Merchant Archive
Thread: Merchant Issues Designer responses
Wulfic,
The message aobut an unread service ticket... Means, -you- need to read it.
Eek tents sound a little tacky. I have a huge display in my medium Naboo and want people to come into the house to see it
Wish list:
1/ Better lighting in the houses, my colors look awful ![]()
2/ Fix putting clothes on npc's - Hiring IV
3/ Do something neat with Hiring III, maybe allow Image Designers to modify vendors' appearance.
4/ Let Advertising IV grant a customizable message that is automatically put in the object details at the bazaar
We could put our /waypoint info and specializations, way to contact...
5/ We definitely need different over the door signs to pick from.
6/ Let Image Designers paint walls and furniture, let master artisans make signs
Selling Resources
To the person that was saying that you couldn't sell resources, it has been our experience on Naritus that you can sell resources successfully on all terminal vendor types. (not sure about droids) I have been running a successful business (over 2,000,000 credits worth of resources in 2.5 weeks) off of a terminal vendor.
It seems the NPC's are borked but we know that from the maintenance costs..
Z
Just want to echo that the patch did not fix barking. My vendors still need to be set to bark each time I log in, and even then they rarely bark when customers enter.
ad barking still broke
uniforms still broke
please dont do the tent that is not a fix but a degrade in my opinion of the shop. what happned to the idea of reneting out space to other vendors right now i doing that but a tent will once again kill tht option as they are to small and in No way have a hop look but more of a flea market or garge sale sorry that just not what i consider a shop
give it a real sign, a unquire building that artcheit can make helping them , a different color , an option to place someing in the door , many differnt way beside throwing us out in the street in a tent. A tent will most likly make me just drop this trouble tree
I've already begun to sell my merchant skills...and much faster since the latest patch, and here are my thoughts:
1- Vendor inventory and item loss, we ALL can agree, is a HUGE issue, and should take the highest priority over any other changes, particularly aesthetic changes.
2- The advertising didn't seem to work properly, for the longest time, my vendors would only greet people as they left the house, or as they would walk by the outside. Advertising was the first thing to go. The second thing to go was the hiring/management options. Terminals couldn't be rotated within my houses, making placing them a annoyance. Finally, the new price cap made vending the non-furniture items that I crafted a one-on-one activity again. If the only thing I can sell on a vendor is a personal harvester, they're not much use to me.
3- The only merchant skill that appears to have any benefit beyond what a person can do on their own is efficiency, which actually assists in the maintenance of buildings...very nice! It's the one thing keeping me with Novice Merchant. =)
Enough with my complaining...now on to my ideas on how to fix it (not that i know it all, just tossing stuff around)
First, if player cities are to be implemented, then there is a serious need for distinguishable shops, however I agree that existing content should be fixed before adding more buggy material to the game.
Secondly, many goods cannot be sold for the current price cap. I believe it's 10,000cr, which is what i paid for my Spraystick. How will someone vend a T21? The purpose of a vendor is to allow the crafter to sell things while they're out checking harvesters, making contacts...or getting out of their sweat shop to do some killing (don't laugh..you've all been there). I can't think of a good reason to limit the amount of money someone can ask for an item. If the cost is too high, it won't be bought...the logic escapes me on this issue. Maybe it'd be wise to allow one of the skill lines (perhaps management) to increase this limit.
Finally, advertising doesn't guarantee a sale...an increase in rifle skill DOES guarantee an increase in the frequency of hits. Why are merchants forced to spend so many SP's on relatively useless skills? I would like to see an entire rework of this skill tree, perhaps reduced SP costs? For it's effectiveness, I can't see why it's an elite class at all.
shodough wrote:
I still get extremely annoyed at having to "resell" all my items weekly, not only does it suck to hafta spend over an hour to put 200+ items back on the vendor, it clutters up my email with that many emails as well. The vendors sales should NOT be 7 day auctions like the bazaar, they should be permanent until sold or taken off the vendor. It could be possible that merchant vendors are causing lag at times by filling up the email system with thousands of sends per day. please change this.
169 items so far this weekend. That doesn't count ones during the week. Nor does it count anything that times out on Sunday.
At the moment, I have 341 items on my vendors. If that sounds like a lot, let me point out that it's an average of 3 of each clothing item I can craft - hardly a huge selection, considering I have the only tailoring shop on Rori/Kettemoor.
And of course, it's made worse by the fact that unlike the bazaar, selling (or restocking) an item to a vendor doesn't tab automatically up to the price field, so every single one of those 169 items in the last 36 hours took several mouse clicks at opposite ends of the screen. Not to mention a price lookup on most of them. This is starting to suck up so much of my game time that it's interfering with my ability to get anything else done. I can't even leave the Restuss area for more than a few minutes, it seems, without 10% of my stock disappearing from the sight of potential customers. I know I'm losing sales (and therefore XP) to this, too.
For the love of God and all that's holy, please change this! This is a much bigger deal to me than any of the other "top priorities" I've seen listed.