Merchant Archive

Thread: Vendor NERF (Item limits) has nothing to do with DB. It has to do with controling crafters!

Lotussutol
Sun Aug 08, 2004 10:21 pm
#14






Barris wrote:







Actually, if you have WS and AS, I don't think you have the skill points for legit venders... I could be wrong though and probably am.












master AS/WS master merchant and you have 18 points left for what ever it is you want
Tirgwystraff
Sun Aug 08, 2004 10:49 pm
#15


The closest crafter economy I can think of, Ultima Online ( celebrating it's SEVENTH anniversary), and using ancient old warhorses for computers, allowed 125 vendors per character ( plus 125 item bank). Stack size went to 60k, but goods used up FAR FAR less items. ( if a suit of armor takes you 5000 resources, yousuck really badly, and need to craft to your level)Eachvendor was allowed 125 items. I ran a tower mall on one char, who had 30 vendors to look after. My account was old enough to have grandfathered in the 5 houses for one character. Storage per house??? Even a basic shack has more storage there, than alarge house here ( 450 if I remember correctly?? ). My tower had over 1000 items limit, with chests.

UO had alot of lootable goods MIBs etc from fishing ALOT of loot), but was also mostly a crafter economy. Grandmaster made armor was the equivalent of +2 magic ( out of +5).



Newmoon Tirgwystraff
Resident of Mr. Ploppy's Turtle-Flavored Ice Cream Kingdom
" English doesn't borrow from other languages. English follows other languages down dark alleys, knocks them over, and goes through their pockets for loose grammer. "
Tirgwystraff
Sun Aug 08, 2004 10:54 pm
#16

In fact, one of the things I miss about UO was having a best decorated house/tower contest, not best decorated ROOM, or CORNER! Sighhhhhhhhh...........



Newmoon Tirgwystraff
Resident of Mr. Ploppy's Turtle-Flavored Ice Cream Kingdom
" English doesn't borrow from other languages. English follows other languages down dark alleys, knocks them over, and goes through their pockets for loose grammer. "
BlackEdge
Sun Aug 08, 2004 10:59 pm
#17




It has everything to do with database, I'm sorry if you don't see that. The character purge in October, the horrible random lags that happen (especially on dantooine).


It's database issues, simple as that.


Not to count that if it was never a database issue, then how come the item limits in houses never went up? It's stupid having a guildhall that takes 7-8 lots, and can only hold 250 items, while a large house can hold 250 items but take 6 lots... then the medium and small that can hold 150 items, but only 2 lots...


While I do have to admit, the vendor poaching did get out of hand (which I admit of doing), but this isn't the solution atm. If they really go through with this, the economy will crash, and not many new vendors will pop up. I know a lot of people in my guild that's really upset about this, including me.


The monopolizing this is bull. I've never had problem selling anything long as it's good and at a reasonable price. I also make chef foods for myself, the guild, and the people that live in our city. They alway sbuy something from my vendor.


Anyone with a vendor that either puts it on the map or at least advertise will always sell their products...


There's no such thing as monopolizing.



Pokko - Council Member of Star-Gazers
Professions mastered to unlock: 31 (Merchant) July 16, 2004
Professions mastered after unlock: 32 (Master BH)
OckVofad
Sun Aug 08, 2004 11:02 pm
#18

A few months ago the was an astromech stat feature that showed that much of the credits were in the hands of maybe 10-20% of the population. This totally mirrors the real world and our capitalist system!


I just started playing this game in march and i consider myself a "small" crafter. I made my first million after 6 weeks here.


New people can break into the market all the time. They dont need to be "protected" by the Devs.


The people who market this game have openly promoted the player-based economy. Now they are trying to limit that economy though this vendor change and i am sure the future lot swapping nerf that they hinted was in the works.


Actually this change wont effect me directly. I have master merchant and have less than 660 items on my vendors.


I have a serious problem with people who feel I need to be protected from crafters who work alot harder than i do.



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Elyssa
Sun Aug 08, 2004 11:02 pm
#19




DocSavag wrote:
You are right. There is more to the item limits than just database stuff. There is an economic concern. The devs think it is a serious concern to have too much of the economy in a small group of peoples control. Are they right? Probably though the people who have worked hard to get there obviously dont' see it that way and why should they? But those who are trying to break into those markets probably have a different view.




