Merchant Archive
Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)
Ani_cul wrote:
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.
The question is what do the devs hope to accomplish by placing this limit? Do they achieve their objectives by raising the limit to this level? They are either going to implement them at a lower level than most want or they are going to abandon this idea.
SaberSWG wrote:
I would respectfully disagree with you meno ..
In addition to this aMASTER merchant should get an additional say +15-20 vendors when he gets the master box to service several crafters. This way we crafters would have no need to get any of themechant proffesion ourself and it would make the merchant proffession a very viable proffession.
Krakae wrote:
Also give MASTER merchants the ability to give admin rights to a vendor for either a fixed fee or a percentage of the sale(optional)from that vendorand also there should be agreed on a item cap on the vendor between the master merchant and creafter/seller so the master merchant can divide his item cap from vendor to vendor depending on how much the crafter/seller needs.
And ofcourse remove the vendors that many people dont have skills for.
Message Edited by Krakae on 08-10-2004 11:19 AM
Krakae wrote:
In addition to this aMASTER merchant should get an additional say +15-20 vendors when he gets the master box to service several crafters. This way we crafters would have no need to get any of themechant proffesion ourself and it would make the merchant proffession a very viable proffession.
Krakae wrote:
Also give MASTER merchants the ability to give admin rights to a vendor for either a fixed fee or a percentage of the sale(optional)from that vendorand also there should be agreed on a item cap on the vendor between the master merchant and creafter/seller so the master merchant can divide his item cap from vendor to vendor depending on how much the crafter/seller needs.
And ofcourse remove the vendors that many people dont have skills for.
Message Edited by Krakae on 08-10-2004 11:19 AM
DocSavag wrote:
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.
Chances are there is a point where a thread will break, or cause too much load, I'm sure that one was nearing it.
Message Edited by Obeewana_Doobie on 08-10-2004 11:27 AM
90% of my game time revolves around the crafting system, my harvesters and my shops...
What is the point of being a Master Tailor if I can't sell what I make?
heal/buff in any public player owned building in the city. Sorry Mayor
And poor 'Hilda in the Jolly Roger Cantinawould get the Axe, no room for a vendor that sells cheep drinks for Role-Play purposes...
And say good bye to the Black Market, no room for a Pawn Shop merchant to resell furniture, structures, harvests, and decorative items... No room for that shifty Black Market Dealer that sells cheep items for new players... No room for the Bio-Engineering vendor, no tailors and chefs left to buy thetissues anyways... Might as well take that tent down since it's empty now... Sorry Mayor
Now that I've freed upsome vendors, I don't have a building big enough to place them all in... All my lots are taken up by Factories, Harvesters, and Small Storage Houses for my supplies (since for some unknown reason a small house can hold 150 items... but a large taking up 6 lots only holds 250... I'm still trying to figure out the logic behind that one)...Hmm... Take down the Clothier'sTent since it can't hold all 6 or more vendors... or make people run to anywhere from two tosix different buildings just to look at the 110 pieces of clothing.... oh scratch that, I can't even stock 110 items because I don't have to skill points for Master Merchant without dropping almost all of Master Dancer...
Drop Master Dancer.... I didn't want to have fun in this game anyways...
Now send customers to 2 to 6 different buildings to admire the 2 of each style clothes I can make, one in black, one in white....
With the Merchant Item limits, this game stops being fun and turns into a full time job that I *pay* to maintain...
Now doesn't that seem a little silly?
All this patch will do is force crafters that want to be able to do more than just stand in their shops to either buy second or third accounts, or to get out of crafting all together.
If SOE is having issues with their Data Base being able to track all the items in game... why are they still creating in new component loot items, each with a different serial numbers that crafters have to collect and horde up to make decent weapons and armor? Each item is another data base record to keep track of, adding more load to servers...
Want some solutions for the developers?
1.Get rid of serial numbers, or change the system to make serial numbers permanently set to certain items that can't be experimented on. That way all Synthetic Cloth, Dough, Carbosyrup,Portions of Heavy Duty Leather, Genoniesion Sword Cores, etc... Etc... Etc...have the same serial number. Once they fixed that...
2. They could make items re-cratable, so that you can stack these itemsback up. I have over 100 of the looted Tailoring items taking up room in my houses and database space... how many other crafters out there have the same problem? I'm sure we'd love to be able to stack these looted components and use them as needed instead of having to constantly debate if we want to use them or save them for another item that we *might* be able to do a factory run on, if we wait to stumble across enough identical pieces to make it worth while...
3. Make the stacks/crates up too 1000. If I can make a schematic for 1000 items, why can't I make one big crate to put them in... For that matter, how is a Jewelry setting larger than a Metal Clasp that only 25 of them fit in one crate, but you can get 50 Metal Clasps in a crate.
4. Ditch the junk loot! Everyone got their starter CDEF Pistol... and the new newbie profession droids give you weapons too I hear... So why does every NPC have to drop more trash loot that no one needs or wants to add to the DB problem.
5. Change the Damn Resource System! You can't tell me that the weekly shifting in and out of dozens of new and different types of resources isn't adding to the server load. It's been a year and I've yet to see the same resource shift up twice! Slow down shifts! Have fewer types of resources! Come on do we really need 12 different types of Steel? Each with it's own sub set of names?
6. Make Resource Stacks hold 1 million of a resource not 100,000.
7. Get rid of the Identical Component requirements of Schematics! If schematics took SimilarComponents instead of identical ones there'd be a lot less useless components laying around and taking up space!
8. Limit Vendor items to 600 items per vendor across the board! Why do I need more Management to sell more items? If I want to sell more items I can use Management to put up more vendors or make specialized vendors so that someone looking for a gun doesn't have to look through a vendor filled with everything under the sun to find things! Why should we punish people that don't have the skill points to pick up the merchant profession!
9. Have Bazaar terminals in Player Cities and make the items you buy retrievable from any Bazaar! Why should people have to go to the extremely laggy Major Cities to shop or sell items on the bazaar? I personally only go to the game cities if I need to shuttle to a different planet. They are just too Laggy!
10. Kill off some of the decorative NPC's in game cities! Just how many useless NPC's do we need loitering around that don't even have the converse function!
11. Get rid of the merchant class all together!!!! Why does this skill point sink even exist??? This is the only MMORPG that I have ever played that makes you devote yourlimited skill points to a professionsimply to sell items that you worked hard to make! I *pay* to maintain my vendor, not just with money but with skill points I could use to do something else, like have fun in game.
Give each and every player the option of hiringone vendor and increase the number of vendors you can hire based on your profession. So a novice Artisans and Medicscan hire a second vendor.A Master Artisan/Medicor Novice Elite Crafting professioncan hire a third. For eachrow of a Elite Crafting profession you finish you get the option the hire another vendor and another one forMastering an Elite Crafting Profession, that way say a Master Tailor without Master Artisan would be able too hireEight Vendors total. A Master Armorsmith with Master Artisan would be able to hire Nine Vendors total. A Master Droid Engineer/Master Weaponsmith wound be able to hire Fourteen Vendors total.
SOE created these Data Base problems, but instead of working on their end to fix the game mechanics that are causing these problems, they choose to punish those people that devote almost all their game time to providing a service and supplying other players with the needed equipment to play the game.
Please tell me how that is fair? Or why I should continue to pay my $15 or more a month to play a game, where in order to be a crafter, I will be forced to stand in Theed or Coronet and spam "Black Clothes For Sale!Get em while they last!" because my vendors have been made useless.