Merchant Archive

Thread: Merchant Correspondant List (Week 3)

Ditolus
Wed Aug 06, 2003 10:14 am
#27

I think number 5 on the list should be the clothing bug with vendors. I think the skill box is hiring 4. (even though hiring 3 is called uniforms). when u try to put clothing on ur vendors they dont wear it.
XCal78
Wed Aug 06, 2003 10:17 am
#28

"We NEED items in vendors NOT to count towards total house items"


I second this as the #5 item. You cannot have more then 2-3 vendors in a house due to this issue. What's the point to a vendor if you need 1 house per vendor to sell items?!?!?!?




Zeto (Lowca)
Master Weaponsmith / Master Merchant
Galactic Mall
Kaadara, Naboo (5825,6275)
Now offering pre-sliced weapons! New architech vendor open as well. Pets for sale and medical supplies as well as crates of items.
marqie
Wed Aug 06, 2003 10:28 am
#29

Jasarina,


Thank you, your feedback means a lot, you of all people would have a feeling for the artist class. I think we are going to post the issue, and all the solutions the community has come up with, and let the developers come up with a solution.


Thanks Jasarina




Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

bylogic
Wed Aug 06, 2003 10:31 am
#30

I am one of those people having problems with the Vendor Items counting as contents of the house using a bulky terminal vendor. This is my vote for #5.

marqie
Wed Aug 06, 2003 10:40 am
#31

Okay guys, I posted this last week, and a few people said this was not an issue.


I will start another post forthis,We should postwith the planet, house type, and vendor type and server. See if we can pin down, and see if there is anything we have in common, because I am not having this issue.


Naboo, Med Naboo Style 1, 2 NPC's and a Terminal


Thanks (please look for other post)




Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

terrorbeat
Wed Aug 06, 2003 10:43 am
#32

AGREE AGREE AGREE


Not sure on #4, heck I'm not even sure I understand what you're suggesting, but excellent work! I think the issues you pinpointed are dead on. =)


Thanks for being the Correspondent for us!





Kaori [FX]
Master Doctor
Novice Teras Kasi 0142

Location: Arca Effex, Corellia
marqie
Wed Aug 06, 2003 10:54 am
#33

I will call it what I want


Spelling is not my strong point, I have an IT baseddegree, that means I code, and nothing is spelled right in code, most of it is not even words, yet you can still read it.


Thank you for the correction, I will call them Art-people from now on.




Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

Sir_Voor
Wed Aug 06, 2003 10:55 am
#34

I'll resist commenting on how bad 4 is, for the simple reason I know the devs. will never do such a major nerf.


I do have a few ideas for 5


5. Give merchant a major roll in PC town, a shopping center would be nice


5. In addition to NPC vendors merchants should be able to place otherNPCs in their buildings, like cantinas have. NPC extras (just for atmosphere), NPC buyers (tells players what you want and buy the goods from other players), andNPC mission givers (give mission) the missions may be to get items/rescoures you need.


5. NPC entertianers, not as good as PC entertianers and will stop playing if a PC starts playing in your building.








[`M Sir VOOR N`\

Numtini
Wed Aug 06, 2003 11:04 am
#35

5. Give merchant a major roll in PC town, a shopping center would be nice


It's my honest suspicion that this is the reason merchants are still in the game. I don't think they will come into their own until player towns arrive.


It might actually be interesting to lay out a framework for the devs of what merchants could do.




Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
Darius779
Wed Aug 06, 2003 11:38 am
#36

Hello there,


I would like to have item 2 altered. In my experience,adv 1 2 and 3 only stop workingon a server reset or restart.It should be also stated that the vendor still thinks that its features are on, even though they dont work, so you have to turn them off, then back on again to get them functional. These features are simply(?) not initialized when the server is booted.


I don't mean to be picky, but being as thorough as possible will make it easier for bugs to be tracked down.. If there are other times when these items stop worked (I havent noticed any other time) It should be stated when it happens and how.


