Merchant Archive
Thread: Item Limit on Vendors is a very, very, very bad idea
Page 3 of 3
LonelyGhost
Wed Jun 23, 2004 10:21 pm
#27
Yes, it will be interesting to see how the CB will change the game. Will a Kimo be harder to kill after the CB? Yes. Will the number of scales around drop? Yes. Logically, would this drive the price up even higher? Yes!
But...
If the flow of credits into the game lessens, people will be even harder pressed to get the big money. Its all a crap-shoot. I've grown to enjoy watching to game economy and the "culture". Its truly a microcosm of RL. And the "gods" of this world are very much as fallible as we are. Its interesting to watch how their decisions effect the environment we play in. Sometimes you can forget that this is just a game! 
DragonScout
Thu Jun 24, 2004 11:00 pm
#28
Ahhh.. but as it has been said sooooo often before... this is a 'game' with devs concerned about balance. lol. So.. of course the DEVs will want all the crafting professions to have the same degree of cash earning potential. And really.. why shouldn't they? It is essentially the same time spent grinding, and it costs the same amount of skill points. If you want to take real life examples.. of say a gym coach vs a computer science major... the amount of time spent and the types of classes required are completely different. In SWG... to master any crafting profession... you craft x item 450000000000000000 times and you are master. That is it for any of the professions. The only difference between them are the items they let you make. Why exactly should tailor be more screwed by changes to vendors than a weaponsmith?
I am growing more and more into the opinion that if this profession is not expanded away from just vendors, that it should just be tossed and vendors opened to everyone. It would cut out a lot of grief, and honestly, the only reason I can see for them keeping it in the game is because they were foolish enough to let it reach the live version -- and are unwilling to admit that mistake and rectify it, and because it makes them more money if people use alt accounts in order to make use of it.
As far as item limits vs price limits... I would agree with p4samwise and suggest that it be based on cash instead of items. For the simple reason that it would be easier to control vendors as storage that way along with helping limit database load. If they just put an item limit, it really won't do much in the end, especially if it is scaled. From what I have seen on these boards... the number of 'evil rotten nasty poachers' are nothing compared to the crafters who have merchant to sell their items. And an item limit that scales with merchant won't really do much to them -- nor the database problem that supposedly exists.
I am growing more and more into the opinion that if this profession is not expanded away from just vendors, that it should just be tossed and vendors opened to everyone. It would cut out a lot of grief, and honestly, the only reason I can see for them keeping it in the game is because they were foolish enough to let it reach the live version -- and are unwilling to admit that mistake and rectify it, and because it makes them more money if people use alt accounts in order to make use of it.
As far as item limits vs price limits... I would agree with p4samwise and suggest that it be based on cash instead of items. For the simple reason that it would be easier to control vendors as storage that way along with helping limit database load. If they just put an item limit, it really won't do much in the end, especially if it is scaled. From what I have seen on these boards... the number of 'evil rotten nasty poachers' are nothing compared to the crafters who have merchant to sell their items. And an item limit that scales with merchant won't really do much to them -- nor the database problem that supposedly exists.
Ryche_Mykola
Fri Jun 25, 2004 6:57 pm
#29
Any credit/count limits on vendors is stupid. After they fix the merchant profession, I'm sure a lot of "storage" vendors will disappear because the people don't have the skill anymore.
Also, I think there will be less empty vendors also. It seems a lot of people now Master Merchant, plop down there Merchants, setup planetary advertising, and then drop Master. Then they just leave the vendors there in case they need to use em. All these will disappear too.
Granted it does suck the fix that is going to take place and will ruin some big stores, but, its totally unfair to the people that do have Merchant.
What would be awesome though is for the Merchants to be able to add someone as a "seller" on a Vendor, then the crafter and Merchant could negotiate the sales commision terms (a % of sales or a fixed cost listing fee like the bazaars), then in a special vendor window they could ok everything, kinda like signing there sales contract.
Page 3 of 3