Merchant Archive

Thread: Cap *IS* coming how many items/vendor is acceptable?? (feed back some numbers here stop assuming!)

Songe
Wed Aug 11, 2004 11:31 am
#27

bus 3 - 1 vendor, 100 items total
Nov Merch - 2 vendors,200 items total
Management 1 - 3 vendors,400 items total
Management 2 - 4 vendors,800 items total
Management 3 - 5 vendors,1200 items total
Management 4 - 6 vendors,1600 items total
Master merch - 6 vendors,2000 items total


In my opinion, merchants should be able to spread their items as they want on their vendors, without a per vendor limit, as long as the total on all their vendors is capped.






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Novice Lekku Stomper
Draconicius
Wed Aug 11, 2004 11:33 am
#28

So does anyone else think that allowing us to make factory runs of 1k units and limiting us to 110 is just stupid? What is the point of allowing the large capacity run if the complete run cant be posted/sold?



I think 1k items per vendor is perfectly acceptable... as to where it should go in the skil tree I have no idea.



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AI till I die.
Gavvot
Wed Aug 11, 2004 11:35 am
#29



Draconicius wrote:
So does anyone else think that allowing us to make factory runs of 1k units and limiting us to 110 is just stupid? What is the point of allowing the large capacity run if the complete run cant be posted/sold?
I think 1k items per vendor is perfectly acceptable... as to where it should go in the skil tree I have no idea.





Simple exemple : 1000 EGP and EMM allow you to make about a big max of 100 R3 droids...



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How to make a link in those forums
Look sir, droids. -4689 3336, Naboo, Theed
ResourceMonkey
Wed Aug 11, 2004 11:38 am
#30








Gavvot wrote:





Zanholo wrote:

"I cannot imagine anyone needing more than 400 items per merchant as anything more becomes a search headache"


Thank you again resourcemonkey for again expressing the view of inept merchants everywhere...







lol monkeyseller.

May I suggest you go around visiting about 100 shop, and count how many vendor have more than 100 items.

You know, dev don't pick numbers out of the air, they look for stuff like that : the average number of item per vendor after removing empty vendor.

That's how they pick numbers.




Is that all items or just the items that aren't crap?



I have posted elsewhere about my response to my 'ineptitude' of understanding merchants needs. I won't clog this board with it other than to say what one calls 'inept' another can call 'unlazy' (not a real word but bestsums up my rebuttle in a single word).


Oh, and let me state for the record that I feel a cap of anykind is stupid. Enforcement of the Merchant/Vendor requirements is what is needed.

Message Edited by ResourceMonkey on 08-11-2004 11:46 AM



FRUGA HAS LEFT THE GALAXY - Good luck all, I'm done with this game - Account Closed 9/10/2004
with a two month visit again from 6/05-7/05


Upon launch of JTL - An Empire Deserted (no one on planet) Coming in 2005! "Star Wars Galaxies: The Jedi Empire"
Tralakar
Wed Aug 11, 2004 11:45 am
#31






DocSavag wrote:
I've already stated that I feel that 2k-3k total items (350ish per vendor )
is probably right and if they were aggregate it would be even better. I don't think 18k items is reasonable. Sorry.






OK I really have to know,...why do you not feel that that is reasonable....?


Is it "As a Merchant you think this will benefit buyers and sellers?"
(If so how do we ask sony for a new merchant representative)

Or do are you just saying "They'll never go for it", and giving us a number that you think they will accept?


I think going from unlimited to 18K is a hell of a compromise on our part.


Based on all the messages I've seen from these threads 2-3K per vendorwould satisfy that crafters that deal with high volume, the crafters that need to offer a lot of specialty items, and still keep a "cap" so that people can't use their vendors to store everything under the sun.


I've seen the odd post saying that nerfing these down to a lower number benefits newer merchants but that is completely innacurate. The # of items on a vendor has absolutely no effect on a new merchant vs a "master" I've just recently become a merchant, and from day I was competitive with every other vendor on the server.