Thank you, this is my top item

VergeEC
Wed Aug 06, 2003 11:50 am
#37

I vote for both the fact that xp hourly doesn't work all the time and the vendor items counting against the house item total being two of the bigger problems.
marqie
Wed Aug 06, 2003 1:15 pm
#38

/rant on


I sent you a PM Cedron, but I will say it here as well. I think if some of you took the time to read the whole thread you will see that I took the advice, will post everything we have learned from the discussion and allow the devsto come up with a solution.


I think most of us agree (but not all, so save your click) that something is not right in the area of buss to merchant area. We do not have the perfect solution, and I am willing to give all the info to the devs and let them do thier job (Or not, not sure what the devs are doing) Some great info has been passed to me, and I have heard.


I have spend countless hours doing this, the only "special" power I get is the ability to "sticky" a thread. I was the first to post "my list" to the boards before I sent them to the devsfor your feedback, I have been very selfless, when infact this position allows a lot of selfishness, My mandate is to read the boards, and complie a list of what I belive the community sees as an issue.


Fact is, I have removed issues from my list that I thought were more pressing for issues that the community saw as more pressing. Reread this WHOLE thread and you will see that, yet again, I served my communities intrest over my own.


/rant off




Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

Warder83
Wed Aug 06, 2003 1:17 pm
#39

I'm not sure where to post this, so I'll post it here and on the normal forum. I have a few suggestions that would REALLY help out shops.


1. Give merchants a NEW type of vendor, a pick up vendor. As a Tailor I get tons of custom orders (More so than people just buying my stuff through my vendor). I would love a special vendor I could set up where I could throw in someones order, add a price, and add the name of who its for. Then when that person comes and uses the 'Pick-Up' vendor, it reads their name and only displays the stuff I have left for them. This will help in a few ways: A. I wouldn't have to be on-line fore someone to get their custom order. B. I would get merchant exp for DOING custom orders. and C. I could leave a persons Custom order in a vendor and not worry about someone else buying it.


2.Put a Terminal in the CITY that only merchants (With the proper skills level of course) can be on. Example: A person needs clothes (Armour, droid, etc...). But right now they REALLY don't want to look at the planitary map and go look at 5 different vendors just to find no one has what they want. So instead they go to the Merchant Advertising Terminal, there they can look up Crafters (That have registered with that planet), get a discription of the Crafter (The crafter would fill this part out, most likly stating what skills he/she has so customers know what he/she can make). The Customer can then choose which crafter they need, and mail them a custom order.


3. Not all of us WANT to own a store! Give merchants the ability to put a personal vendor (Just 1) IN THE CITY. Only allow a certian ammount in each city, and only allow those who DO NOT have any other vendors the ability to put on in the city.


4. Give Droid engineers a Advertising Mod for their droids. Merchants can then have their droid out, and while their running around with it out it will Spout advertisments of your choice (Store location, sale times, etc...).


5.I think merchants should get their very own type of house! One for each planets (Or just a generic type, whatever). This 'House' will acually be a store. I really think its stupid that we have to turn our houses into stores, plus this would give crafters even more insentive to get Merchant class.


6. And Finally, not sure how un-balanced this would make the game, but I think merchants should be able to 'Rent' other people plots. There could be some sort of in game way of keeping track. Example: I only have 10 plots, but I need a whole lot more since I want to be a Merchant, DE, AND Tailor. I'm pretty well off though, so I just find a Fighter person that doesn't use 50% of his plots, and make a deal. I will 'rent' his plots for X number of days for X number of credits, the deal is made, and the game keeps track. I can keep making payments to this person for however long both of us are in agreement. But if I should fail to pay or whatnot, his plots are auto transfered back to him. (Not sure what should happn to the stuff thats using his plots). To balance this though, there needs to ba a way to keep newbies from just selling their plots to make uber money.


Aaaaand, thats all I can think of right now.




Ite Diseh - Owner of "Diseh is my Shop!" - Merchant Tent
Dantooine 425m North Of Mining Outpost (wp -579,2931)
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