Merchant Archive
Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)
toastricgiblicus
Tue Aug 10, 2004 10:06 am
#27
for us non crafters.....i have to say that finding a completely stocked vendor is about the greatest thing you can do in game. nothing beats shopping and stumbling across a vendor with pages and pages of good stuff. i know for a fact that i will do more business through hand to hand trade (when/if possible) then before the nerf. also, I don't want to travel for 20 minutes and find a vendor with a max of 50-100 items and know its gonna be sold out before i get there. you devs are making a huge mistake by this and it will hit hard yet silently and take away from all the players of this game in the end. my server is facing the loss of the largest player created event in SWG history because there wont be any sponsership. what saddens me is this nerf is a result of someones lack of ability to fix a problem with a constructive solution.
AoA
Tue Aug 10, 2004 10:14 am
#28
I can live with this as WeaponSmith. Will keep the vendors stocked, and for new orders, there's always the in-game mail system
(can't do nov merchant as I'm TKM/MA/brawler 4000/med1000 too)
ElvisTheKing
Tue Aug 10, 2004 10:21 am
#30
Virrago wrote:
Original Thread Here
Can you unlock it please?
Virrago
Tue Aug 10, 2004 10:22 am
#32
ElvisTheKing wrote:
Virrago wrote:
Original Thread Here
Can you unlock it please?
No. 65 pages is enough. Continue in this thread.
Tragot
Tue Aug 10, 2004 10:22 am
#33
Posted this here: http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=39540
But I'm afraid it will get missed so I am reposting this here.
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Ok, wild thought on the Merchant Vendor Item Limit.
Would it make sense to be ablet to make Factory Crates of items, and put the FC on the vendor.
Then, when the purchaser comes along, they are given an option to Purchase 1-XX items at "ABC" Credits each?
Hence, I go to a vendor, and see a stack of 25 CDEF Pistols listed at 10 credits each. I select "Buy" and I get a slider pop up that allows me to select any number from ONE to the Crate LIMIT. So if I select 1 i pay 20 credits, if I select 5 iI pay 50 credits, if I select the whole crate of 25 I pay 250 credits.
Also, if you UP the LIMIT on Factory Crates to hold 1k each, then this would effectively solve a good chunk of the vendor problem with database enteries, yet allow the crafter to produce en mas. In essence, the purchaser would be "splitting" the Factory Crate as you would in your inventory, and taking ownership of the split off amount of items.
For argument sake, this would allow a master Armorsmith to have 1000 suits of composite on their vendor, but only use 9 vendor item slots.
Thoughts??
Ciao,
zeldra
Tue Aug 10, 2004 10:39 am
#34
The one thing I haven't seen written at all is that yes the vendors that people have that they shouldn't are disappearing. That is a good thing. Well, then Merchants are the ones to supposedly sell their wares...how can we do that if we have a 110 cap on our vendors? How would we even sell our own items no less someone elses? That is the big question I have for the devs...I personally have a chef that doesnt stock tons on any of her vendors but I feel for those that are resource, tailor etc. sellers this will be pretty bad.
SaberSWG
Tue Aug 10, 2004 11:00 am
#35
I would respectfully disagree with you meno ..
- having 300 items on a vendor doestn confuse my customers... they expect it.
- if I have to seperate my items across 4 vendors then we've forced Merchant-Crafter into a 1-to-1 relationship .... in which case why does the merchant profession even exist? Just add the skills to the crafters trees in this case.
- with these limits we've nowmade an environment where anew crafter has to master 2 professions to compete - his crafting profession and Merchat
- with these limits we've made an environment where a merchant can only really work with one crafter...because as you've said he's going to have to use 4 or more vendors for that one supplier.
- with these limits we've made an environment where crafters (and perhaps a seperate merchat) have to move into grind mode and restock every 8-12 hours as the popular items get sold off that quickly (because 1] we cant stock a decent amount. 2] people will buy more of them at once knowing that vendors go out of stock on the popular sutff even faster
This thread has had long running debates about consignment and managing business for your crafter suppliers... with these limits we're going to see:
Master Merchant : Crafter :: Master Medic : Doctor ..... a 1-to-1 necesitiy of every single crafter.
SaberSWG
Tue Aug 10, 2004 11:02 am
#36
Virrago wrote:
ElvisTheKing wrote:
Virrago wrote:
Original Thread Here
Can you unlock it please?
No. 65 pages is enough. Continue in this thread.
Number of Pages in 1stthread + Number of pages in 2ndthread = Number of pages in 1 thead if it were unlocked... you're not really saving page count here.
DocSavag
Tue Aug 10, 2004 11:03 am
#37
SaberSWG wrote:
Virrago wrote:
ElvisTheKing wrote:
Virrago wrote:Original Thread Here
Can you unlock it please?
No. 65 pages is enough. Continue in this thread.Number of Pages in 1stthread + Number of pages in 2ndthread = Number of pages in 1 thead if it were unlocked... you're not really saving page count here.
Please just use this second thread. It hardly matters. I am tracking the responses in both and will make sure the devs get the information.
Ani_cul
Tue Aug 10, 2004 11:03 am
#38
OK posting in this second thread as well
There are alot of really great looking numbers out there on how many items per vendor per skill level.
Some of the best include the extra storage bonus' for each different block. That's an idea I love.
If you just want a vendor for loots then thats what you have,
if you want to advertise on map and sink points into skills you get the extra to sell more,
if you want to take the time to dress your vendors and train those skills you get a larger item count,
what a great bonus that would be for the people who actually thought Merchant is a real trade.
(and for those of us who play it that way!)
I must say I think how ever it it is done I would like to see a end total of at least 3,000 items total at Master level.
500 per vendor is within reason. (barely within but it is there)
Although I would much rather see 1,000 items per vendor at master level ( how ever it breaks down in the skill tree below)
I would hate to think that the fact I dedicated my char to merchant is about to go down the drain.
And as a customer who loves to browse and buy bargain junk, I know it will plummet many of my favorite shops into the ground as well.
Raistlin-TM
Tue Aug 10, 2004 11:10 am
#39
It is a bad idea to combinate the items only with the merchant-skills
My idea was we combinate ALL skills with the "max. item per vendor"
The player take +25 per Artisan- & Merchant-Skilland +25 for each skill, which permits to build a new item.
A player with Master Armorsmith, Weaponsmith and Buissness III (1 Vendor) can place 900 in the vendor ...
Artisan 4030(8 skills), Master Armor (14 skills with items), Master Weapon (14 skills with items) = 36 x 25 items
A high-active Powercrafter need many more items in the vendoras a normal player and this idea dont forgot the Doc's, CM's and BE's ....
or create a new Funiture with 500-item-hopper and do not take up to the house-item-list
sorry for the bad english