Advertising, item type, item quality, and amount of items is what makes one vendor better than the other. My "noob" merchant wentlooting and did some smart bazaar shopping and I started my DOT weapons vendor (I specialized in an area that I saw a need for) and did some advertising. Soon I had the money and the cash to quest for/buy better items to sell and eventually moved to other skills and expanded my vendors appropriately.


Changing the # of items on a vendor has no bearing on "leveling the playing field" in the merchant class, other than to assure that no one can be good at it. Saying that his "helps" the game in any way is simply rationalization..


Right now the merchant class is EXACTLY like merchants in the real world work (or in a alien world would work if you will)


I've never heard a single player complain that the merchant class is too powerful, controls the game, or makes gameplay unfair for any other character/class including their own.


Yes we have a few merchants that make millions a day. (just like in real life!)
The majority of us make good sales and have something else on the side, (again,..howa real merchant economy works)
And then there are aLOT of people with crap out there. (again,..this is how it works for real,..why would anyone ever want toremove realism from the game?


This is an AWESOME system. The high level merchants only want the best quaity items so they (small though their numbers are) spend a lot of money on the people who provide them with goods and services. People like me don't make the high level stuff so we offer a combination of selection and good quality. There's good competition and you only do better than the next guy buy "playing the part of merchant" and finding good locations, better merchandise, and doing your advertising.


And the crap players make us look good, develop our customer base and insure that there is turnover in the market.


So I still don't understand "other than daabase space" what the problem *really is*


Again,..I think that SOE will find that if they remove exploit vendors, and take other measures listed in the other threads, they will find that the DB issues will go away and caps as high as the ones requested will not be an issue.


Is that even a possibility? Deal with the Exploit (free up space) Put a high cap on (free up space of people using vendors as storage) THEN revisit a lower cap?


Again, I really wish the list of why's could be more accurate because I have *never* heard anyone with a good sound argument *for* making a low number other than "because the devs said so" the other posts are feeble rationalizations supported by the smallest minority of people who obviously either aren't vested merchants, or simply aren't very good at it.


I won't go into the petty "i'll dropboth of my account" threats here, because SOE has proven time and time again that customer satisfaction is the lowest item on the priority list,...but I will say this. Making this change shows a severe lack of concern for the user experience, and that more changes like this will probably be the norm, so no matter what class you specialize in, your days of actually enjoying this game are probably over.


Forgive spelling,..boards spell checker on the fritz (must be out of DB space)




"My friend here doesn't like you, I don't like you either!"
Gavvot
Wed Aug 11, 2004 11:47 am
#32

Nope, don't count the empty vendor.

Just vendor with 1 or more items.
Because empty vendor will quickly disapear after those changes.

Then, go pick a 100 vendors, and count items on them.
Of course, if you pick them right you'll have a big average, and if I pick right I'll have a low average.

But dev can do 1 thing we can't :
Do a select in the vendor database and have the average per vendor excluding empty vendor and picking all the other vendors on a server.

It's a simple select.

I'm not saying it's enough to have a good overview of the situation, but dev do have the tools to have that overview, and we don't.



--
How to make a link in those forums
Look sir, droids. -4689 3336, Naboo, Theed
Zanholo
Wed Aug 11, 2004 11:55 am
#33

Best quote of the day:


"I won't go into the petty "i'll dropboth of my account" threats here, because SOE has proven time and time again that customer satisfaction is the lowest item on the priority list,...but I will say this. Making this change shows a severe lack of concern for the user experience, and that more changes like this will probably be the norm, so no matter what class you specialize in, your days of actually enjoying this game are probably over."



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Dimear
Wed Aug 11, 2004 11:55 am
#34

1000 items per vendor at master merchant (6000 items total) would be ok with me, as long as items in a backpack count as 1 item.





