Merchant Archive
Thread: DEV's and DocSavag......Better read what the SWG players are saying.....SERIOUSLY
Page 4 of 4
Redfyree
Sat Aug 07, 2004 4:56 am
#40
"We are at 660 now. I would like to see it aggregate and more like 1200 but it will end up being lower I would guess."
How can you, the Merchant correspondent even contemplate a 1200 cap at Master merchant?
I know of a med maker on my server that is probably the best known and one of the most appreciated med sellers PRECISELY BECAUSE HER VENDORS ARE AMAZINGLY STOCKED.
She has 5 or 6 vendors and each vendor has 500-900 items on them. Doc and CM meds. If you aren't a doc/cm you might not have any idea of the HUGE array of meds there are. Not to mention having to sell them in singles, small crates and full crates and everything in between.
This change won't affect me so much since I sell on a much smaller scale, but whenever I'm out of something, I tell customers to go to Callys because FOR SURE she'll have it.
Many many times I have set out to go buy something (a house deed, or a factory, or clothes) and NOTHING is more frustrating than spending that days FULL game time going from shop to shop and not finding what I need.
My favorite tailor (before a game bug destroyed all her stock and she quit) used to have 5 vendors with 4-5 pages of items. I KNEW that i'd find something I wanted there. What about people like that, that not only have every item their profession allows them to craft, but in multiple colors to suit every taste?
In a nutshell this is another glaring example of the total lack of logic of the SOE dev team.
Oh btw are they going to fix the bike warp bug AGAIN for the 6th time? Will they ever fix the plane ticket machine and the ticket taker so I don't have to "use" them 3-4 times before they actually WORK? Will I ever be able to send an email without having to close 25567333 email windows behind it?
No, of course not.. nerfing one of the aspects of this game that actually WORKS is far more important.
SOE won't be happy until NOTHING works in this game and they don't have to bother with pesky customers. Because they won't have any.
How can you, the Merchant correspondent even contemplate a 1200 cap at Master merchant?
I know of a med maker on my server that is probably the best known and one of the most appreciated med sellers PRECISELY BECAUSE HER VENDORS ARE AMAZINGLY STOCKED.
She has 5 or 6 vendors and each vendor has 500-900 items on them. Doc and CM meds. If you aren't a doc/cm you might not have any idea of the HUGE array of meds there are. Not to mention having to sell them in singles, small crates and full crates and everything in between.
This change won't affect me so much since I sell on a much smaller scale, but whenever I'm out of something, I tell customers to go to Callys because FOR SURE she'll have it.
Many many times I have set out to go buy something (a house deed, or a factory, or clothes) and NOTHING is more frustrating than spending that days FULL game time going from shop to shop and not finding what I need.
My favorite tailor (before a game bug destroyed all her stock and she quit) used to have 5 vendors with 4-5 pages of items. I KNEW that i'd find something I wanted there. What about people like that, that not only have every item their profession allows them to craft, but in multiple colors to suit every taste?
In a nutshell this is another glaring example of the total lack of logic of the SOE dev team.
Oh btw are they going to fix the bike warp bug AGAIN for the 6th time? Will they ever fix the plane ticket machine and the ticket taker so I don't have to "use" them 3-4 times before they actually WORK? Will I ever be able to send an email without having to close 25567333 email windows behind it?
No, of course not.. nerfing one of the aspects of this game that actually WORKS is far more important.
SOE won't be happy until NOTHING works in this game and they don't have to bother with pesky customers. Because they won't have any.
kazmoony
Sat Aug 07, 2004 4:59 am
#41
WHERE DO I SIGN:
I will probably be quitting also after this nerf. Good luck yall.
ExDarthStorm
Sat Aug 07, 2004 12:50 pm
#43
/sign
totally agree.. completely retarded "fix"
i have 4 vendors now..
food/drink
spice/smuggler tools
lewted items
storage
if they just fixed the storage crap with houses, and gave us some way to store our resources other than vendors and our houses i could see a lot of the "database" problems they're having go away.
I still think that the (almost 6 month ago) post about increasing the size of componet crates and resource stacks would greatly improve database problems. but the devs don't seem to listen to people who have GREAT ideas..
I'm tired of ranting.. i seem to only post when i'm pissed off..
this is completely unexceptable..
