Merchant Archive

Thread: Item Limit on Vendors is a very, very, very bad idea

Ke_la
Mon Jun 21, 2004 7:12 pm
#14

oops don't acidently hit Tab then Spacebar!

Message Edited by Ke_la on 06-21-2004 07:21 PM




Ke'la Korian, Waylon Korien, Me'na Korien
Ke'la is a Master Rifleman/retireing Ranger and Waylon is an ID/DE
Me'na is the mayor of the City of Obalisic
"Have fun storming the castle". -- Miracle Max
"I knew it I am surrounded by %##@&!$# " -- Dark Helmet
"I am not Dead yet!" -- Guy from Holy Grail

Ke_la
Tue Jun 22, 2004 10:38 am
#15

By the way, why does everyone assume I'm a tailor just because I'm sympathetic to their downtroddenness?


Because I have a tendincy to not read Signitures that much, sorry.


Personally I would think a Line Iteam limit vers an accuall Iteam limit would be better, also if Merchants EVER get there do and non-Merchant vendors are somehow removed (just me without harming the non-Merchant meaning they don't lose there stuff) I think "storage Vendors" will be far less of a problem. The Reson that the Devs give for nerfing the Iteam count is to make the vendors easer to navigate using the all tab is a copout because IF the Filters where set-up better people would not use the all key(but that would take work huh?)


I think that if you incress the vendors to 10 or 15 at Master Mechant with 500 iteams per Vendor is plenty to have a good and efficant mall. I mean thats 5000 to 7500 iteams total per mall.




Ke'la Korian, Waylon Korien, Me'na Korien
Ke'la is a Master Rifleman/retireing Ranger and Waylon is an ID/DE
Me'na is the mayor of the City of Obalisic
"Have fun storming the castle". -- Miracle Max
"I knew it I am surrounded by %##@&!$# " -- Dark Helmet
"I am not Dead yet!" -- Guy from Holy Grail

KwaiKang
Tue Jun 22, 2004 11:12 am
#16

I agree with you my friend. The vendor nerf is an extremely bad idea. It will expecially punish Master Tailors, who depended upon to have a number of items available for sale. They should really get after the ones who run the empty vendors. There are by far too many empty vendors and I'm not just talking about the XP grinding vendors.



Kwai Kang
Master Rifleman/Master Creature Handler
Coronet Corellia
Chilastra
Numen
Wed Jun 23, 2004 12:45 am
#17






p4Samwise wrote:

If that's not the case, credit caps on vendors would actually serve as a balancing factor, since it'd motivate crafters of overpriced goods to drop their prices a bit (or to strike deals with more skilled merchants, either way).







Or just quit. The limit would have to be very high. Easily 10+ million per day and allow for at least 100 million worth of goods on a vendor. I realize not everyone has those amounts on vendors, but many certainly do.



Amandil Morier - Tempest - Master Chef
p4Samwise
Wed Jun 23, 2004 12:46 am
#18






Numen wrote:





p4Samwise wrote:

If that's not the case, credit caps on vendors would actually serve as a balancing factor, since it'd motivate crafters of overpriced goods to drop their prices a bit (or to strike deals with more skilled merchants, either way).







Or just quit. The limit would have to be very high. Easily 10+ million per day and allow for at least 100 million worth of goods on a vendor. I realize not everyone has those amounts on vendors, but many certainly do.





I'd propose having the limits be based on merchant level - see the consignment thread for details. It'd give masterand novice merchants unique niches in the economy.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
Ewach
Wed Jun 23, 2004 12:48 am
#19







p4Samwise wrote:


I think there are other imbalances in the economy - all elite crafting professions, having invested the same number of skill points, should have roughly the same earning potential as a function of time (at least, that's the way it seems to me).




I realize this is just a game, but that makes about as much sense as "everyone with a four year college education should have the same earning potential, regardless of their profession"


Sorry - it just doesn't work that way. Free enterprise and market dynamics are at work here - granted, we have a pretty artificial system here, but there are many instances in which it's easy to see supply & demand principles at work.





SWG Lexicon: "Every Player" Means "Except Crafters"



Ewach - Founder of Travelers Respite on Sunrunner
Located halfway between Anchorhead and Mos Eisley (2180, -4684)
Visit my Shop at (2030, -4660)
p4Samwise
Wed Jun 23, 2004 12:55 am
#20

I'm not saying that supply and demand shouldn't be a hugely important factor in sales. However, "all things being equal", it doesn't seem logical to say "tailors consistently make less money so they'll have an unfair advantage if the limits are credit based". If they need to sell more items to make less money, I don't think giving them the same item limit as, say, an Architect is doing the economy any favors. The elegant solution is to apply a uniform credit limit across all classes.


And you're correct, this is a game. All artisan-based crafting professions more or less do the same thing, and invest the same number of skillpoints to do it. There should be some attempt at balancing their earning potential, just as the combat classes should be balanced against each other in terms of combat ability.


In real life, a pistol trumps a pike any day of the week, especially if the pistol gets the first shot in. Does that mean that pikemen and pistoleers shouldn't be combat balanced against each other in this game?


Finally, note that vendors are a Merchant feature, not an Architect or Tailor feature. Merchants are defined primarily by their ability to procure the almighty credit. Does it not seem logical for vendor limits, therefore, to be based on credits, rather than number of items? Because really, it's not tailors you'd be limiting, it'd be merchants who sell tailor items. Is it fair that merchants who sell tailor items should have that much more of a difficult time staying stocked than merchants who sell architect items?