Thus sayeth Dimear

ResourceMonkey
Wed Aug 11, 2004 11:58 am
#35






Zanholo wrote:

Best quote of the day:


"I won't go into the petty "i'll dropboth of my account" threats here, because SOE has proven time and time again that customer satisfaction is the lowest item on the priority list,...but I will say this. Making this change shows a severe lack of concern for the user experience, and that more changes like this will probably be the norm, so no matter what class you specialize in, your days of actually enjoying this game are probably over."






Hence why I am cancelling my account the moment I master BH. I just want to know if it was my unlock profession.



FRUGA HAS LEFT THE GALAXY - Good luck all, I'm done with this game - Account Closed 9/10/2004
with a two month visit again from 6/05-7/05


Upon launch of JTL - An Empire Deserted (no one on planet) Coming in 2005! "Star Wars Galaxies: The Jedi Empire"
ZallusNuranxis
Wed Aug 11, 2004 2:42 pm
#36

Draconicius wrote:

So does anyone else think that allowing us to make factory runs of 1k units and limiting us to 110 is just stupid? What is the point of allowing the large capacity run if the complete run cant be posted/sold?



I think 1k items per vendor is perfectly acceptable... as to where it should go in the skil tree I have no idea.




Factory runs weren't supposed to be over 100. That was also a boo boo from long past. Maybe they'll fix that too after the vendors are capped.

Athello
Wed Aug 11, 2004 2:52 pm
#37

What is the deal with this Lowering the number of items Merchants can have on their Vendors? I go by the names Athello and Hel on the Wanderhome server. Hel is a Master ArmorSmith, Master Artisan, and Master Merchant. My shop called T&A (Abbreviations for original 2 owners of shop) sells Armor, Sliced Armor, Rarities, Attachments, and Resources. I currently am using 6 Vendors all of which have over 1000 items on them.


If this new policy comes into affect, I will either not be able to make anything new or loot any new items to sell for roughly 4 - 6 weeks until my vendors items decrease (that’s a Long Boring Time to be paying for a game I can’t use due to no space on my vendors.)


OR, I pick out the least valuable of all these items (roughly 340 items from each vendor to make even or roughly 500 items so I can make new items to load onto my vendor. That’s destroying (wasting) about 3000 items I worked hard to Loot and/or Craft. Wasting months of my game time over the past few months) this option is just not acceptable. I didn’t spend hours everyday playing this game to just destroy thousands of items I have obtained because SWG/SOE wants to limit the room on the vendors (most likely to increase room on the Servers for Jump To Light Speed). I have paid a lot of money (2 characters) to have SWG/SOE try to save money because they aren’t willing to purchase more servers (server space) for the Expansion that they promised to have out soon that WE ARE GOING TO HAVE TO PAY FOR.


The fact is that Merchants are probably the most useless profession in the game. It offers no combat, no ability to make anything, just the ability to save some money if u are a Crafter/Resource Harvester. The main feature of being a Merchant is to have more vendors to offer your customers (since artisan offers 1 Vendor, which technically is all you needed. That is until this possible Up-er-Downgrade) and additional space for items that you use yourself, but if the price is right, are willing to sell (i.e. a Krayt gun that you use, but will sell for a certain price and your house with its small amount of space is full). Taking this feature away or reducing it to the level that is being discussed will severely damage this profession as well as all crafters that use this to offer their wears to other players.


If SOE/SWG insists to have a limit of some type on Merchant vendors, then it should be something reasonable that won’t harm the craters so Severely. A possibility is to have anyone that levels up to place a vendor but then immediately drops the profession or their level, since they now have the vendor(s) they want placed, is to make vendors not work properly if the owner has the vendor, but drops the profession(s) for the number of vendors they are supposed to have. That is the owner can take items off and takedown/destroy the vendor, but no one can buy anything from it, the maintenance can’t be accessed, the owner can’t put anything on the vendor, etc. making the vendor pointless until the character regains the level they are supposed to be to have that amount of vendors.


