waited for my vendor to clear inventory.


The 250 item limit is still not enough. 500 would be better, 1000 would be optimum. It would let an Armorsmith keep 100 suits of armor in stock, and allow me to continue to stock all the weapons I stock (I literally put everything up for sale (except CDEF)). Seeing as a full factory run of power ups gives you 100 items to stick in storage, at the 110 cap, that's a full vendor, at 250 I can put at best two powerup runs on a single vendor.


The item limit nerf just plain stinks. If they want to eliminate storage vendors, make vendors go poof when you no longer have the skills to support them, or simply make them stop taking maintenance and scale up the maint costs. If a vendor cost 100 credits and hour when you lack the skills to support it and no longer would take maintenance once you stopped having the skills to support it (and never would take maint afterwards even if you re-worked up the skill to re-pay)... That would do it.

Buka_Starwalker
Tue Aug 17, 2004 7:00 am
#22


chefs can make about 60 different food/drink. How can u put a limit of 3-4 crates of brandy and all the other items that they can make and this won't affect their business. a good chef MUST have a reasonable stock of items on their vendors to accomodate customers. How many satisfied and repeat customers would you have if your stock of brandy sells out every time u put it up cause your vendor limitation is so small? Then the situation of having MORE empty vendors is now compounded instead of resolved since you won't have enough itemson a vendor for the demand that is created for say, weapons, armor, brandy, etc.


People can't restock a vendor every 2-3 days, they have lives too. You must craft a huge amount and place on a vendor to be able to have items for customers to purchase before you have to recraft more items that you sell. Recrafting more times every 2-3 days will make a crafter either go crazy or create MORE empty vendors.


This vendor nerf is one of the STUPIDIST game designs the devs have come up with to date.


So what those that are crying about in terms of artisan > business 3 versus master merchant are saying is that a merchant will now have the ability to store more stuff then say a player thats been playing for over a year and collected many mission rewards and loot drops.


If thedevs would fix the house storage limit to something more reasonable for players that have accumulated many items then we wouldnt have to resort to using vendors to store items and this whole mess we all wouldnt be in, yes?


If the devs create a system of loot drops and ridiculous amounts of components and resources necessary to craft items then they should accomodate those needs by bigger allotment of place to put it all, plain and simple. They created this mess, they need to fix it and making less space is NOT the answer.

Message Edited by Buka_Starwalker on 08-17-2004 07:05 AM





_____________________________________________________________
May the force be with you...always


Paradise Shipyardsmerchant tent@ RAID City, Rori (next to shuttleport)
Operated by Vekka - first Master Shipwright on Flurry


captenjonny
Tue Aug 17, 2004 9:57 am
#23

Sorry you're wrong. This is a nerf but not an unmanagable one. It hurts the folks who only want to craft once a month and stuff thier vendors so they can play thier gunbunny account, but I guess it sucks to be them.

I have NOT seen an answer if they will deleting vendors from people without the appropriate SP investment though and the de-listing of empty vendors.



Captain Jonny
Tarnak_Archvold
Tue Aug 17, 2004 10:36 am
#24

Lets get a few things straitened out here...
The new vendor limits are 300 per vendor over 12 vendors for master merchant that is a total of 3600 items. And as far as I know a backpacks with items will still count as one item. So that is 3600 full sets of armour. Show me that AS that can make that many sets and have them sell out in a day (and can still keep up with production)

I support this Vendor FIX 100%, I supported it at 660 max items for master merchant, and support it now that the DEV's lost thair courage and increased the limit. Perhaps it is time for the crafters to look at why they became crafters in the first place, and change accordingly, perhaps it is time for people to start specialising in just a few of the products that can make instead of making everything in every configuration.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
Sigrun
Tue Aug 17, 2004 10:41 am
#25






Tarnak_Archvold wrote:
Lets get a few things straitened out here...
The new vendor limits are 300 per vendor over 12 vendors for master merchant that is a total of 3600 items. And as far as I know a backpacks with items will still count as one item. So that is 3600 full sets of armour. Show me that AS that can make that many sets and have them sell out in a day (and can still keep up with production)

I support this Vendor FIX 100%, I supported it at 660 max items for master merchant, and support it now that the DEV's lost thair courage and increased the limit. Perhaps it is time for the crafters to look at why they became crafters in the first place, and change accordingly, perhaps it is time for people to start specialising in just a few of the products that can make instead of making everything in every configuration.





3600 at Master Merchant? That's a relatively good number, I suppose.


3600 spread across TWELVE vendors? That's stupid **edit**. How about 3600 items regardless how many vendors we have (up to 12)? Sheesh. THINK OF THE MALLS, DEVS! Your players LIKE malls - both the merchants AND the consumers. Malls stuffed with 4-5 vendors per merchant will be FUGLY!




Ingame Names: Sif @ Bria, Chilastra, Flurry, Naritus, Starsider | Hiordis @ Kettemoor | Freya @ Tempest
Quotable: It's pretty freaking underwhelming when the story turns out to be you, alone, in a field, for two weeks, punching toads. | At least SOE lasted a year before they went Turbine on us.
Tarnak_Archvold
Tue Aug 17, 2004 11:08 am
#26


Sigrun wrote:

3600 spread across TWELVE vendors? That's stupid **edit**. How about 3600 items regardless how many vendors we have (up to 12)?



Read TH's comments on the dev tracker. He was able to get the total that high because of the increased vendor amounts. It has something to do with the way a vendors inventory is loaded when you browse it...




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
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