Merchant Archive
Thread: Current Merchant Bugs (Sept 2005)
When i last tested it was different which could be picked up in a house that the merchant toon didnt own.
I've only been able to do it in buildings that I own.
The "Pick Up" option appears on the menu otherwise, but I'm not able to pick it up.
Then again, I haven't tested it extensively.
This bug is really getting old.
Just a bump in case some dev is bored and looks in this one.
Remember that the name filter on the search is primarily for crafted items. There is an extremely high probability that it won't find non-crafted items. Sometimes it will and sometimes it won't.
The best way to determine if your vendors are showing up on the searchis name something like "zzzMyTestItem" and put it on sale at 999999. Then go search for it.
I joined Galaxies on the day it released and have stuck by it through all the changes. That being said there are long standing bugs/issues I would like to present, most of these I would not view as major changes to make to the system, but could have major impact on game enjoyment:
1) BUG: When posting items for sale in a vendor, with the screen in list view rather than icon, the highlighted item cycles to the next lower item on the list, however you cannot click Sell, this will give an error that states you cannot sell an item you do not own. I can click on the another item on the list and then right back on the item that gave me the error and the sell button now works. This always occurs when selling items from my inventory. To get around this I have taken to the habit of always selling my inventories by moving from the bottom to top of the list. It saves a little time, which is always helpful when you have to post large quantities of items one at a time.
2) ISSUE: I know this has been beaten to death on the boards, but it is still an issue, I would like to see the ability to select multiple items and sell them with the same price without having to click sell for each item. When you have a full vendor it is crazy to have to spend several hours restocking vendors after they dump to stockroom. As a master droid engineer and master shipwright, it is very time consuming to stock hundreds of droid chips, when I know I want to sell them each for the same price.
3) ISSUE: I would like to see personal vendors (not the bazaar terminals) keep all items in the sale section, and NEVER to dump to stock. I see it as it is my paid for vendor and if I want it moved out of sale, I will make the effort to do so. If vendor maintenance is not paid, then the vendor will eventually be destroyed and all items with it, so that should alleviate any concerns about items remaining indefinitely on the market.
4) ISSUE: I've seen quite a bit of discussion about people not having enough character points (CP) to be a decent crafter and still retain some points to enjoy the broader experience of the game. One suggestion I have to alleviate this is to make the Merchant profession free, similar to politician. As it stands, you gain Merchant XP by selling items on the bazaar or by folks visiting your vendor. That should remain the criteria for XP, but have each box not cost CP; much likea politician requires votes. Merchant is a necessary profession for any artisan type class...everyone needs them, but very few can spare points to master this profession; and let's face it...mastering this profession gains you very little in benefits. Since all of the changes to Galaxies,I have a seen a drastic drop in the economy throughout Galaxies, the number of active artisan classes that are worth frequenting for items are now very few when compared to about a year ago. It would seem the majority of the population views crafting as a waist of time and would prefer to focus on combat. While this has the result that the master artisan classes that have stayed with it now can charge more, it has also remained difficult for these classes to harvest good resources and promote their goods. Let's not forget that a master artisan with merchant ability will most likely have no combat, which means that Durni will **** you whenever you visit your harvester or factory. So this leaves you with the option to put points toward merchant boxes, or try to havea few boxes of brawler or marksman to try to fend off the lowliest of creatures that will still pose a lethal threat.
5) ISSUE: Vendors now have the ability to be advertised on the global map; wasn't this supposed to be a Merchant ability? It seems I can do this at my vendor without those skill boxes, so why should I waste CP on that skill? Granted the merchant skill ability never actually worked...
6) ISSUE: If merchant is to be handled as a stand alone profession, then it should be expanded for use. Primarily I suggest that once a merchant has initialized a vendor that a admin list be given as an option, similar to housing. That way Merchants can give artisan classes who they do regular business with the ability to stock the vendors with their wares (perhaps at a fee?). After all that is what a merchant should do. They do not run factories, you don's see convenience stores manufacturing their stock; they are supplied by other companies. As such a vendor should be able to receive updated stock from a supplier, much like the Pepsi delivery guy stocking the fridge at your local gas station.
7) ISSUE: Let's see the main cities utilized more (I'm not speaking to player cities, but those could benefit too). I suggest allowing merchants the ability to register with a city merchant guild hall and then be able to pay a fee to be allowed to place a vendor within city limits. In order to control this so vendors aren't randomly in the streets, each city could have a limited number of vendor placement locations, as they are available a vendor could register and then proceed to the desired point and place their vendor. All common vendor rules could still apply, and the vendor cost might be increased for ongoing guild fees.
8) ISSUE: Another city idea...Open up the large and inaccessible skyscrapers in the major cities. These rooms could be made available for rent by players, much like housing. A building manager could allocate these units to merchants, who could then sublet the apartments to other players. These rooms could be apartments, conference rooms, entertainment venues, etc.
Well, I have more ideas, but that is enough for now. I hope my thoughts can help improve a game that I hate to see falling into popular decline.
~Talonus Alexandros
Vendor search is currently not being turned off when disabled.
We are planning a server wide event which includes a vendor mall and even though all vendors are switched to vendor search disabled people are still able to come to the mall. They even pay entry fee to get into the mall to buy stuff so it makes it really annoying for people to see whats in the mall.
Just because you're not on the global search doesn't mean that people won't pay entry fees for the chance to make a big score off your vendor.
Message Edited by Elyssa on 10-16-2005 05:14 PM
Had a bug last night that kind of caused me some grief and probably would have made it so I had to log out if I had deleted the item. I didn't see anything about it so I'll run through what happened.
I had a backpack with resources I use for crafting in it. I replaced one of the resources with a better one I had collected and wanted to sell the old one. I entered the "sell an item" screen on my vendor that lists all the items in my inventory. The resource was in a backpack in my inventory, so I double-clicked on it to bring the items in the back pack. I found the resource listed in on my vendor and closed my vendor windows without exiting out of the backpack's inventory on the sell item screen.
I then went to another location and dropped the backpack in a house. I picked up a few other things I wanted to sell and went back to the vendor. When I went to sell those items. The Sell Item screen "remembered" where I left off before and defaulted to the backback's inventory. Since I no longer had that backpack, it was stuck. It didn't list any items for sell and did not give me that icon you can click on to go back to the main inventory. No matter what I tried, I couldn't get out of that screen. Finally, I went back to the other house, picked the backpack back up, went back to the vendor and now, with the backpack in my inventory again, I could move out of the backpack inventory and back to my regular inventory.
I was able to work around it, but my big concern was if that had I deleted the backback, I wouldn't have been able to get that screen back without (probably) relogging which is a pain. It's kind of a specific bug, but it's still a bug and I thought I should point it out.
This is a rather trivial annoyance.. most of my issues have already been covered in the top 10 Elyssa posted. But I wish when naming vendors and or making custom barkingwe could use commas, yes little itty bitty commas, and the other thing I wish we could use would be & signs.
Vendor naming limits are annoying when you are trying to label a vendor with multi-items. I am a tailor, and I have my vendors sorted by the types of clothing they sell. It's rather annoying to waste spaces typing "and" instead of using "&" or having to use dashes instead of commas.
I'd love my Cloaks Jackets Robes and Vests vendor to be Cloaks, Jackets, Robes & Vests. Or my Bandoliers - Belts and Wookie Wear to be right. You can't use Wookiee in a vendor name either ![]()
Like I said, nothing major.. just a trivial annoyance.