Merchant Archive

Thread: VENDOR CAP GOOD FOR MERCHANTS

Stixum
Fri Jan 09, 2004 1:24 am
#40

#1 If they think that by limiting the number of items on a single vendor is going to reduce the total items on the database, well they are smoking crack. What this is going to so is force people to either a) get a second account and level up a merchant, or b) get people in their PA that have spare points left over to work on merchant. In the long run this is going to increase the number of merchants. It will only temporarly reduce the number of items in the vendor database, and the additional vendors will only add to the problem. What they need to do first is go through and remove ALL empty vendors with each server reset, then they need to remove vendors from people who have dropped merchant. Regardless, all the vendors that are empty should be coded to autodelete after a set amount of time just like how structures eventually fall appart if they aren't maintained. When I started playing SWG I thought that SoE would have made significant advacments with their databases and overall gameplay from the days of EQ. Sadly it doesn't.
Tigershark34
Fri Jan 09, 2004 1:26 am
#41

I am a master merchant, master tailor, master artisan, and budding armorsmith and it sucks for me. 4 of my 6 vendors have over 300 items each on them.


But on a good note SOE fully intends on leaving vendor lag in the game.





Sphyrna Mokarran
TKA / Shock Trooper / Pistoleer / Smuggler
Galeocerdo Cuvier
Master Tailor / Master Artisan / Armorsmith / Merchant

Srednii
Fri Jan 09, 2004 1:41 am
#42

Fully stocked tailor vendors are going to be a thing of the past if they implement this. It's got to be the most assinine idea I have seen yet from the devs.



------------------------------------------------------------

Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
Eola
Fri Jan 09, 2004 1:46 am
#43






DocSavag wrote:

This is not desigend to help anyone. This change is to limit the number of items in the vendor database. That is it. All of it.





*THANK YOU* Doc.


God, I've been banging my head against the wall all day between the 'Oh 150 is plenty' and 'yeah this will help us!'


*hands doc a Krayt Laser Carbine*


*lends Doc his Adv Composite*


*points to the thread*


Go git 'em.




Eola Lasmy -- Master Weaponsmith, Master Artisan, Master Merchant
Part of Weyland Yutani Corporation
Ahazi Server: Tranquility, Theed: -3115, 5795
Force Sensitive Crafting my Behind
I've got 1 Million Monkeys and 1 Million Keyboards bet you they
integrate JTLS more smoothly than the Dev Team will.
Jaxx
Fri Jan 09, 2004 1:48 am
#44

To continue what I was saying up above before I hit the wrong button...


I have invested WAY to much time into getting my business to the point of where it is. I was spending 95% of my time for 4 months on my business, not playing, while my online buddies were passing me up in everything. I just recently (within the last two weeks) finally got a set schedule on picking up my resources from my harvs, from my contract miners, etc and putting them on my vendors for purchase.


Doing this 150 limit will put me RIGHT BACK to where I was, spending all my time on my business with no time to play for myself.


I guarantee I will quit, cancelling both my accounts, before I do this again.





Jaxx ~ Talalden
::Bounty Hunter:: Sword Wielding Fish ::
Ahazi's very own MugShot Site!

Eola
Fri Jan 09, 2004 1:48 am
#45






JTGAlpha wrote:
Doc...Agreed, and I said as much on the thread. The vendor limit I'm not so worried about. 150 is a lot of items after all. It's going to mean more stocking for some of us but over all but it's not going to be a huge deal. In fact, people with only ONE vendor are going to suffer more than those of us with mulitple vendors, just because we're gonna have more room. But anyway, yeah that bazaar cap getting doubled is gonna HURT. Bad. No doubt.





JTG? It's going to kill Tailor's dead.


It's also going to royally roger people who focus on a total service business. I sell weapons, grenades, powerups and sliced weapons.My customers know they can come to me for everything. Right now I consider myself 'low' on stock in several key areas. With a 150 item limit? I'd have to have all of my vendors in my store right now, and I'd have no space left to fully stock them in the other areas.


All around bad call.





Eola Lasmy -- Master Weaponsmith, Master Artisan, Master Merchant
Part of Weyland Yutani Corporation
Ahazi Server: Tranquility, Theed: -3115, 5795
Force Sensitive Crafting my Behind
I've got 1 Million Monkeys and 1 Million Keyboards bet you they
integrate JTLS more smoothly than the Dev Team will.
BadSectorUK
Fri Jan 09, 2004 2:38 am
#46

"This is not desigend to help anyone. This change is to limit the number of items in the vendor database. That is it. All of it."


But that in itself would be a help - if it doesn't reduce the numbers held right now, it should curb their acceleration.


People assume its all database space that is the issue, but it's the time to process all the records, not the space taken up - there is a finite speed at which multiple servers can process data, so the more data there is, the longer the delay to retrieve more records from the database - especially if the results then have to be sorted.


Personally I support the suggestion, though my ideal would be...


Vendors run by non-Merchants, or Management skill dropped after deploying vendors:
- disable public access to vendors
- disable ability for the owner to add items for sale, they can only withdraw sales and remove from stockroom


At Business 3, terminal vendors can be deployed with a 50-item cap (double the bazaar limit, and no price cap).
As the character progresses up past Business 4 and into Novice Merchant, then up the various trees, the item cap skill mod is raised in a similar fashion to the CH change - to take advantage of multiple vendors with decent caps, you need to work up and keep more than 1 tree.
At Master Merchant, the cap per vendor should work out at around 300 or so.


The item cap should be a number shared between the items up for sale and those in the stockroom.



