Merchant Archive

Thread: Something the Devs MISSED

Skedoozy
Fri Oct 10, 2003 2:43 pm
#14






Draznar wrote:
You appeared to have bugged terminal and droid vendors. Everyone else has had high rates on these, that is why we all switched to npcs. By the way was your store on a server boundary?




So my terminal and droid vendors were bugged to be broken like the NPC terminals and the patch unbugged them but not the NPC's? I don't buy it at all. And no, I don't think my store is on a server boundry at all. Never had problems that are related to that before.



U Skedoozy - Weaponsmith/Architect/Artisan/Merchant k
Skedoozy Mart - Weapons, Architectual Items, Smuggler Goods
Juganoth Valley, Tatooine
- Chilastra. Waypoint -6615 -4790

++ Krusos Darksun - Master Smuggler/Master TK/Pirate ++

progman63
Fri Oct 10, 2003 10:37 pm
#15

I do not know of ANY game that just up and DELETED your stuff without giving you a chance to do ANYTHING about it!!!


MONEY SINK? BS!


Charge me for what I SELL!!!!


If you don't want arm-chair-merchant wannabes, take vendors out of ALL professions except Merchant. And then set a FAIR rate for maint.


WAG THE DOG!


You can't fix the whole freakin economy by increasing merchant costs......









"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


GrandMufTartkin
Sat Oct 11, 2003 12:36 am
#16

Ok, I smell a rat. If they changed vendor rates without putting in the patch notes, I will not buy the...


"So many changes where made, some things we forgot to mention in the patch notes".


I think the rates did change. Here is why. I logged on yesterday after the patch. I had a couple vendors that where no longer at 100%, some where at 73% or lower. I looked, maintainence rate was at 0. I figured... hmmm, how odd, there is no maintaince but my vendor is degraded. I shrugged it off as some kind of one time glitch.


Now I am having second thoughts. It seems my maintainence rate has gone up, but displays at 0. It used to say 1 btw.


What is the core of the Merchant..................................... Vendors


What do the vendors do................................................... Sell


How do they sell.................................................................Place them and pay maintaince on them


What is a big issue posted on this board by Q himself....."maintainence rates are coming, your input..."


So, with that in mind, what would be a core change to the Merchant profession?


A change in the freaking maintainence rate.


That is something that you do not "forget" to tell people. You either purposefully omit the information, or if you truely forgot, you are totally inept.


So.. WHICH IS IT?


Xelene
Sat Oct 11, 2003 4:28 pm
#17

There's definitely some bugs floating around... here's what my experience is, though:

I have two vendors, an NPC with many items and a terminal (bazaar-style) with only four low-priced items on it. I think before the patch, the maintenance on the terminal vendor was 1. Now it's... (drumroll)... 2. The total sale value of the items on my terminal vendor is 1215 cr. I don't have any of the Efficiency skill branch yet.

Since vendor maintenance is based on total sale value in stock, then "over one million credits worth sale value" would lead to extremely high maintenance rates. If you didn't have much maintenance on the vendor when the patch came in, it might decay very rapidly.

If your droid vendor has a rate of 202cr with *nothing* on it (not even in stockroom), it's bugged. If you have stuff in the stockroom, it's probably still affecting the maintenance rate.

Not that there's any excuse for not mentioning in the patch that they partially fixed maintenance rates (partially, I say, because my NPC vendor with about 20k worth of stuff on it still survives on a pittance), but I think maybe there's more going on here than you realize. It's going to be hard to get a fix if a whole bunch of different problems are lumped into one complaint.
Xelene
Sat Oct 11, 2003 4:31 pm
#18

"Charge me for what I SELL!!!!"

The problem for that is this: I have many crates of materials that I need to store. If vendor maintenance is static, or is a "commission" based on sales, I can stick all my crates up on my vendor for 100k each, knowing that no one will buy them. It creates unlimited storage space.

Every MMOG I've ever played had some kind of limit to how many things you could hold at one time. SWG is far more flexible in that regard than its predecessors. I do think that there needs to be a practical limit of some kind, whether its done by charging high maintenance rates for putting lots of stuff on your vendor, or a hard cap on the number of items a vendor can hold. But the way it currently works isn't functional.
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