Merchant Archive

Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)

TeamTwin1
Mon Aug 16, 2004 9:19 am
#300

It looks like this is going to happen so I'm decidednot to complaining about it because it's going to happen.


As a Master Merchant, how are you going to handle the change? Any suggestions, comments?







MikeMcB
+SoS+
Master Rebel Spy
Not gone, just chillin'
Leana_Txorana
Mon Aug 16, 2004 10:07 am
#301

TH, it was too late within 72 hours of Publish 10 hitting test. Once the word got out into the community (and we did make sure it got there), the market went crazy.

=================================================================

Your are proud that you told the entire community of a change on TC. Then you say you are upset that the community listened and reacted to your information. Why did you tell everyone if that is not what you wanted?


Especially since the change just came out on TC. There have been manycases where changes made early to TC are modified based on feedback. If anything, you have sabatoged your own business by advertising data that will change.



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LeBob
Mon Aug 16, 2004 10:12 am
#302






VarnaxDespin wrote:




I am philosohpically against any more limits on our vendors and will post this again in case no one has yet seen it and cares to respond.


What type and how many items we place on vendors is already limited......not by a arbitray # thrown up into the air by us and/or the dev's, rather by the 30 day limit placed on all vendor items.


Let me explain.... currently I and everyone else can put as many items onto a vendor as we like... what stops many of us from going over a certain number is the 30 day limit. For instance I have aprox 700 100k unit stacks up on my resoruce vendor... using my backstock I could double or maybe even triple that number. Yet I dont.. why? because some items sell slower then others and I dont need to have 5mil units of X resource up at any one time, especially if I know that by doubling my items.. I am going to have to spend an extra 2 hours re-stocking those items in 30 days... the amount I put on my vendor is proportional to the amount I think I will sell and how much time I am willing to spend re-stocking ever month it those items dont sell.


Why else do we not see vendors with 20k items... or 50k items.. or even a 100k items? because no merchant in their right mind canwants to spend20+ hours adding and then re-stocking all those items.


I am going to keep posting this becasue there is no reasonable item limit....100 items per vendor...200 items... 500 items the number is irrelevent.... You cannot go from an infinite number to a finite one and maintain any rational perspective.





Heres a real life example from another post of mine to point out how absurd a vendor limit is:


2 assumtions:

Humans need to breath air inorder to survive

Merchants need vendors is SWG to survive as a proffesion


Lets say you live in a large industrial city (SWG) and the goverment (Sony) comes to the citizens and says, "Hey guys, we have a carbon dioxide problem (database) and inorder to to solve it we are going to have to limit the amount of times each person breaths per day. Now in order to make this fair, we cant base the number of breaths on the size of the person (the amount a crafter produces/sells) because larger people and athletesbreath more then small people and that isnt fair. So next month (publish) each family is going to be alloted a number of breaths per day....If you a single Adult you'll get 50 breaths, a couple each get 70 breaths, couple w/ 1 kid each get 80 breaths, couple w/ 2 kids each get 90, couple w/ 3 kidseach get100 and a couple w/ 4 kids each get 110 breaths per day, Have a nice day."


Well of course the community (forum) gets all up in an uproar and yells, screams and kicks thier feet because they cannot survive only breathing so few times a day. People start throwing out ideas on how many breaths "they" could actually live with, how they could get around the breathing limit and how they could change the way they breath. The problem with this is they have by doing this already accepted the insane idea that they should have to limit thier breathing to solve the cities air problem rather then the city working on solving the amount of carbon dioxide being emited by the city's Industries.


So after a week the city government comes back and says, "We hear your plee's/concerns, and thanks for the feed back and ideas, we understand your points of view and feel your pain, so we have decided to double the amount of breaths we previously proposed. We have given, now you must."


Well I am sorry I cannot live on 50 breaths (items), 100 breaths, or 1000 breaths a day....This leaves me very few options, try to live with the absurd demand to limit my breaths and die, or leave the city (swg)I have loved up until now, for another town (MOG) that will allow me to breath.



Vendors are a merchants main tool, much like a rilfe is a riflemans main tool,Limiting items per vendoris akin to telling a rifleman they can only shoot a rilfe so many time per day....It is absurd.


