Merchant Archive

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

Snikrop
Tue Aug 17, 2004 12:01 am
#313

Why can't this be part of the Combat Revamp? If you don't have time to spend energy on correctly updating the Merchant Profession on the whole, please leave vendor item limits out until you can bring in the good with the bad.

Most Notably:
There's no way to deal with repeat customers in a easy way other than lots and lots of email. If you are going to drastically reduce the size of the database by limiting the number of items per vendor then we want additional fields for recording data about our customers through perhaps the data pad or the friends list. Tie it to Master Merchant or something so not everyone can clog up your database with merchant-related info.

-I want a better interface for tracking the "going price" of an item on the server, something better than having to try to use the clunky, slow, and often incomplete info offered by a vendor terminal set to Entire Galaxy now. If you have all the data in database, which you do, we need more tools for making queries to that database as a master merchant. As a master merchant I want to be able to quickly, and easily price out and compare the item I've just created with all the other equivalent items already on the server. This is star wars, not some wild west general store. I should have more info about the market as a whole at my finger tips.

-We need at least the equivalent of a basic spread sheet in game. At most, a stack of resources should have the cost of harvesting attached to it so calculating prices across the galaxy starts to see uniformity, especially given that the actual price of an item could be vastly different from one vendor to another due to supply and demand and lots of other good economics. This sort of tool, to help generate the value of time and materials and help generate a cost for production may not help reduce the number of items in play, but would make life as a merchant more pleasing. When I'm not spending time figuring out how to price a given a item, I'll be stocking my vendor under the new system you are suggesting. Please don't add frustration to the process by not adding something back in while penalizing us for what appear to be failures in database design and/or foresight of the SOE/SWG machine.

I was a Droid Engineer/Master Merchant from pretty early on last year so I've seen all of these needs first hand. I've dropped most of Merchant and all of Droid Eng. till things are really fixed for both professions and the gameplay offered by these very important, and in the Droid Engineer case, very star wars character classes is getting the attention the combat professions will receive in making the play fun and important to not only the day to day, but the GCW.





" When you go to sleep, if you in fact sleep, does it take two star wars fans' blood to calm your nerves or are you higher than that now?

justG - When I am trying to go to sleep, and I am tossing and turning at night, the things that keep me up at night are combat, and jedi, and spaceflight, and things like that. Let me tell you this, we absolutely LOVE our jobs. And we LOVE this game. We are dedicated to doing whatever we can to enhance your play experience. And it usually only takes one fan's blood to drift off...
" JustG
Perelay
Tue Aug 17, 2004 12:25 am
#314






DocSavag wrote:
I am researching what happened to the other thread. Please post your suggestions and counter proposals to the item limits here.

Please try to keep the flame to a minimum. I understand you are angry but try to remained focused on the goal which is to prevent the item limits from going into production at a level that will not allow us to do business in an efficient and reasonable manner.






I hate having to reconstruct messages. But, since I will be affected by this change here are mine.


I am a Master Artisan / Master Architect. I have the vendor that Artisan/Business III allows. I have over 2000 items on my vendor. The majority of these items were made by me.


I do not use my vendor as storage. I maintain the storeroom and cycle everything back into the vendor fairly quickly.


I see some problems with the proposed vendor changes. The biggest problem I see is with the way the item counts are scaled up into the Merchant tree(s). As it stands Merchants are given several benefits at the higher skill levels. One of these benefits is mulitple vendors. Giving them increased item count limits as they go up the trees is truly a waste of coding. Many is the time that I detour to check our vendors only to find them with only a handful of items or empty. More times than I can count the vendors that I found were only in existance for the sole purpose of 'grinding' merchant experience. I have never found a vendor with more than a couple of hundred items on them. Most of those were Tailor or Armorsmiths vendors. If a limit Must be set, then set the limit Per Vendor for Everybody. Most people will never reach that limit. I have read posts on the forums where people (like myself) claim to have vendors with a large inventory for sale. So there Must be people out there using there vendors for actually selling stuff. Unless I am way off the mark here, I get the impression that the Devs took a database snapshot of the vendors and their content counts, averaged out the numbers and came to their decision based on that data. If so then they have done (or will be doing) the players a grave dis-service.


I have spent a great deal of time gathering resources, working my factories and advertising(word of mouth etc) in order to build up a good client base. Using the currently available tools I can not do business in any meaningful way with an item count of 50 per vendor. I would be hard pressed to do business with a limit of 1000. Under 1000 I might as well do only custom orders. I have sales almost every day. I sell everything from candles to PA and City Halls. 50 or even 150 item counts will not suffice.


My offer of counter proposals.


