Merchant Archive
Thread: Poll: Who intends to quit crafting if vendor cap goes live?
I will, however, have to raise the prices on the items I sell in my vendors. I will also become more active on the bazaar in order to keep making money. If worst comes to worst, I'll be relieving myself of my shop entirely (which really sucks because I've spent so much time on it) and simply selling in main city bazaars (Coronet, Bestine, Theed).
Basically, on of the main things that is actually part of a game that keeps me there is slowly being taken from me - running my little business. *nods* Done.
Takkes wrote:
I will, however, have to raise the prices on the items I sell in my vendors. I will also become more active on the bazaar in order to keep making money. If worst comes to worst, I'll be relieving myself of my shop entirely (which really sucks because I've spent so much time on it) and simply selling in main city bazaars (Coronet, Bestine, Theed).
Basically, on of the main things that is actually part of a game that keeps me there is slowly being taken from me - running my little business. *nods* Done.
Esher wrote:
DocSavag wrote:
Ok. Its a no brainer that no one in this forum likes the vendor item limits as they currently exist on TestCenter. I need rational discussion about that to take back to the devs.
I don't want your rants, your flames, your threats to quit or anything not helpful. Give me your thoughts about how this will affect your business and lets discuss compromises.
You will not get unlimited items out of this. Its not going to happen. Get it out of your head. We need counter proposals.
My first idea is that the per vendor item limit vs an aggregate limit is the first problem. There are technical issues with aggregate limits but I'm exploring those with the Dev team to see if they can get around them. If we could get aggregate limits instead of per vendor limits that would help a bit, but I agree that the limits for a Master Merchant are too low for large crafters, and merchants trying to do high volume in multiple lines.
what about giving each level a +10 bonus more than the one before? so: novice +10, level 1 +20, level 2 +30, level 3 +40, level 4 +50 and master +60. that would sum up to 200. Not really enough, but i could live with it.
And you want to know how it will affect my profession with the planned maximum number? On Farstar my shop for architecture will bo longer provide a good variation of furniture, on infinity my med shop will no longer provide unusual things like fire blankets, and the secondary wound medpacks will cease to exist, too. The tailor vendor of my second char will in principle cease to exist, I am crafting all things by hand to provide many different colours and models for all kind of customers, it has 500 items in it and i just started the shop, when time goes on i would surely have inserted some 1000 items more. My vendor with tailor crates will definitely cease to exist to make room for more clothing, because i will have to split the normal clothing up in at least 2 vendors (maybe one extra for female things) so that my customers will be able to find anything at all. Things that are not sold so often will not be inserted any more (Wookie clothing, Twilek clothing ...). The only vendor that will not be affected will be the BE clothes vendor which (normally) has no more than 100 items in it. And I think I will not be able to sell resources any more, not many people will like to pay for 100k at once. My medicine will be sold in crates of 50 only, and all prices will jump in heights not seen yet because i can only play (and restock) on the weekends. At the moment I was able to start my factory runs at the end of the weekend and at the beginning, restocking the full lot ad hoping that something is left when i return from work. Now I could insert only a small portion of my factories, and when the shop is sold out the things are still laying in the output hopper of the factories. My vendors will mostly be empty
With 200 items my tailor and the resource selling will still be stuck, but at least my architect and my medicine crafter could continue more or less like before.
And please stop creating multiple threads with the same question.
DocSavag wrote:
I don't.
And please stop creating multiple threads with the same question.
Vrix wrote:
DocSavag wrote:
I don't.
And please stop creating multiple threads with the same question.I'll say it again, is increased visibility of yours and apparently a large amount of other peoplesdispleasure a bad thing? They silenced the outcry over the combat balance so easily, just by "archiving" Thunderhearts announcement. Do the points made in this thread not meet your standards because they're in a different thread than the one you started?Obviously people are pretty concerned about this issue. Besides I copied this into another forum I participate in.
No they don't meet my standards because there is already two other "will you quit" posts in the forum and three isn't any more effective. *shrug*
Tstorm wrote:
I am sad reading this thread. "If this change goes Live I quit!" is a pretty unproductive way of having an honest debate about change.
Instead of complaining about how the change will ruin your business when you are really a Master [some other crafting profession] and a Merchant on the side, why don't you offer up some constructive suggestions?
Hmmmm isn't the reason I pay everymonth is so I just have to sit back and enjoy rather than bust my butt on a game and think like a Developer and tell them what to do. If I have to start doing this they better give me thier sallary which I think is impressive.
It seems to me that the Devs want to solve a few problems with what they're doing:
- Empty vendors on the planetary map result in a wild goose chase for buyers
- Empty vendors result in buyers not being able to find what they are seeking
- Vendors are a low cost means for players to sell/store an infinite amount of items in a very finite database
- Newer players are unable to break into the market dominated by people with huge stocks
How would *you* handle these problems (without arguing that they are non-issues and should be ignored so that we keep the status quo)?
All said, I think the Devs could have introduced this change differently. Yes, some of these thoughts have been mentioned before by the Devs but it happened quite some time ago and I think everyone was expecting Publish 10 to be for Force Sensitivity only and not a major Merchant change. It is impossible to get 100% player agreement particularly when imposing a new restriction (aka "nerf"), but if the Devs had communicated a little better the change wouldn't have been such a shock and we wouldn't be seeing some of the strong, shocked reactions we are.
Come up with some workable ideas to solve the problems the Devs are trying to solve and it'll go a lot further than "I'm quitting!"
No offence meant here but ummm I pay to play. That means I pay them to think. I should not have to figure out how to make thier job easier. They should be there figuring out how to make my time more enjoyable. I am not here to waste my money that I made through a series of headaches on a so called game that takes that money and gives me headaches. Oh look there is a book sitting here. /openbook; /read hmmm what do you know I am not getting a headache lol.
I want them to do thier darned job and fix things the right way. Take the hard right over the easy wrong devs. I pay to have fun not to work at home on my hobby as well.