They are wrong.
I am in no danger of controlling any part of the economy.
I worked hard to get where I am, and I did it largely on my own.
People who are trying to break into markets are of no concern to me.
I started as a novice artisan just like anybody else did and worked my way up.
There is nothing stopping these people from doing the same.
I have paid for my standing with not only skill points but with my subscription fee.
This change penalizes me and WILL drive me away from the game.
.
If they are so concerned with these so-called monopolies, they need to deal with them on a player by player... no, a paying customer by paying customer basis.
To make such a sweeping change like this because they are afraid a few players are hurting their game is not only outrageous but it shows a large degree of cowardice on the part of the devs.

Want to eliminate those players? Simply refund their subscription fee and the cost of the game and remove them from the game altogether.
But you have NO right to destroy my gameplay just to fix a flaw in a system that YOU created.






It's time to take a stand and show the development staff that their priorities are out of order.


My proposal for acceptable item limits is here.



------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
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Elyssa was 1000% correct
-Pawlin

purdyguy2287
Sun Aug 08, 2004 11:05 pm
#20

The limit in the merhant nerf makes no sense. I wish the devs would listen to us and at least up the items. I cant believe that i pay $15 a month for this...








Iste

Master Weaponsmith *Retired* - Master Armorsmith *RETIRED*
Kharn_JB
Sun Aug 08, 2004 11:18 pm
#21

If that's truely the main reason for the nerf, it's a truely poorly thought out one. There are no true merchant monopolies in the game. Any player can work towards getting good resources, SEAs, stocking their vendors well, making good products. Here's the catch though, they have to work like those successful crafter have and do. It's stupid to punish successful crafters just because they work hard in their profession.


If a player works hard to keep their vendor stocked they shouldn't be punished because of it. That's not the be all end all of retail anyways. There's always location, price, and qualitythat also has a big factor in sales. Most well stocked vendors usually have above average higher prices due to the convenience for the customer and inconvenience for the seller for the riggorous restocking, so smaller crafter still have a big margin to sell for less and still make a decent profit, and thus compete.


The problem isn't that bad. If they want to give other crafters a chance, there's a lot of other ways to fix this. Limiting vendor count for that reason is just stupid, because it has multiple severe repercussions on the entire SWG community and will severely stunt the playability of the game for not only crafters, but every single play that has, does, or will purchase goods from a player vendor.
AudioOrgana
Sun Aug 08, 2004 11:32 pm
#22


DocSavag wrote:
You are right. There is more to the item limits than just database stuff. There is an economic concern. The devs think it is a serious concern to have too much of the economy in a small group of peoples control. Are they right? Probably though the people who have worked hard to get there obviously dont' see it that way and why should they? But those who are trying to break into those markets probably have a different view.




But I fail to see how this helps. We will just adapt.

I've never cross-server traded lots - but I will to store my items now.

Simply reducing the amount of items you can put on a vendor has to be about the dumbest way to go about fixing the economy ever - because it's simply not going to work.

Some noob crying about breaking into the business still won't have access to my store of rare resources, my experience, my +20 DE suit, and most importantly my reputation. People come to me becuase I've been making droids for over a year, and they know that no one can make them better. If they have to wait for me to get online, they will. It will simply reduce the fun I have in-game.

Forcing me to visit my vendor more often to stock it isn't going to help them. The only thing that can help them is time, and if they are not patient enough to work up to my level by waiting for resource spawns and establishing their own reputation, then they do not deserve the market share.

This game doesn't need welfare, nor does it need artifical caps on how well-liked you are as a crafter.

There is a reason that there are so few Masters of note for each crafting profession - because, for the most part, crafting is boring, hard work. Most people are simply not willing to put in the effort, and, more importantly, the time.

Funneling all the wealth through ONE profession, Merchant, isn't going to help either, except to support a class that will do nothing but click "sell item".

This would have been something to consider in beta, but changing the entire paradigm of how the economy works, making it harder for people to get the items they want so THEY can play the game, and pissing off those of us who have kept this game going with our dedication is only going to lead to chaos and an even larger gap between the haves and the have-nots, only instead of making it depend on how well you do in the game, it's going to depend on who can afford to run the most accounts.

Honestly, I'm starting to feel this isn't a fix for Merchants, it's the Devs trying to get more people to add accounts to compensate. They don't give a rats behind about the economy - all they care about is how many active accounts they can report to the shareholders.

Finally, this is NOT some grand socio-economic experiment - this is a game. Games are supposed to be fun. Can anyone say they will have more fun in the game because of this fix? Sure, expert crafters will be able to sell less items (or that's the intent - as I said, people will compensate and it will not happen), but limiting them isn't going to help a n00b who still will not be able to create the same class of product. Frustrating people who have dedicated themeselves to crafting in this game is all that is going to be accomplished, and hell hath no fury like a crafter scorned.