1. Activate crate sales. A good 30%-50% of my stock can be sold through crates. If a buyer can peruse my list, see the contents of a crate and then buy out of the crate then I can leave my inventory In the crates. Also, because I do this Now, allow bulk price breaks to be set up by the seller. Prices for 1, 2, 5, 10 (20/25 for large count crates) and full crates would prevent me from having to split crates to offer price breaks. (Split crates go from one item to 25. Selling 6 kinds of candles... 6 becomes 150)


2. Activate consignment selling. I sell for my friends because they trust me. I offer their goods for sale and make sure they get paid. Also, they have a limit of 25 items that they can offer to me at any one time. With consignment selling that could be done away with on private vendors. Allow Merchants to grant 'consignee' status to sellers and to apply a percentage fee. This fee, unlike taxes, should come from the 'Offered Price', not added To the offered price. That is howmerchants 'take a cut'. The seller would have to agree to this when s/he accepted access to the vendor. Once set it stays set for all items put up for sale. If there is a falling out or the merchant wants a bigger cut, the merchant can put a lock out on new sales. The items currently for sale can be sold (at the origional %) or retrieved. Any new agreement would then affect new items offered for sale. Emails (alerts and status) for those items would go to both parties.


These two changes alone could drastically alter the vendor landscape. Vending machines would again be something people hunt for looking for the items they want. Merchants would have a Reason for owning multiple machines. People could focus on their craft and the game in general. The economy would have a smoother mechanism for buying and selling.



Just my two cents



Spryte [Haven] - Haven - Corellia - Scylla


Master Artisan / Master Architect


Dabbler




FSCSexplorer
Tue Aug 17, 2004 12:34 am
#315

"Creadux wrote: I don't get it ... Threatening to quit because they may take away the vendors you don't have the skill for anymore ? ... I spose you'd like to say, master the Commando profession then drop it but still be able to shoot /flamesingle2 ... so would I. The solution is simple really .. sell your goods to a REAL merchant for resale. "


This is so true and funny at the same time, I'm crying !!


If you're a crafter, you are not a merchant any more than a Master Bounty Hunter !!


Combat players have had to deal with not having "all the best skills" since day one. Why should it be any different with the crafters?


If you want to sell wares then you should put points into the merchant skills, period!


I think that the devs should nerf the heck out of the storage vendors and allow Master Merchants the ability to store 5k items !


Afterall Why should some "dabbler" have the same benefit as my Master Merchant when I took the time and loss of skill points to make her one ?


Creadux shows how stupid it sounds if these beliefs were applied to the other professions.


Most of it boils down to the "player" not wanting to "make" his char "that way".

From the day of the first mmorpg (UO) one had tough decisions about skill point allocation and storage. It's still the same in all mmorpg's. You can't be a "godmode template" and you can't keep everything you want !

Players want unlimited storage ! Players want to have whatever template they desire ! Players want unlimited housing!

The only option we've had for over 7 years is **surprise** open additional accounts. Yes it turns mmorpg's into a RL struggle of those that have the money to have more than one and those that don't, but it's not much different than the struggle of those that have tons of time to play and those that don't.


For over 7 years in UO we've survived storage nerfs and Vendor nerfs.

The last Vendor nerf had many players crying and threatening to quit but it all smoothed out in the long run.


Over the past week I found it interesting that TC became overloaded with a server population of 2000. That seems alwfully low to me and it made me wonder about SWG server setups.


I think to solve the problem and to not step on the toes of us Master Merchants that their needs to be a incremental item increase per housing size along with the same for Merchant skill.


I'd love to allow my Master Armorsmith/ MasterMerchant to drop Merchant and pick up Chef but as it stands I can't and I think if I did I should lose some of my vendor benefits.


I've watched over the past year the postings of the skewed opinions of crafters and honestly with my experience of 7 years of UO they are a certain personality type.


When was the last time you heard a crafter whine that you have to have combat skill to obtain Krayt tissue?


So please make my char the richest profession out there and give only Master Merchant high vendor item abilities !!

Or I'll even go for allowing a Master Merchant to place a "mall structure" that caps at 10k items, 1 mall per city !





Free the pvp Jedi, stop forced pve
May the force be with you
May 10th 2005
"Removed Jedi PvE experience penalty on death"
I told you they'd make it easier for you !
Coming Pub 20- Group members no longer add to a Jedi's visibility
And so it continues !

Nov 2 2005 You'll get what you've been asking for........Order 66

Fear the RotE

DragonMan2004
Tue Aug 17, 2004 12:53 am
#316

If you implement limits then please allow larger amounts on the bazzar. My vote is to let any crafter (includding smuggler) 1 vendor. If they want more then they must invest points in merchant. If you implement caps please make them profession based not merchant skill based (although maybe have merchant skills increase the number)


