Merchant Archive
Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)
Fixing the problem with non-merchants using merchant skills is good. It's just the item cap that will kill all real merchants. Make it higher for those that benefit their community (maybe 10000 items at master merchant for a high volume business), and lower for those that don't (50 items on a non-merchant vendor that never sells anything). Make the cap based on last week's sales or something...
Virrago wrote:
ElvisTheKing wrote:
Virrago wrote:
Original Thread Here
Can you unlock it please?
No. 65 pages is enough. Continue in this thread.
Nice Answer... That is about the same type of responce i expect from devs 110 items per vender is enough continue paying us...
The only unified developer responce was to lock the threadthat was almost 100% against the way they do there job but like this vendor Nerf they figured oh the player base is to stupid to notice.
Seems to me the Policy of SOE is not "you pay us to put out a good Producthow can we help you?" rather it is "Screw you pay us and if you dont like it tuff sh*t!"
Oh well guess this means one less adiction in my life if this nerf goes thru.
As for a constructive idea Set a single limit per vendor of say 500 to 1000 The increase of vendor #s is already built in and will allow those who go higher in there mastery to have more items up. Possibly spread out the Vendors allowed to each tree.
MrElmar wrote:
>> You need to tell us WHY this must be done.
as a developer myself (not at soe so spare me the flames) comments like this crack me up ... get over yourselves ... you don't own any part of this game or have any rights owed to you. the only right you are i have is when you or i choose to log in and play it (assuming the bill to play is paid).
Excuse me? I was ASKED for my opinion about this. I was ASKED to bring up constructive and rational thoughts and suggestions. I am merely seeking information so that I can give a constructive and rational reply. Depending upon WHY they feel the database needs to be limited has a great bearing upon what is constructive and rational to say at this point.
Since DocSavage has skirted around my question, that has actually answered my question.
Hopefully I'm not using any of the products that you develop, MrElmar. With your rather obvious sense of responsibility to the customers, I'm pretty sure you aren't working for National Instruments, or any of the more reputable, dependable companies.
Also this nerf could also make people create loads of 14 day accounts, to gain 10 more lots to store their masses of items from vendors, resulting in loads of houses or factories popping up everywhere, and then no one will be able to drop an extractor. Heres the thing: Create a 14 day account or two or three or four etc, drop loads of factories/houses, give admin rightson the paying accounts char house/factories to the 14 day accounts, then those 14 day chars can movethe items from the main char to the 14 day accounts factories/harvesters, then in about 13 days later activate more 14 day accounts, and with the first batch of 14 day accounts move the items back to the main chars structures, and use the new 14 day accounts to move the stuff from the main chars structures to their new structures, then the first batch 14 day chars removes their structures and places them in storage in the main chars structures for storage until 13 days later when a third batch of 14 day accounts get created and so on.
A rather long winded process but to those who have spent a yaer crafting and to suddenly lose it all, it could very well be worth it, and especially as this Nerf will in essence "ruin" the game for the majority, so people won't care, but this will cause a huge strain on the SWG servers, uses up loads available names unnecessary, could turn the playing field into a mass factory/house wasteland, for those who don't remove their structures before the 14 days are up or those who can't be bothered to remove them, resulting in not much room to place harvesters/houses legititmately. Although they would go poof soon enough when the maintenace runs out, unless someone pays 50k credits on each of them. Also this would mean that Gamespot/Fileplanet will suddenly have a false mass increase in their userbase, which could end up putting a strain on their servers too.
Merchant Novice-2 Vendors - 100 items -total of 200 items for all vendors
Merchant Management 1 - 3 Vendors -150 items - total of 450 items for all vendors
Merchant Management 2 - 4 Vendors - 200 items -total of 800 items for all vendors
Merchant Management 3 - 5 Vendors - 250 items - total of 1250 items for all vendors
Merchant Management 4 - 6 Vendors - 300 items -total of 1800 items for all vendors
Merchant Master- 6 Vendors - 500 items -total of 3000 items for all vendors
Gealache wrote:
Super_nice_Jedi wrote:
A possible exploit could occur from this Merchant Nerf:
Also this nerf could also make people create loads of 14 day accounts, to gain 10 more lots to store their masses of items from vendors, resulting in loads of houses or factories popping up everywhere, and then no one will be able to drop an extractor. Heres the thing: Create a 14 day account or two or three or four etc, drop loads of factories/houses, give admin rightson the paying accounts char house/factories to the 14 day accounts, then those 14 day chars can movethe items from the main char to the 14 day accounts factories/harvesters, then in about 13 days later activate more 14 day accounts, and with the first batch of 14 day accounts move the items back to the main chars structures, and use the new 14 day accounts to move the stuff from the main chars structures to their new structures, then the first batch 14 day chars removes their structures and places them in storage in the main chars structures for storage until 13 days later when a third batch of 14 day accounts get created and so on.
A rather long winded process but to those who have spent a yaer crafting and to suddenly lose it all, it could very well be worth it, and especially as this Nerf will in essence "ruin" the game for the majority, so people won't care, but this will cause a huge strain on the SWG servers, uses up loads available names unnecessary, could turn the playing field into a mass factory/house wasteland, for those who don't remove their structures before the 14 days are up or those who can't be bothered to remove them, resulting in not much room to place harvesters/houses legititmately. Although they would go poof soon enough when the maintenace runs out, unless someone pays 50k credits on each of them. Also this would mean that Gamespot/Fileplanet will suddenly have a false mass increase in their userbase, which could end up putting a strain on their servers too.
Hell, all you would have to do is have the first set of 14 day accounts use /transferstructure to the second set of 14 day account. Voila!