Merchant Archive

Thread: Vendor Item cap in development! What what what?

rahbert
Thu Jan 08, 2004 9:39 am
#14

That's ridiculously low. That's why there's categories, so you don't have to surf through every page to find a composite helmet. Make it at least 300....that's 3 pages of stuff.



Xazias
Thu Jan 08, 2004 9:48 am
#15

the vendor cap isnt a big deal if you have more then one vendor available to you, however for those that only have one vendor available to them, it is a big deal. I have 6 vendors, ill be utilizing all 6 so i can continue to stock the normal amount in my shop, it will just be split up over 4-5 of the 6 vendors. To me this isnt a bad idea, but like i said for those with only one vendor available to them...it is.


Draznar
Thu Jan 08, 2004 10:06 am
#16

Can you see what this would do to malls.... I would have to use 4 vendors just to sell power-ups.



~ ECLIPSE Power k DRAZNAR'S Resources ~
______________________________________________________________________________
Powering the Eclipse Galaxy at 1.5 credits per unit of harvester power from 6 Locations!
u Isle of Misfits, Dantooine 3529, 5761 u Xanadu Bay, Naboo -70, 5222 u Coronet, Corellia 172, -5444 u
u Bestine, Tatooine -970, -4350 u In Caliga, Rori -2710, -2460 u TBA, Lok xxxx, xxxx u
Resources available from Eclipse Resource Corporation at the Isle of Misfits & Cornet Branches

PrincessThea
Thu Jan 08, 2004 10:20 am
#17

I've posted theseopinions in the dev's thread already. And encourage everybody here to do the same and speak out.



Increase Bazaar Cap -Vote NO !!



  • One of the reasons that commerce works so well in SWG is because of the 3K cap!! The 3K cap insures you can still get vital items, ie stims, sm qtys of resources, powerups, ect.. But more expensive and specialized items you will need to seek a player vendorwhich Ithought that was the point of it all!!. I believe this will hurt private vendor shoppes everywhere! Why bother going to a player shoppe when you can get most items now on the bazaar. Why bother getting merchant skillswhen you can just sell your stuff on the bazaar !! This will hurt merchants everywhere!!!!! I beg you to please reconsider.

150 Item Cap on Vendors- Vote NO !!



  • First I will say that I understand that your concerned aboutpeople abusing the vendor limits by using them for storage and what not. But this is only a small minority, the rest use the vendors correctly as intended just to sellour wares. And these are the people its going to hurt, the majority. Some vendors sell hundreds of items a day, I know mine do. The biggest problem(besides the obvious decreased sales)would be not offering much of a selection to our customers. I sell furniture, so I go right down the list alphabetically and craft like 3-6 each of it all to put in my vendor. My customers get to see the entire selection and choose what suits them. Tailors have it worse because they need to do the same, but in many different colors.Also,maintaining our vendors stock would need to be doneon a dailybasis to keep them full. I have alot of structures andharvestors to maintain, which is time consuming enough and feels like a real job, but to havelog in everyday to craft and fill the vendors will just add morechores for me to do. I would rather spend the bulk of my online time enjoying the star wars galaxyandexploring the planets.In conclusion, if there must be a limit would you consider 350? This would be enough to sustain most people's current levels of sales and stocking routines.


Prinethea -------<<<---@

LadyGrey
Thu Jan 08, 2004 10:20 am
#18

If people can't be bothered to use a button to go to the next page, why would they be bothered to access four or five different vendors, any of which could be carrying the item they want? The vendor ui screen has always been difficult to read and use, and most people don't even know that they can double-click on the names in the left window to filter out what they see in the right window.

Maybe part of the new-player tutorial should include using a bazaar/vendor window.

I sell about 30 discrete items on my vendor (medical crafting stuff), which all go through resource shifts very frequently. Plus I like to keep a variety of lot sizes available. An item cap would kill my business.

My architect's vendor, just for harvesters, has 18 different types. Then there are different house types, factory types. Not to mention something like 10 different light posts available, which most people like to buy multiples of the same kind. Maybe I should devote one vendor just to light posts?

And I thought it was bad when one of my vendors went invisible. Maybe it is time to get rid of master merchant, and just do direct sales to people who want things. Now that will be really good for the player economy! Do the people at SOE have alternate jobs working for the government? I sense that same type of efficiency at work here.