Another option is to limit the number of items on vendors, but not as severely as is being proposed and to give a significant bonus to Master Merchants. Possibly:


Artisan - Business III: Business Ownership: 100 Items per Vendor
Novice Merchant: 200 Items per Vendor
Management I – Additional Vendors: 350 Items per Vendor
Management II – Additional Vendors: 500 Items per Vendor
Management III – Additional Vendors: 600 or 700 Items per Vendor
Management IV – Additional Vendors: 2000 Items per Vendor
(Below 2000 for Master Merchants will be a problem for the players that offer a large selection which they should be able to do if they are willing to do that much Crafting/Looting/Harvesting. I took into account one Tailor I know that has such a variety that all 6 of her vendors have between 2000 – 4000 items on them I do believe.)


This limit should work for most craters as well as make players that dabble in merchant (especially those that after placing vendors will drop the profession) limit their vendor items and/or make them want to become a Master Merchant.

BUT in doing this (making merchant Profession limited and less desirable) there should be a benefit to merchants. One benefit that I would love to see come into affect is selecting the option to, or no longer having, Vendors automatically withdrawal items from a vendor after a certain amount of time. With a limit imposed on the amount of vendor space, this isn’t necessary to help keep server space free, since if the Merchant Caps their vendor limit, they will have to take items off the Vendor before they can offer anything else to it.


Having Vendors Automatically remove items that have been it for a certain amount of time is EXTREMELY ANNOYING as well as (for us merchants that have large selections) time consuming. I have spent many many hours placing items back onto vendors that this auto remove feature removed while I was asleep.


This is what I think is fair for all, but that’s just my opinion


Athello & Hel
T&A
Naboo, Vicimus
ArthurDentOnBria
Wed Aug 11, 2004 3:07 pm
#38

I could really care less what they come up with in terms of what "fairness" with respect to bus 3 vs novice merchant vs master merchant. What I care about is my ability to play this game and enjoy it, which to me means to continue to play using the template that I've chosen and enjoyed for the past 12 months. So the bottom line for me is this. I wouldn't cry if they demanded that I reduce my stock by 25%. That is a somewhat painful, but acceptable thing for me. So that would leave me here:


novice box merchant: 2 vendors, 450 items/vendor.


Any less than that, and I'm unable to be the master tailor/master bio engineer combo that I desire to be, and that I enjoy, and it would just be asking too much of a sacrifice n terms of destroying posessions and being unable to craft going forward due to a perpetually full vendor. I suppose that is where I'd draw my line in the sand.




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Tralakar
Wed Aug 11, 2004 4:09 pm
#39






Tralakar wrote:


Again,..I think that SOE will find that if they remove exploit vendors, and take other measures listed in the other threads, they will find that the DB issues will go away and caps as high as the ones requested will not be an issue.

Is that even a possibility? Deal with the Exploit (free up space) Put a high cap on (free up space of people using vendors as storage) THEN revisit a lower cap?


Again, I really wish the list of why's could be more accurate because I have *never* heard anyone with a good sound argument *for* making a low number other than "because the devs said so" the other posts are feeble rationalizations supported by the smallest minority of people who obviously either aren't vested merchants, or simply aren't very good at it.


I won't go into the petty "i'll dropboth of my account" threats here, because SOE has proven time and time again that customer satisfaction is the lowest item on the priority list,...but I will say this. Making this change shows a severe lack of concern for the user experience, and that more changes like this will probably be the norm, so no matter what class you specialize in, your days of actually enjoying this game are probably over.


Forgive spelling,..boards spell checker on the fritz (must be out of DB space)






just found this in a other thread answers one of the many questions.


(never let it be said I don't try to catch my own mistakes)





DocSavag wrote:

FWIW my proposal months ago was

1. Remove Vendors Owned by people without the skills to manage them.
2. Give Merchants additional tools to act as retailers
3. Item limits if you MUST have them













"My friend here doesn't like you, I don't like you either!"
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