(still pissed off at blackmen)
end of post
Ham-Jo
Sat Aug 07, 2004 1:36 pm
#44
Just a small example of how unhappy this will make people.
I do not want to quit the game, i do like playing it. But this is just stupid. There is nothing wrong with it now, and there are so many things that are wrong with other professions.
They never seem to be addressing REAL problems, and frankly this is the only game that seems to do this. I have played alot of them, but this is the only game that i have ever seen that they keep nerfing things that dont need to be nerfed.
How about actually kicking people off the game that are cheating, and using third party programs. Oh wait, you ahve to be there to see it, which i find completely dumb. Oh and houw about actually fixing smuggler, or taking unarmed out of the requirements to get novice, or does that seem relevant to you since there is no unarmed in smuggler at all.
You guys need to get your head on straight, and realize very fast that this is not going ot go over, and i for one (along with alot of others) , will not be here to see it continue if it goes live.
amh9876
Sat Aug 07, 2004 1:59 pm
#45
Ham-Jo wrote:
I run Three business through my Master Merchant. Armorsmith, Artisan and Loot items, as well as my own resource vendor. Add them up and i ahve over 3,000 items on those vendors. And its hard enough to keep them stocked in the first place.
Not that I expect everyone to read the 25-page and growing thread, but under my proposed system, you'd be fine as your template.
I've proposed the following:
Business 3 - 1 vendor, 75 items
Novice Merchant = +1 vendor, +75 items
Merchant level 1 box = +50 items
Merchant level 2 box = +100 items
Merchant level 3 box = +150 items
Merchant level 4 box = +200 items
Master Merchant box = +1000 items
That means a Master Merchant gets 3,150 total items. I've also suggested removing per-vendor limits once a player buys his 2nd level 4 box.
Rather than attack the devs and threaten to quit the game, why not do what Doc has asked - suggest alternatives.
If there are holes in my suggestion, I'd like to hear them so I can continue to refine my suggestion.
Mystyrys
Sat Aug 07, 2004 2:09 pm
#46
Concrete numbers? I can do that. Here is my July Sales Report via Merchant's Friend:
Total Credits Earned: 4,864,735
Number of Unique Items: 345
Dates Spanned: 32
Number of Unique Customers: 137
Number of Unique Items: 345
Dates Spanned: 32
Number of Unique Customers: 137
By Vendor: Items Sold: Credits Earned:
Serenity Fashions: 543 1,840,094
Serenity Luxury Limited Editions: 5 1,751,000
Q Crates: 95 1,176,775
Serenity Shyriiwook Styles: 38 63,860
Bazaar: 7 33,000
Serenity Fashions: 543 1,840,094
Serenity Luxury Limited Editions: 5 1,751,000
Q Crates: 95 1,176,775
Serenity Shyriiwook Styles: 38 63,860
Bazaar: 7 33,000
** The bulk of sales from the Q Crates vendor were backpacks of 40 crates of RFPS, SCs and Trim others use for factory runs, so look at those ones as approximately 95 sales of 40crates in a pack.
And July was a slow month. 
Message Edited by Mystyrys on 08-07-2004 04:13 PM
ockeew
Sat Aug 07, 2004 2:13 pm
#47
i'll be cancellign all my accounts, and closing my shop of 40-50 pages of goods. if this kills my business in anyway.
NadienImesso
Sat Aug 07, 2004 4:09 pm
#48
ok numbers
we have 8 vendors in the shop
1. food/drink vendor at the moment 600+ itmes 90% crates of 25 only the odd crates of each run will be made to singles or crates of 5
2. medic vendor stim a,b,c,d,e/wound b (all typs)singles, crates of 10 and full crates around 200 to 300 items
3.adv. medsvendor buffs, blankets, state packs, pet stims, cures around 200 to 300 itmes
4. medical resources stacks of 10k and 100k around 150 to 200 items
5. misc vendor loot kit, architect stuff and all that have no other place around 300 to 400 itms
6. armor reselling armor for one of the top level AS no single pieces only complete sets so up to 75 sets of ubese (in packs with 7 items) up to 40 sets off composite (in packs are 9 items) soon comeing wook armor
these are all from our master merchat
7. odds and ends smal resource stacks below 10k around 60, BSN/INN up to 80 each, up to 20 each ad. chems, ad. bio. ad liq ad. solid
8. bulk resources at the moment only 110 stacks of resources mostly in 100k stacks
run buy a novice merchant
we had planded to put one of our jedis 0 0 0 4 merchant giving her the vendors 7 and 8 and that novice would give up merchant
9. vendor for smal crates and single food/drink up to 300 to 400 itmes would reduce vendor 1 for around 100 itmes
10. smuggler stuff around 200 to 300 itmes
11. sliced weapons up to 300 itmes
12. master artisan stuff, some tailor crates 300 items
we also use the vendor to put up action winings in bags on the vendors
i think 100 items at artisan level per vendor, novice goes up to 150, management 1 200, manage 2 250, manage 3 300, manage 4 350 master 600 would be best so you could have at master 3600 itmes on 6 vendors.