Iqod - Master Smuggler, Master Pistoleer, Master TKA - Shadowfire

Iqod's Smuggling Supplies Mos Vegas Tent #9



-----------------------------------------------------------------

Iqod Mayor of Mos Vegas
Toolz Inc - Mos Vegas Tent #7

nukuma
Tue Aug 17, 2004 3:34 am
#317

Just my two cents, I don't use my vender for storage but I probably should then I could free up the 6 factories I use for storage since a factory can hold 100 items for one lot and a house only 75. so fix the amount I can store in my house please. As a Doctor I don't mind having to have business 3 to run a vender but like any master crafter to keep a full selection of items up for sale I need more room than 50 items. I try very hard to price things low so new players can buy things but it seems to me this change would be driving people away from having a reasonable supply of items on their vender, seems to me if you don't want people using venders as storage then make the bank vault space bigger, allow more items to be stored in homes. I shouldn't have to have a second account just to have enough space in my vender to hold the items I make every week.
aaaaaaarrrgh
Tue Aug 17, 2004 11:12 am
#318


I agree with making Merchants what they're supposed to be... a class that sells things. But not that many people are want to going toplaypure merchants (at least at first). Making it so that, in all likelihood, a merchant will have to handle multiple crafters, while simultaneously limiting the number of items they can sell at one time,couldcause a huge bottleneck in the economy. For things to sell at current rates, there'd have to be roughly one merchant per crafter, minimum... more, if the item limits are low, for large-volume sellers.

Message Edited by aaaaaaarrrgh on 08-17-2004 11:13 AM

Wolfbane9999
Tue Aug 17, 2004 7:26 pm
#319


Still,this isvery unfair to merchants selling low price high volume.It would helpto list all items of the same type on one line with a quantity field, and introduce a price/quantity ratio that will limit the number of total items. The single lineper item type makes everything much easier for buyers and sellers and saves space in the database. The ratio is much fairer yet provides good protection from abusers.


For example 4000 itemsfor themax isgiven. Say the price of vendor items in the game for 2 standard deviations from the mean falls within 50k. The total value of items a merchant canhave might be50k x 4000 or 200M.The number of listings would be derived from the total value of a vendor's items. It's more realistic to balance on value of items rather than number of items.


For the non statistics lovers 2 standard deviations from the mean means more than 97% of player fall within the break. This scheme attacks the top 3 or so percent of vendor users and does not penalize those who do a volume and low price business. It's easily adjustable too.



Valcyn.Nidia

Resource vendors on the map near Coronet in Prosperity Mall (old Bartertown)

Prosperity Minerals
Prosperity Iron Steel and Ore
Prosperity Chemical Water and Gas
Prosperity Flora
Prosperity Gems
Prosperity JTL Resources

/waypoint -123 -5825
Iconic
Wed Aug 18, 2004 1:53 am
#320

I currently have about 700 items in 2 different vendors. Being an architect, I have to provide a wide selection of items in order to make any money. If the vendor cap is too low, I'll be forced to list one of every item at the highest price imaginable and give my asking price in the description and custom craft orders and stick them in packs to save space.


I'd probably give up crafting and mercantile operations entirely if this plan goes through in it's current state.



Nikko D'lada
~Rennaissance Man~
ICE (Iunctis Contego Emperii - Radiant)

Broom
Wed Aug 18, 2004 2:08 am
#321






Iconic wrote:

I currently have about 700 items in 2 different vendors. Being an architect, I have to provide a wide selection of items in order to make any money. If the vendor cap is too low, I'll be forced to list one of every item at the highest price imaginable and give my asking price in the description and custom craft orders and stick them in packs to save space.


I'd probably give up crafting and mercantile operations entirely if this plan goes through in it's current state.





/agree


In my case, my crafter toon is the leader of a 120+ person guild, so I am not likely to just quit. I do however intend to stop crafting for the general public. The very idea of working with custom orders only is mind-boggling, considering the sheer variety people tend to buy. The vendor space will be unavailable for sales, as I will need it so I can have my zillion subcomponents and resourcesnext to my crafting station, to avoid having to run past 5 different factories (spread over a 1 mile radius) to get the elements for making one structure.


As for my BE account: I think I will simply cancel that. What's the use? Even as a noob BE, I already have more resources than my house can hold, and I don't even want to think about all the DNA samples I have in the storage vendor (1 sample = 1 uniqueitem).


Linna





- R.I.P. SWG April 27, 2005
Kilarny
Wed Aug 18, 2004 9:00 am
#322

Still could use more space in the vendors. We're up to 12 vendors with 350 items each at Master I believe?

Survivable, for now. May dump my weapons business, glad I never sold furniture. At least one big resource vendor on my server that I know of will have a long annoying inventory shift to make things work. I will be able to drop an extra vendor next to all my existing ones.


REALLY glad I never trusted SOE's code enough to store anything on a vendor.


Dumb question: Why didn't SOE just do a database dredge on the vendor info and pull the total # of items per vendor, count all the vendors, etc...filtered to exclude 999999-priced items and other obviously not for sale items and eliminating all empty vendors you'd think a good average # of items really for sale could be arrived at.

Idly I wonder if they did that or not.


Anyway, looks like I'll stay open for business with the limits set where they are. This was still an evil thing to do to the player base....you've got so many damn items it's not even funny.


BE are the people that will hurt - make them DNA storage boxes OR make DNA storage in a Data Storage Module on a droid possible.
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