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
Cafa
Wed Jun 23, 2004 10:32 am
#21






LonelyGhost wrote:
It should be noted that the combat balance will be changing a lot in this game. Combat is how the vast majority of credits enter the game. If combat finally becomes a challenge, and people are no longer going to ba able to make 2 million a day fighting, the willingness for people to pay hige sums for realatively little gain will disappear.

Less credits entering the economy = fewer sales

Once the items with HUGE profit margins like Armor and Weapons can no longer sustain their makers at the current inflated price, the price will fall. The desire for the items will be there, but the demand will be damped by the prices. And the crafters will have to lower thier prices to stay in business.

Price caps on a vendor may be the best way to go. If the cap was set to 500k, it should be fine. I dont know of any single crafted item that goes for more than maybe 450k (City Hall). Crafters could sell sets of Armor in 2 pieces instead of a asingle backpack (but then again, the cost of armor will be droping radically when we start to see Composite nerfed to around 50% or less).

But for the record, I would hate to see such a thing, because there is still a huge issue of storage. These Devs seem hell-bent on trying to force us to only have a certain number of things....and the number is REALLY low. I wold not be satisfied until they give up this useless quest and up our storage limits. I use a vendor to store artifacts and memorabilia. And resources. I dont want that to be at risk. If I have to drop 10 ghosted structures to store it, I will be a little upset.






Loot vendors sell high-end loot items on their vendors for what the market will bear. A Giant Dune Kimo scale on Tempest regularly sells for 5 to 8 million credits. Why should their sales be limited by a price cap?


I seriously see the economy getting totally screwed if any sales limits go into effect.


I find it screwy that the devs have made the players give up all rights to any privacy with a vendor in place but think it's great to set up a system where dull crap like loading a vendor more and more will take up the majority of my time. This game economy is going to be crap if these cap get implemented, but yet again they blame players for their own mistakes. Just ask TH!


Fivo Asia




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

LonelyGhost
Wed Jun 23, 2004 12:05 pm
#22

It should be noted that the combat balance will be changing a lot in this game. Combat is how the vast majority of credits enter the game. If combat finally becomes a challenge, and people are no longer going to ba able to make 2 million a day fighting, the willingness for people to pay hige sums for realatively little gain will disappear.

Less credits entering the economy = fewer sales

Once the items with HUGE profit margins like Armor and Weapons can no longer sustain their makers at the current inflated price, the price will fall. The desire for the items will be there, but the demand will be damped by the prices. And the crafters will have to lower thier prices to stay in business.

Price caps on a vendor may be the best way to go. If the cap was set to 500k, it should be fine. I dont know of any single crafted item that goes for more than maybe 450k (City Hall). Crafters could sell sets of Armor in 2 pieces instead of a asingle backpack (but then again, the cost of armor will be droping radically when we start to see Composite nerfed to around 50% or less).

But for the record, I would hate to see such a thing, because there is still a huge issue of storage. These Devs seem hell-bent on trying to force us to only have a certain number of things....and the number is REALLY low. I wold not be satisfied until they give up this useless quest and up our storage limits. I use a vendor to store artifacts and memorabilia. And resources. I dont want that to be at risk. If I have to drop 10 ghosted structures to store it, I will be a little upset.



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
SystemJinx
Wed Jun 23, 2004 1:05 pm
#23

/sign


No Vendor Limits! It's the only way to store my excess stuff since they added such low storage limits in houses. Either they should leave the vendors alone, or up the house item limit.



Arnest Emado
Presents:
- Spatula City -
-115 -5500 / Coronet, Corellia
Closing Account Due to Combat Downgrade. Last Day 5-21-2005


EdOWar
Wed Jun 23, 2004 3:44 pm
#24

I don't mind an item cap on vendors, as long as it's reasonably high. A credit cap though, is a bad idea imo. I don't think it will do much to "balance" the crafting professions -- all it would do is drive high ticket items off of vendors and onto the trade forums.


Slim Vargo, Corbantis
Ewach
Wed Jun 23, 2004 8:47 pm
#25

Right now people are screaming "get rid of the empty vendors" (and rightfully so).


However, with some of the proposed changes coming down the road, I can see people saying something like:


"I'm a Tailor - I can't find anyone with a vendor to sell my clothes. All the Merchants I contact already support another tailor or their vendors are full because of item limits. Does anyone have any empty vendor?"


Oh the irony!




SWG Lexicon: "Every Player" Means "Except Crafters"



Ewach - Founder of Travelers Respite on Sunrunner
Located halfway between Anchorhead and Mos Eisley (2180, -4684)
Visit my Shop at (2030, -4660)
morg1710
Wed Jun 23, 2004 9:23 pm
#26


I could not agree more that the whole vender system is broken.I think the data base issue can be fix with a little thing call good coding. I am a master merchant. I have 3 venders each with over 1200 items on them every day. I have 10 storage houses for other stuff as well. I sell looted items, food, armor, weapons, components and resources.


Merchant is a class that is hard to play. right now it is not fun and allot of work and this is a game remember. I dont think I should be force to buy another account so SOE does not have to fix it's database problems.


My thougths are:


1: get rid of non-merchant extra venders

2: do not add a item cap to venders


The first one alone will force the need for more items per vender. I just dont see how you can do both at the same time.



Ell Har'rah

Master Merchant

Master Chef, Master Artisan,a ComponentTailor

Andromeda, Corellia, Tempest

New Republic Order - NRO

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