As some have disliked my rilfe/vendor analogy I will add a rebutle here to keep it visable.


Argument against: a combat proffession is limit by the spd cap and the condition of a weapon so they are limited and so should vendors be..


Rebutal: The loss condition of a weapon for shooting it does not limit the skill/or abilty to shoot.. the weapon itself is the limitation. Theoretically you could have 100 weapons on your person and stay online from server re-boot to server re-boot and shoot those weapons for as long as you desire. While there is a "actual" finite number of shots that could be made in a day...that number is going to depend on the amount of enemies you can find to shoot and the spd cap at which you shoot... but you have at least have the option of doing that.. the items maybe be limtied and the speed at which you shoot them, but the "skill/tool" (ability to fire it) is not limited to a specificaly unrealistic number.


Merchants have the option of theoretically stocking and infinte number of items..how many vendors have to stumbled arcoss that currently stock an unlimited number of items? My guess is none


While theoretically the number of items on a vendor has no current limit, we.. merchants are limited already by something called the 30day drop off....if I spend 8 hours of RL time puting 20k identical items up on my vendor...then most likely 30 days from now I am going to have 15k+ "item auction unsuccessful" emails to delete and I am going to have to spend another 6 hours of my time restocking those items...


We merchants control ourselves and place as many items as we think is necessary to maintain a selection and keep up with our sales...but we do not overstock by massive amounts because we dont want to waste hours of our time restocking those items. In other words....we are limited...by ourselves, just as combat class is most likely not going to spend 24 hours a day 7 days a week, week after weekonly shooting thier gun...


Message Edited by VarnaxDespin on 08-10-2004 09:37 AM





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GoodAshe
Mon Aug 16, 2004 11:30 am
#303


Rubicon49BC wrote:
I still don't understand why this can't be done incrementally. Start with bugfixes, then nerfs if needed.

1. Start by removing the vendors of all people who dropped the required skill to maintain them.
2. See what happens
3. Evaluate
4. Then talk about reducing amount of items on vendors

And if you are worried about people keeping 0-0-3-0 artisan to have unlimited storage, begin by capping the number of items they can have on a vendor. And not by capping Master Merchants off the bat.




I wholeheartedly vote for this suggestion. Remove the freeloaders in the tree and then assess the situation. Don't hit us with both vendor removal and item limits at once.

Once the "free" vendors are removed, then crafters will need to sell on consignment. And that's great. But they won't be able to do this since the legit merchants won't have any room on their vendors to sell their goods. This is going to be awful for the economy. Merchants need the tools to be able to sell the goods of the crafters. I thought this was the essence of the merchant profession. There is no way they can achieve this with such strict item limits and no interface to allow consignment sales.

THEO



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p4Samwise
Mon Aug 16, 2004 11:35 am
#304






rezalg wrote:

...since I refuse to "grind" my profession...



Don't you get it yet? If you're not grinding, you're playing this game wrong.



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Bughunt
Mon Aug 16, 2004 11:37 am
#305


______________________________________________________________________________

Sigrum Posted:


The only constructive criticism I can offer is this:


Next time you're going to nerf us... and by "us" I mean anyone playing SW:G... please do us the courtesy of explaining WHY you're doing it at the same time that you announce it.


______________________________________________________________________________

Love to see an answer the the Sigrums Post!








Vendor Tent located on Rori in Galatorbria 380 -1836

Otio Eta - Elder Jedi
Otio-Eta - Munitions Master, RIS
Shaladim
Mon Aug 16, 2004 11:46 am
#306

Personally I would take the following approach:


0. Set a reasonable item limit which merchants are happy with.

1. Reset item expiry to 90 days on all vendors for all items currently on sale.


'Illegal' vendors


2. Lock vendorsso that no more items can be added for sale (orstored).

3. Delete vendors when empty.

4.Periodically re-deedmerchant tents with 0 vendors (other items inside will be lost).


'legal vendors'


5. Lock vendors where#items > item limit (what-ever that might be).

6. Unlock vendors once #items < item limit.


7. Reset item expiry after 100 days has passed (or leave it as it since it was always a pain).


This will give everyone a grace period to sort themseves out ... and no, I dont have any vendors as I chose not to exploit the system when I gave up merchant.

