Merchant Archive
Thread: Proposal for Updating Vendor Interface
Novice Merchant: 200 Items per Vendor
Management I – Additional Vendors: 350 Items per Vendor
Management II – Additional Vendors: 500 Items per Vendor
Management III – Additional Vendors: 600 or 700 Items per Vendor
Management IV – Additional Vendors: 2000 Items per Vendor
(Below 2000 for Master Merchants will be a problem for the players that offer a large selection which they should be able to do if they are willing to do that much Crafting/Looting/Harvesting. I took into account one Tailor I know that has such a variety that all 6 of her vendors have between 2000 – 4000 items on them I do believe.)
T&A
Naboo, Vicimus
Currently to place items up for sale you have to double click the item
to view the cost you bought it at (or the last price it was sold at) and then click sale,
then you either accept the default price or change it and click a button to confirm the sale. This
has to be done individually for every item. This is very time consuming and needlessly
repetitive.
Multiple items should be allowed to be selected and sold at the same
time. These Items should be presented to you as a list with an entry for the price you wish to sell
them for. You should be able to sell all of the items for that price by clicking on the sale
button.
Items that have been returned to the stock room from an expired sale
should be able to be selected in groups and returned to the sales screen for the original
price they were sold for. (Taxes need to be figured out because currently it defaults to the price
PLUS tax which will then be added again. the sales price should have the tax rate removed from
them when it goes into the stock room)
Message Edited by bradimere on 08-11-2004 05:21 PM
It was mentioned: Items that have been returned to the stock room from an expired sale
should be able to be selected in groups and returned to the sales screen for the original
price they were sold for.
This would be a great help for those, like myself,who deal in large quantities of resources. The one thing that irritates me the most is the retrieving of resources and it throws them all back together. Then I have to split them back up to place them back on the vendor. I know about the resale button, but that is not as user friendly as it could be. I like stuffing things back in my personal inventory, setting the price on one, and then click and enter, click and enter (I have my pricesthe sameon many items). It makes it go quicker becausethe resale windowjust doesn't work that way since it doesn't bring up another item afterwards.
Being able to resale multiple items as they are on the vendor, in the quantities that are already there would definitely be a wonderful addition. I do have to say, though, I am disappointed in the talk of limiting vendor quantities. I have 1500+ items on one vendor due to clothes, weapons, etcetera. I try to carry noobie items like CDEF weapons, but I also carry items that long time players might want. IfI have to limit my vendors, then that means I'll have to get rid of a lot of the noobie items. They don't sell as well, but they are there as a convenience for players and priced with the noobie in mind.
I am a Master Merchant with all my vendors out and used... I'll have to rethink my vendors now, pulla fewup, and begin over on those. They are too generalized for what I will have to do when the limits come out, correcting this now might be my only option. Just keep in mind that some of us "hard-core" merchants have literally thousands of things on our vendors at one time due to the amount of sales we encounterand will need plenty of notice before this goes into effect so we can move our items down to the limit (since that has not been decided yet)and store what we need to elsewhere. I don't mind limits, as long as they are reasonable... I know Sears can't have all the stock they want to have due to only so much store space. I will only hope that the larger merchants will be kept in mind.
Thank you for listening,
Kirrah Vesthepe' (Starsider)
a) transfer all the vendor data to the home computer once. Make it persistant for 5 minutes or so. If the buyer checks another vendor and goes back the data doesn't have to be retransmitted.
b) make the search function search all the vendor data. There is no point to having restocked items spread out over every page
f) KISS
A good place to add sales information statistics to allow sellers to better meet the wants of buyers.
a) Absolutely. Give the merchant the option to define his own catagories and the option to make a help screen describing the categories to help his customers. The vendor catagories need to be individual to the merchant. The bazaar catagories can't apply since the merchants are selling much more specifically.
a) Need the list of buyers. Need statistics on sales items and prices. Breakdown by day/week/month
ALL THIS INFORMATION IS NOT VALUABLE AND CAN BE KEPT ON THE HOME MACHINES. It does not need to be transmitted once recorded. A local applet can generate the stats. (Warning about backup probably needed but not every time system is used.)
Exxactly what Chataka Windae wrote.
I agree whole heartedly with point 4, EVERY RL shop has a stock room, as an Architect and Artisan, I only have 1 vendor, I do not have the skill points to be able to pursue Merchant, but... without that vendor I would have no way of selling my goods to the public. Storage is a VERY big issue tome due to the amount of items needed to make the deeds etc,I have fallen foul of disappearing items from the stock room due to them expiring without me being aware of that "feature"
In RL if we were to take that as a model, an Architect would be able to create a storage system into his/her building, why not on SWG? If someone has a crafting trade, whydo they only have the same amount of storage as a player who concentrates on fighting and doesn't need loads of storage? Yes they could build a big house for storage, but that uses precious "lots" which are needed to harvest resources. Can't crafting professions be granted more lots for houses, storage sheds, harvestersetc which would be lost if they gave up the trade?
I agree that if the profession is given up, then the vendor should be removed, but don't limit the number of items, or times on a single vendor under Artisan.
This is my first posting, I don't have the time due to RL commitments to be able to read through all the info so I maybe unaware of missions for architects etc, but I feel its VERY important for all crafters to shout out about the mess SWG want to make of crafting professions. I know there are issues with empty vendors etc. I have seen too many of them, but there are other ways of resolving these issues without hurting other non-merchant based crafting professions
mattpost wrote:
I
SOE what am I suppose to do? You told us this was an ok policy to use these vendors like this. Now some of us stand to lose Millions of credits worth of items. At the risk of sounding cliche - I have no idea what im going to do and there is a strong possiblity of leaving this game do to the nerfing and our personal loss of items.
Really a none issue since items in packs still count as 1 item.
Supply and demand if supply is up cost is down. OMG simple economics. If supply is low price goes way up.
Please dear God tell me you DEVS covered stuff like this in college.
Ah perhaps theymissed that day or theystayed inclasslong enough to knowthat along with sound economics thereis also a need for companies tobetter handle inventory (ie Having to Many Items that dont sell). Thismight not be econimics but itwas in business management.
This is nothing more than an attempt at a COMMUNIST SOCIETY. A small group of rulers do what is best for the people.
WE live in democracy. WE THE PEOPLE pay your salary. DO NOT DO THIS NERF
Message Edited by Grisbilen on 08-25-2004 12:30 AM