AO
DirthNader
Mon Aug 09, 2004 2:40 am
#23







DocSavag wrote:


...The devs think it is a serious concern to have too much of the economy in a small group of peoples control...


...But those who are trying to break into those markets probably have a different view.




Hope you don't mind the snips.


The devs seemed overly concerned with having money sinks in the game, to try to stem the rush of credits flowing in from 20K-30K Dantooine Mining Outpost missions that can be completed in five to ten minutes by anyone with a set of armor and buffs. Well, what are the arch-crafters but a giant money sink? Think about it, with a nine-digit account balance a large portion of my available credits are effectively out of circulation, probably for good. Start spreading the credits arounda large amount of merchants via artifical vendor caps, and that's money that's going to get spent. That may sound great when it comes to real life economics, but in SWG every player has access to amint (the mission terminals), and the devs NEED money sinks,artificial or not, to keepfrom incurring rampant inflation.


On the second point, I've known a lot of guys who are just starting out as an armorsmith, and it hasn't been so long since I was a new crafter that I've forgotten what it was like. So I'll say this - in certain markets, I would agree that people are concerned with breaking in. But for the vast majority of the markets in SWG, there's much more demand than there is supply. In those markets (like armorsmithing on Shadowfire), I see the new guys worried more about maintaininga workable bankroll and aquiring the best resources than I see them worried about getting people to go from my tent to theirs.




The artist formerly known as Ittov
Bermag
Mon Aug 09, 2004 5:12 am
#24






DocSavag wrote:
You are right. There is more to the item limits than just database stuff. There is an economic concern. The devs think it is a serious concern to have too much of the economy in a small group of peoples control. Are they right? Probably though the people who have worked hard to get there obviously dont' see it that way and why should they? But those who are trying to break into those markets probably have a different view.





Anyone can break into an established market and make a name. You just need the skills (not talking about crafting skills but business sense) and work hard. Done that myself.


Well better wait and hear what SOE says about all this. But I am afraid that their screwed up ideas hwo the game should work (as oppsoed to how the players want it to work) is a very important reason. Getting my uber forum flame-thrower ready when they post that lol




---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Bermag
Mon Aug 09, 2004 5:23 am
#25

Guys, this comment is taken from the Astro mech friday feature:


"In addition to these sorts of tracking, we also monitor things like large changes in wealth for individuals (often, but not always, a sign of cheating or duping), wealth distribution across the playerbase, and so on. For example, it's easy to see that just like in the real world economy, the chacteristic "Pareto Law" distribution of cash holds true: most of the money is in the hands of a few. This is a graph of just the top 2000 or so folks on Bria, for example - the highest folks are billionaires.


This isn't necessarily something to be discouraged by - rather, we take it as a sign that the game economy is replicating characteristics of the real world economy. Since one of our goals was to have a game economy that can provide ongoing interesting strategy gameplay, seeing real world patterns manifest is something we were looking forward to. "


This was posted by "Holocron". If they make any post about they want to control the economy etc I am going to shove this comment down their throats. I justhope there are more pople inside SOE that shares this view. Actually this article show that at least one person understand anything about fundamental economic laws. They way they have monitored economy and hwo they have dealt with credit dupes etc give some hope.


BTW, one thing I think is really hurting the economy and causing a lot of inflation is "solo group missions". To much money enter the system this way (note: I don't want to limit how comabt profession earn their money but this only increase the inflow of money causing money to be worth less). I have seen stuff started to ra<ise in price since solo group missions started to be popular.




---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
Gyopi
Mon Aug 09, 2004 5:26 am
#26






DocSavag wrote:
You are right. There is more to the item limits than just database stuff. There is an economic concern. The devs think it is a serious concern to have too much of the economy in a small group of peoples control. Are they right? Probably though the people who have worked hard to get there obviously dont' see it that way and why should they? But those who are trying to break into those markets probably have a different view.






If all crafters, no matter how long they have been around or how hard they try are forced t be on even footing, what is a good goal for a crafter? Usually if you are a crafter (in real life or the game) you want to see your business become successful and expand. It looks like they want to make it so that someone who has been at a craft for a day is just as successful as someone who has done it for a year! When I play a combat profession, there always seems to be a goal! Maybe I will see if I can survive a certain part of the geo cave, or the deathwatch bunker, or see how many giant dune kimogillas I can kill. There is content, which is constantly being expanded for these professions. What exactly is the goal for a crafter if they can't expand their business?


I can only see one positive thing coming out of this change. I know that they have been working to get money out of the economies as fast as possible and that a few people have most of the money. Maybe if those mega-rich people cancel their accounts, the money will go away quickly.






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