Malicious1
Mon Aug 16, 2004 1:20 pm
#307


constructive ok here goes


why are you soe forcing this unwanted and uneeded nerf on us?

we asked that un qualified merchants be dealt with,instead you use this as an opportunity to nerf the whole profession.

merchant is one the biggest waists of skill points in the game as it now stands,and with the nerf so are the rest of the crafting professions.


if you wanted to make swg a small mom and pop crafting game where nothing meaningful could be done by a crafter you have succeeded.




we dont need vendor limits we need you the devs to rethink the the item storage issues and interfaces that are so very limited atm,but as usual rather then do that you resort to half baked short term easy for you to do nerfs...were i you id be ashamed to collect my paycheck.



make unqualified vendors dissappear in 45 days..plenty of lead for folks to make arraingments


make items stack....no limit to stack size...so less stacks ie less dbase issues


add customer management tools for merchant rather then stupid spam causing barker driods and other idiocy


add a viable storage system,ie warehouse for those with merchant of some level,that allows us to store/manage inventory and ingredients intelligently



item limits are just another soe nerf as they havent the manpower or intention of actually fixing anything atm,they just want to throw enough bones out to keep people till jtl.they are aware we are not happy with the game or them for many of there recent blunders.



that soe is as constructive as ill ever both to be with you,since to date you have lied,refused top properly supply customer service,shown great disregard for the very community that pays your salaries.


anyway i have no false hope that any this will be heard or dealt with as tehy have a zero track record for listening to us pre nerf.

Message Edited by Malicious1 on 08-16-2004 01:23 PM



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Fhtagn
Mon Aug 16, 2004 1:36 pm
#308

how about this --


in place of the present structure, add a vendor at each of the following levels:

Business 1, Business 3, Novice Merchant, Management 1, Management 2, Management 3, Management 4, and +3 at Master Merchant -- total of 10 vendors at Master


set item limits at 100 for Business 1, increasing by 100 for each of Business 2, 3, 4, Novice Merchant, Management 1, 2, 3, 4 and Master Merchant -- total 1000 items per vendor at Master


but... checks need to be put into place to ensure that the Merchant abilities are supported by the appropriate level of skill -- limit the number of items and vendors, limit the advertising and barking, limit the vendor type, etc, etc.


as well, shouldn't there be a test first to see if "enforcement" of merchant skills is sufficient to clear at least some of the database problem? eliminating the unsupported and the empty vendorsare the logical first steps in a cleanup process, since it's been stated all along that the present system is not the intended way for Merchants and vendors to operate






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in-game name is also Fhtagn.
Ro_ood
Mon Aug 16, 2004 1:43 pm
#309








Ro_ood wrote:


Back in my UO days, you could go to a vendor and it would have containers in it. Each container was appropriately named describing what was in it, and you could put a price on the entire container with everything that was inside. With this idea, you should be able to make a box or bag of some sort and put all your armor bits in it to help organize, and it should only count as one item. Maybe we could have a special armor carrying case that you can put only one of each armor bit in.






To clarify, I realize you can use backpacks and stuff, but you can't actually look inside of one. That's silly. Sure, get rid of the backpack problem, but let's have a craftable kit for armor and other group type items that are always sold together, and let us look inside of the containers when they're on a vendor.




Betatoxin
Mon Aug 16, 2004 2:20 pm
#310

This game long since should have had a consignment system for merchants.

It could work like this.

A merchant has a console that allows them to set a list of names of people to place items on a vendor for sale, along with a percentage of the total sale price of that item to be taken by the merchant.

Lets say the consignment percentage is 5% for Player1. Player1 on the list goes to the merchants vendor and lists the item. The item sells. 95% goes to the player, 5% to the merchant. Player2 has a percentage of 15%. The item sells and 85% goes to the player and 15% to the merchant. 100% is the max and 5% is the minimum fee.

For security once an item is on the vendor at a specific consignment percentage it cannot be changed by the merchant. The consignment rate for a particular player can be changed, but only on items that are newly listed. All consignment rates for all items should be clearly displayed to the consignee. The consignee may not see other players rates.