/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
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?
Korrack
Thu Jan 08, 2004 10:30 am
#19

150 Item per vendor limit? I am a merchant/politician. I have 6 vendors. 3 are mine and 3 are for public use. I have a vendor in our city's hospital selling stims and spice that our doctors and smugglers make. I have a vendor in our theatre to sell musican instruments and some clothing for the musician who owns it (nothing much else can be done with a theatre except eat up city funds each week), I have a merchant tent with a vendor that the public can use, they offer items up for sale, I buy them and resell. Sort of like a public bazaar.


This leaves me 3 vendors. I run a resources company with 5 other people. I sell anywhere from 300-500 stacks of resources each day. With 150 per vendor limit, I will be forces to have less variety and quantities of resources. I usually have one vendor with about 1000 stacks on it. Which I have to restock every 2 days. You will force me to restock at least once a day, sometimes twice if I have a run on an item.


My only option to continue my business will be to remove the vendors I have for citizen use and hoard them all for myself. Do you also realize how stupid 6 vendors will look in a single tent?


If this change goes into effect, I will have to quit being a resources seller because I play this game for fun, not for a second job. I don't want to have to constantly stock my vendor just to stay in business. Doing it twice a day for 2 hrs each is a job.. I already have one of those that takes up 45hrs a week of my lifethank you very much.


What the hell are they thinking?




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Fribble
Thu Jan 08, 2004 10:32 am
#20

My post to the ID#2:


I curtailed most of the IRL swearing I was doing at the time... I am just speechless IRL with respect to the utter lack of coherent thought that SOE continues to put out, instead of exmaining well thought out ideas from the very people they promise they are listening to.


====



Interesting. Your clustered databases and query implementations sucking again?


You contradict yourselves. First you say there are monopolies, then you say that people don't browse through vendor listings. Make up your mind, or FIX things instead of quick-nerf solutions to your inherent issues.


These issues exist because:
- You allow vendors to exist for people who have dropped the merchant class
- Youwon't allow identical items to be stacked (recombining stacks)
- You won't actually listen to any of the suggestions for months from the Merchant and other Artisan classes that deal with this issue in a coherent and thoughtful manner
- You won't deal with the economic/inflationary issues that you've created.
- You code your vendor/bazaar display so poorly that people cannot sort the items in it properly.
- You won't allow for consignment sales


I'm so livid right now, it isn't even funny. Do you folks at SOE actually play or work in ANY of the crafting or non-combat professions? If so, how can you seriously make the latter suggestion of nerfing inventory levels. Monopolies? Where? I haven't seen any. Hell, most people can't keep up with demand. To those who think 150 or even 300 is enough, some people actually have single vendors across the galaxy instead of all on one planet. Try doing that if you have to visit every 12-16 hours to restock, and tell me how much fun that is. That's five trips, at 1-2k cr/, with a 10-15 min wait, plus restocking time, plus crafting/coordination time, for just stocking! Over an hour at a minimum per day just to keep marginally ahead of things... and that's only if you have low turnover items!!


My suggestions: (for what it is worth)


- implement no or increased price limit for premium auctions based on Business/Merchant Skill levels. 6000 for business 3/4, increasing up to 100k or more for Master Merchant.
- MAKE THE BAZAAR/VENDORS SORT PROPERLY!!! You can't even find stuff in the proper categories because it ends up in some non-sensical section. This has been a BUG for MONTHS.
- Make items in crates show up in their respective categories instead of the idiotic Misc. category.
- Make the Bazaar/Vendors show item count in the display in its own col., so people can sort for counts of items they want.
- Make the charges an item has show up in the bazaar. You can get a crate of 1 charge item and pay as much for that as a 10 charge item, and you cannot tell that until you've already purchased the item, since the details doesn't tell you!!
- Make the Bazaar/Vendors sorts run through all the possible results, not just the 1st 100 or so from the first page... you know, a PROPER query. Perhaps include a word or item sort, as well as fixing the effing categories.
- Only allow the proper number of vendors for player with the CURRENT skill level. Drop vendors from players who have dropped the skill. Merchant is the only class where this is allowed.
- allow Vendors listed in the planetary directory to show up in a tab or as an option listing under the Bazaar
- if vendor stock levels are so important to you, tie the stock levels to Merchant skill levels, as Draznar has suggested.
- Implement consignment sales as have been requested since the beginning of time from the Merchant and Artisan classes.
- Allow same-stat items to be stacked
- Remove stack size limits for nonPC inventory purposes (inside vendors/bazaaar).Or increase them related to size of object.1000's for small items, 100's for medium, 10's for huge objects, only a few for factories and such.
- Place price limits on bazaarvendors at some reasonable level, to discourage 'fake sales', or tie them to merchant level caps (10k, 100k, 1M up to 10M.
- Stop mobs from dropping BS items (junk and junk dealer). Or allow the junk dealers to buy stock items for some percentage of their resource valuation. That would get rid of the 1000's for CDEF and other items in the bazaar and get some money to people who need it more urgently. if it takes 34 resources to make something, have that sell at a junk dealers for 20 credits or 34 or 50 whatever.
- Allow people to set price per item in stacks of items, so that they can buy partial sets from stacked items.