IMO this would put value into the Merchant profession, and give a reason to train and retain the various trees.


AndI doubt very much it would cause a massive influx of characters switching to the Merchant profession, as "dabbling" would not be much use.
It may cause a shift in playstyles where crafters just craft and sell their wares in bulk to Merchants, who mark it up, advertise it and sell on to consumers... now there's a thought!



As for the bazaar price increase I can't see that having such a huge impact (personally I find the current stuff overpriced as it is, there is generally only crap on there, I find) - people aren't going to traipse across the galaxy paying shuttle fees and waiting just to collect an item that saved them 1 or 2k... false economy.


And stuff that is cheaper than normal will sell out too fast for it to be a problem to vendor operators due to the bazaar item limit (plus unscrupulous/intelligent types might by up cheap stock and resell on their vendors at the regular price).




--
Back in SWG after a looooong break
EagleShard
Fri Jan 09, 2004 4:52 am
#47

I said it in the huge thread, I'll say it here. To me the concept of a merchant is I don't just sell my own goods. I buy from suppliers and then sell on. I pay people to deliver stock to distant vendors. I get stocked by many different people. That is what a merchant is meant to do. I'm not meant to just sell my own items (if so why have a seperate merchant profession and not just give crafters vendors?)


The problem is 1) Vendors being used as storage 2) The fact that there are way more vendors than there 'should' be.


Maybe a cap is good, but it needs to be in the 500-1000 range for Master Merchants at least. Maybe there should be a lower limit on maximum vendor sales too. If you can't sell at more than 250k say on a vendor then you can't use a vendor to store your very valuable things. Yes it will mean we have to sell smaller resource stacks and that Krayt Pearls etc won't be able to go through vendors which is a pain...but less of a pain than the alternative which will kill one of the least valued (and useful as once you level it you can drop it) professions in the game.


Of course we'll lose the bazaar poll - its more convenient for everyone else, who don't care for the most part about merchants.


I just hope they realise that if they kill merchants then they basically kill the economy and even semi-casual crafting. I should be able to make everything in runs of 500 or 1000, throw all the crates onto my vendor and then not worry about restocking for a few days. Having to go to my vendors several times a day to restock would be....very bad. You know what a pain it is to restock with the current interface anyway. At least doing an entire inventory of items at the same price can be done quickly. If I have to just do 20s or 30s at most then thats more time per restock and more restocks = I can't be bothered to run a merchant business on the side of hunting.




Lady Gemina, Mistress of the Crimson Talons
Proprieter of the Lucky Bantha Cantina, New Hamburg, Tatooine (Dancers, Spice and a whole lot more!)
Boars
Fri Jan 09, 2004 8:42 am
#48

I think the cap is bad!!! i ma the merchant for our guild i keep over 600 items on each vendor. people like having a choice on what to buy and how many i get orders for 10 -20 all the time this will force people to sit by there vendors to constantly restock items.... as i see it there are not enought vendors also i have tomix products like tailor and armor, guns and veichels ..... i sell the goods for all and have a hard time keeping the vendors full as it is....in our giuld it they impliment this our guild of 80 say this is the last straw they nerf everything... we are leaving the game


ticked off on talus

Ryche_Mykola
Fri Jan 09, 2004 12:43 pm
#49

How do you think lowering the vendor limit to 150 is going to help the Merchant class? If anything, its going to help Armorsmiths, Weaponsmiths, Architects, etc because we'll just double our prices and make twice as much money.


What they should do is combine the mining profession in beta with the Merchant skills. Redo the tree, maybe title it "Industrialist" or something. That way it'll make Merchants have something to do besides just setting vendors up. Instead of nerfing, ADD stuff to make Merchant more desireable.




Ryche Mykola
Outer Rim Collective (ORC) High Council


Ariakus Mykola
Outer Rim Collective Master Rifleman
Cancelled accounts for Wow
Indene
Fri Jan 09, 2004 2:49 pm
#50



JTGAlpha wrote:
Dude, I totally agree that it's going to make life hell for a lot of us, in extra work. I concede that. But, if you put in that work your business shouldn't take too big a hit.




Work? Work? This is supposed to be a game.

-Indene- (who has felt for a while that this 'game' was too much like work )



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
"its as if i heard a million pets cry out in terror...and they were suddenly silenced...i feel a great disturbance in the force"
We're the few, the proud, the Creature Handlers.
Creature Handler Memorial at -1419 283 Mos Mesric, Tatooine, Kettemoor
BE and CH museum at 6627 5365 Tatooine, Chimaera
Find me on MySpace
JTGAlpha
Fri Jan 09, 2004 2:52 pm
#51

Ok, so both changes suck balls. Whaddya want?



Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

RaiCella
Fri Jan 09, 2004 3:09 pm
#52

They want to reduce the strain on the database?


1. Make merchants delete their extra vendors before they can drop their extra vendor skill. (just like you have to empty a harvester before you can delete it). Further... give everyone 2 weeks notice, then delete any current vendors for players who dont have the skills to have them anymore.


2. Limit the # of items non-merchants can have on the bazaar. Raising price capsmay consolodate resources, but will INCREASE the total number of items sold via bazaar. The current plan will INCREASE server strain. Instead, limit non-merchants to 5 or 10 items.





Rai Cella
The Master Smuggler of Tusken's Bane

The Hidden Fist: Fight Club and Black Market
Spices/Sliced Weapons/Slicer Tools/ & More

Just outside of Tusken's Bane, Tatooine
(-4811, -5652)
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