also need to be cleared what is with bags counting 1 piece or 1+ items in bag or items in bag
then there need to change the storge to 100 items per lot so it would be better for all and not take a burden on placeing a pa or a large house.
the idea that one who dont have the rigth to place vendors any more will not beabel to refill it or destroying vendors are ok with me but the limit of 110 itmes will ruin my shop
we have this shop a long time and it cost us around4 to6hours dayly (2 to 3 hours for 2 persons each)to keep it stocked (includeing producing, contacting producer,refilling and geting resources).
we have 8 chars (4 accounts with opened jedi each) fulley dedicated to the shop. the shop is the only thing that we like in the game.
will the change like this come it will for sure ruin the player ecconomy massivly. i fear geting weapons/armor/meds/food/drinc/etc will be hard and you will find very often empty vendors. we sell at the weekend an average of 50 itms in the week an average of 20 to 30 itmes. it can be only 5 one day and the other day 150. also we have stuff in stock that get bought seldom like once all 4 to 8 weeks and so we have to put it back on vendor regulary.
this news had killed my fun for the game especialy where they said months back that the limit will be over 125 (or was it 150) per vendor as there it was a big upcry as that was anounced. and now they will even go lower. i dont understand it and as many other said things will be done without thinking. like the macro stuff (removeing a few comands like /join or wait how it look after pub 10) they just do things without thinking first (so it looks for me). i dont want things to easy but the game is boreing enouth and it was not our idea to put in grinding proff for jedis. Pub 9 is an other example makeing content that is pvp (stupid idea) and ignoring the ethic of jedis (especialy the ligth side). i lost all fun in my jedi ( i play ligth side) as alone the idea of mass murder for the concil i hate (i have np with being overt).
swg have some great ideas but somehow the devs get it always to ruin the game more and more. i lost so many friends that left the game i cant count them anymore. i play since 1998 MMORPGs (UO, EQ, AO and some others for short durations if it is meridan 59 or horizons) there are always times when you get frustrated to changes but i was never so frustrated as the last 3 to 4 months in swg. i think with eq2 and wow comeing close it will be hard for swg hold the player base and they try to get new persons in the game and so person like we (haveing still resources 11+ months old) that have great stuff will ruin their fun (i did not design the crafters that only masters have a market, more said 12 point masters with many many old resources).
enouth said i am still to upset about this anouncement
ValeriaNArion
Sat Aug 07, 2004 4:11 pm
#49
I will most likely not be canceling my account over this. But as a master tailor and novice merchant I will definately have to reduce the variety of what I am selling. And I will probablyincrease my prices to make up for the sales I will lose because I don't have the right item in the right color when customers come. I believe this will also make everyone look similar because now tailors will not be able to afford to make less popular colors and styles that may just sit on a vendor for weeks. I can understand limits on vendors but those being tested are ridiculously low! I currently maintain 2 vendors with a total of 500-800 items for sale, and I have never used my vendors as storage space.
PlmCrazy
Sun Aug 08, 2004 5:10 am
#50
If they go through with this nerf, and the 110 item count I will close my shop of 8 months... it seems worthless.
I cannot imagine any reason to do this except wanting to kill of swg to make way for eq2 - any other reason is illogical and a very, very, very bad business decision.
My 2 swg accts and 1 EQ acct are hanging in the balance depending on the outcome of this insanity... I am very upset.
Page 4 of 4