Items would become unlisted at 30 days as before to be relisted by the consignee.

This would have several positive effects.

1) It would promote merchants being merchants. Consignment would be a master level skill.
2) It would allow non-merchants to not dabble in merchant.
3) It would centralize vendors. Right now there are too many vendors with empty inventories. This would allow a smaller number of vendors to satisfy a larger clientele of both sellers and buyers.
4) Would allow merchants to work up to being a successful merchant. It is simply too costly to buy goods from other players to resell them. It is too capital intensive. Consignment is capital light and would allow merchants to bootstrap till they get the kind of capital that would allow them to buy and sell themselves. There would also be less risk in this gameplay since there would be less competition from dabbler merchants. Especially those that have vendors and no merchant skill.

I personally cannot believe that the exploit where you can have vendors without actually having merchant has persisted. That is like being able to use master level rifle skills without any rifle boxes. Shame on the developers for crippling merchant and leaving it crippled.

This nerf to merchant completely ignores the fact that merchant needs a revamp in a big way. Had the suggestions of the merchant community and other players been headed months ago this situation need never have occured.
Betatoxin
Mon Aug 16, 2004 2:25 pm
#311



Ro_ood wrote:


Ro_ood wrote:

Back in my UO days, you could go to a vendor and it would have containers in it. Each container was appropriately named describing what was in it, and you could put a price on the entire container with everything that was inside. With this idea, you should be able to make a box or bag of some sort and put all your armor bits in it to help organize, and it should only count as one item. Maybe we could have a special armor carrying case that you can put only one of each armor bit in.


To clarify, I realize you can use backpacks and stuff, but you can't actually look inside of one. That's silly. Sure, get rid of the backpack problem, but let's have a craftable kit for armor and other group type items that are always sold together, and let us look inside of the containers when they're on a vendor.







This has to be coupled with the ability to specifically list an item for a player. The inability to look inside containers on vendors is used as a security through obscurity mechanism.

Say I have some krayt tissues to sell on the boards. I get 10 million for the lot and tell the winner of the auction I will put it on a bag on my vendor. I do so.

Now what if someone else comes along. Well they could buy the 10million credit bag, but since they cannot see inside that is a lot of $$ to spend just to have a peak. Were they able to look though they might decide that yes in fact that bag is worth $10 million credits and buy it. The real recipient then would be out their items.

This is the same for a lot of custom builds. Often I have made deals to purchase multiple items from a crafter who then places the bag on their vendor with the total cost and my name.

So basically I have no problem with allowing viewing of bag contents, if and only if they add a real security mechanism by which you can specify on your vendor who a particular item is intended for. In fact I would prefer an actual security system over the security through obscurity that there is now. However obscurity is all there is, and it cannot be lost without a replacement.
Betatoxin
Mon Aug 16, 2004 2:28 pm
#312



Ro_ood wrote:


Ifi wrote:
Just my quick input, but as a master armorsmith, if you have such a low limit, customers won't be able to have nearly the selection that they expect because of the numerous types of armor. And with nine sets per piece for some types or armor, you won't be able to put much at all for sale unless you have multiple accounts. I think the limits should be raised significantly so that with master merchant one would be able to hold maybe 2,000 items.
Ifi A'Tah
Master Armorsmith
+12 R.I.S. Certified
Flurry



Back in my UO days, you could go to a vendor and it would have containers in it. Each container was appropriately named describing what was in it, and you could put a price on the entire container with everything that was inside. With this idea, you should be able to make a box or bag of some sort and put all your armor bits in it to help organize, and it should only count as one item. Maybe we could have a special armor carrying case that you can put only one of each armor bit in.
Plus, it would be nice if I could manufacture powerups in crates of more than 10 each! That would cut down on the number of items in the database for certain.






The devs expressed some obscure reasoning for the crate sizes at the Fan Fest. Something about not being able to bring products to market as fast if you are limited to crate size....right...

Anyway that argument held no water when it comes to powerups. Powerups should start in crates of 25 or 50. These items are end products, not sub components. 10/crate is an unecessary restriction.

At the very least crate sizes for some items should be examined and re-evaluated. Powerups should be top of the list for a revision upwards to 25 or even 50.
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