--D'Ruk of iD Co, Corbantis

Eola
Thu Jan 08, 2004 10:33 am
#21






Xazias wrote:

the vendor cap isnt a big deal if you have more then one vendor available to you, however for those that only have one vendor available to them, it is a big deal. I have 6 vendors, ill be utilizing all 6 so i can continue to stock the normal amount in my shop, it will just be split up over 4-5 of the 6 vendors. To me this isnt a bad idea, but like i said for those with only one vendor available to them...it is.



But it kills the ability to have multiple well stocked stores.



Eola Lasmy -- Master Weaponsmith, Master Artisan, Master Merchant
Part of Weyland Yutani Corporation
Ahazi Server: Tranquility, Theed: -3115, 5795
Force Sensitive Crafting my Behind
I've got 1 Million Monkeys and 1 Million Keyboards bet you they
integrate JTLS more smoothly than the Dev Team will.
TheAbjurer
Thu Jan 08, 2004 10:36 am
#22

I'm not a merchant, but I was just reading TH's In Development post about vendor limits and its sounds like Merchants are getting screwed over by the DB problems. I made a post to that thread with an idea I thought might help their DB problems a bit, but I wanted to see what the merchants thought of it. This would affect both vendors and factories.


Instead of a vendor containing some number of finished items, it would hold manufacturing schematics and the resources and components needed to make the items in those schematics. A customer would browse the items available for sale. The item is created and resources/components used when the customer makes a purchase. The item will sell as long as resources and components are stocked for a given schematic. A new, unused item sitting on a vendor would no longer take up DB space until someone comes along and buys one.




Entoro Lapis
MozzerKing
Thu Jan 08, 2004 10:46 am
#23

If this goes in, it will be an absolute disaster...I'd have to close my doors because I just don't have time to micromanage a vendor with a 150 item cap.



Maya
BlueMorgoth
Thu Jan 08, 2004 10:59 am
#24

This whole thing just stinks. Because SOE can't design their code correctly, they're going to nerf the Merchant class into oblivion. With these changes it is pointless being a merchant any more - I'll just drop the skills and take up combat, since that is what they seem to want us to do. 1000 items is the mininum acceptable to me. I do like Drazner's suggestion of limit determined by merchant level though, it would make it worthwhile to be a Master Merchant. His progression by level seems quite reasonable. I would have to trim down two of my vendors, but otherwise things would be quite reasonable.

DocSavg, how the hell could you even let them get to the point of even suggesting this!



Sox na'Kreyte : Wanderer, looking for professional counciling
Retired Master Droid Engineer, Master Merchant, Master Artisan,
Titzosh Irssoko: Master Chef, TKM
Tyrena, Corellia (-4027, -2324), Bria
Draznar
Thu Jan 08, 2004 11:11 am
#25




BlueMorgoth wrote:

DocSavg, how the hell could you even let them get to the point of even suggesting this!



Doc had no say in this. And I would not be surprised that he had no idea this was coming.



~ ECLIPSE Power k DRAZNAR'S Resources ~
______________________________________________________________________________
Powering the Eclipse Galaxy at 1.5 credits per unit of harvester power from 6 Locations!
u Isle of Misfits, Dantooine 3529, 5761 u Xanadu Bay, Naboo -70, 5222 u Coronet, Corellia 172, -5444 u
u Bestine, Tatooine -970, -4350 u In Caliga, Rori -2710, -2460 u TBA, Lok xxxx, xxxx u
Resources available from Eclipse Resource Corporation at the Isle of Misfits & Cornet Branches

donnah42
Thu Jan 08, 2004 11:20 am
#26

It's sad that merchant abilities are up on the table for sacrifice to the database. I'm not understanding why they can't either make their database more efficient or just upgrade it.



Kara Vasa
----------------
Radiant Master Tailor
Mayor of Barsoom, Rori
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