Merchant Archive

Thread: When the VENDOR CHANGES goes through...

NerfedDerf
Sat Feb 07, 2004 10:45 am
#14

lucky enough i pay for one, not going to pay for another.. i just use Static Harvs from other servers to do my business... works fine so far until i get a really horrid spawn or run out of power



Nerfed Derf > Nerf Mining
Coronet -123 -5652 (registered) (High Quality and Grinding)
Theed, Naboo -4759, 3339 (SOLD)
Mengus Farms -123 -5654 (Bought Out)
Special Orders Welcome, Thanks
.
ELAzalin
Sun Feb 08, 2004 5:47 am
#15

I feel as a master merchant we should be given more than just more hiring. We should me allowed 2 more vendors or something within the current system... and then when they cut it down to whatever they need to give business IV a vendor and novice 1(total of 2) more and then when you get too management three you get 1 more (total of 2) and at Master you would get 2 (under my proposal you would get 4 total)




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Aylish
Sun Feb 08, 2004 6:56 am
#16



I would like to see the vendor changes handled in a couple of ways.


Firstly, I'd like to see more of a whole system overhaul than just a bandaid to the database. This should include:



  • Reviewing and re-organising vendor categories. This is one of the things that annoy me most in the game. When I am shopping, I use the categories to sort things by, and I would like to think other people do as well. Some of the categories are ridiculous, and some serve only to mislead people into thinking that item is not in stock - buildings anyone? I understand that this is probably a very difficult task, and that any old items would not go into the correct categories, but only post-patch ones would (like when they added categories for clothing), but I would love it if this could be done,



  • Allow stacked items to belisted at a cost per unit basis. This has been mentioned by many others, and would be a way to reduce items without losing functionality. This should apply to "stackables" like resource containers, and also to factory crates. A merchant could stock one stacked item, and list a cost per unit price. When the customer goes to buy it, they get a slider that allows them to select how many they wish to buy (up to the full stack) and the price is multiplied by that number.



  • Removal of the Vendor Limit, in conjunction with a Stock Limit. My main concern about the idea of an item limit per vendor, is that it restricts the way in which we can use our vendors. Orders vendors, or City Information vendors would become a waste of their item limit, since those type of vendors are rarely fully stocked, but serve a purpose nonetheless. So I'd like to see the Management line changed to include a Stock Limit, that increments the amount a stock a merchant can handle with each level. That stock could be placed all in one vendor, or spread across as many vendors as the merchant likes. To place a vendor itself would cost 10 items toward the Stock Limit. This would allow merchants to choose to place more than the current limit of 6 if that is what best suits their business.



  • Give Master Merchants some perks. First of these should be an increased Stock Limit. I would also like to see Master Merchants be able to ID their vendors, or hire Image Designers to do it. A special, larger tent would be nice also.

Anyway, I know I'm mostly just wishing, but it never hurts to ask, right?





Ay'lish, almost ex-SWG player
Retiring Mayor of New Roseholme, Naboo, Ahazi
Contact Tammarion for future city enquiries
LadyGrey
Mon Feb 09, 2004 6:53 am
#17

One of the sad parts of the vendor changes that are going to be implemented (against all logical gameplay), is that none of the problems with vendors have been fixed yet. We still have the same old problems with placing vendors, items disappearing from vendors, sales not completed, and "stealth" vendors that hold items that cannot be retrieved (but can still be seen). Sony, there is a certain point where I have bent to accomodate your bad programming, and I cannot bend any further. I am getting close to that point.


The program has an excessive amount of complexity, where there never needed to be that much complexity. The way the resources are set up, with multiple stats, each of which can change over a range of 1000. That was insane, and has to be part of what is eating up your database storage. You could have had the resource stats change over a range of 16, and had plenty of complexity that way. The same way with crafting, where we have this huge range of possibilities of failure, with all the cute little names that pop up. Should have just been a scale from 0 to 100, in increments of 10 (You have achieved 40% success in crafting this item). Or, better yet, maybe a scale from 0 to 5. And having resources change as often as they do, with no repititions? Whose great idea was that? Someone who got a promotion and a raise, probably. So everyone now needs to save up these great resources that will never occur again, and the database fills up, and so now Sony limits how much storage there is to protect the data storage, which is overfull because of a problem that Sony created in the first place.


Root cause analysis of this would indicate that there were some game mechanics that were never fully understood or appreciated by the original programming team, that have only had bandaid fixes applied to them, and will continue to be a problem. Game complexity due to programming should not be blamed on the players. My needs for storage and vendor space are due to the programmed game complexity, and not to a style of gameplay. Don't blame the players (or penalize them) for something that should be addressed as a programming issue.





/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
Skyfish
Mon Feb 09, 2004 10:32 am
#18

Amen.



__________
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Lobotomy: A surgical procedure that convinces them it is acceptable and even clever for them to do so.
__________
NerfedDerf
Mon Feb 09, 2004 7:21 pm
#19

Agreed



Nerfed Derf > Nerf Mining
Coronet -123 -5652 (registered) (High Quality and Grinding)
Theed, Naboo -4759, 3339 (SOLD)
Mengus Farms -123 -5654 (Bought Out)
Special Orders Welcome, Thanks
.
kirk_mongo
Tue Feb 10, 2004 7:39 pm
#20

I sure hope the limit will be higher for master merchants. As a tailor I so many different models, which each comes in a billion colors. It will be tough to keep an even somewhat decent and assorted vendor stocked.





Alvis Aquilo - - - Cure, Stim, Wound, and Enhance Packs + much more at: +1180 +6100 , Naboo


Songe
Wed Feb 11, 2004 9:53 am
#21

Hehe LadyGrey is my new hero.



------

Novice Lekku Stomper
Ffej_Cra
Sun Feb 15, 2004 8:34 am
#22

Agreed Aylish - the way stackable items are handled is crazy. There should be a column for item type, and a separate one for count. That would be easier on us, and easier on SOE's performance problems.


That would also allow setting prices on a vendor on a per unit basis. So on a resource vendor, you would set the price per unit for a resource type. If you add more of that resource, it just updates the amount. If you change the price, it is change for all of the inventory of that resource, and when someone makes a purchase, they can buy whatever quantity they choose.


And instead of being stored on the server as multiple rows, it's one row with a column (or field) for the count.


The categories on the vendors definitely need to be revamped also. (How hard would it be to only show the categories for which actually stock exists on that vendor?) They need to get rid of some, and add a more detailed level for others. (Why not allow you to select only steel instead of all minerals?)


Generally speaking, it seems like there needs to be some serious tuning done on the backend databases used for this game. Improve the programming and design, so that you can do away with nonsensical limitations such as the proposed vendor limit, the limit on how many items can be in a building, etc. The job market isn't that great in IT right now - you'd think they could bring in some people who could get the job done. I know enough about that type of work that I don't want to be too hard on them, because things are often more difficult than they seem. But at the same time ... I know enough to think that they ought to be able to do better.


Ok, end of rant.








Ffej Cra --- Bria
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Coronet Riverside Mall east of Coronet, Corellia (868, -4844)
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