Merchant Archive

Thread: Current Merchant Issues List

Balkstar
Thu Jun 10, 2004 11:27 am
#79







AlanjaAngeli wrote:


Again, as much as you, a merchant, consider it Poetic Justice, SOE has to look at things from a larger perspective. Yes, they will probably give an official announcement on the launch pad, but they know that people skip over reading that logging in. And we all know that a very small percentage of people who own the game actually come to the message boards, and some players don't even know they exist, so saying "They were warned on the boards" will not cut it either.


SOE does have to look at the PR impact of this regardless of whether merchants feel not deleting the vendors is fair or not - they are already seeing a lot of cancellations, and it's just smart business not to do something that they know will drive players from the game - regardless of whether or not they are 'poachers' as you call them.


Vindictiveness of this level is not good for a game - yes, it wasn't fair to the people who actually kept merchant skills that people could drop the skills and keep the vendors, but turn the other cheek and be a nice person. I'm not saying let them access the non-skilled vendors without regaining skill, I am saying that the player base needs to be given the option to get the items and money on the vendors back off of them even after the change goes in - whether that requires them to pick up enough merchant skill to make the vendors legal again or a CSR's assistance or paying a fine, the option needs to be there or it just makes the merchant community and the developers look like a pack of rabid wolves.


And again, while some people read these boards, and read the newsletters and read the information on the launch pad, most people don't and that has to be taken into account. Screwing someone over because this is their first game and they don't realize how important things like that are is completely off-base and will lose a lot of respect and customer support.


OK so SOE needs to be held hostage to the legions of exploiters in the game? How will this affect their corporate image about letting major exploits run their games? Just how will customers trust them in the future if they know that exploits will never be fixed by them? Sorry, this arguement has no weight for me. SOE is indeed in a tight spot on this, but I would suggest that SOE would do better in the long run to fix the issue and not to let the game rot in exploitation.


Remember that fixes that are wide ranging are not without presedent in the game. The massive change to the CH system that changed the entire landscape of how PvE was done is one example. Every combat-centric player had to completely realocate their entire skill points set to deemphasize the CH and balance the game out. This is just a continuation of this work. The utter migration out of this game just didn't happen like everyone thought it would.


And how far does the merchant community need to go in it's paranoia of saying that someone who uses vendors as NPCs without the skills will always become one of these 'poachers' and use the vendors for goods?


The reason I'm arguing on that mentality is that I'm sick of people instantly accussing others over something so silly. A lot of people I know that use vendors for NPCs either don't have them turned on, don't have anything but a chance cube stating that it is just an NPC and not a real vendor or actually keep enough skill to cover ones they do use as merchants. But time and time again, so called 'honest' merchants refuse to see that not everyone who has a vendor up without the skills is a 'poacher'.


Ambience is something a lot of RPers really care about, and while that might not matter to you, it matters to some people in the game, and I wish people would stop being jerks to those people because they are paranoid that they might become a 'poacher'.


As far as it goes, player created ambiance is far more important to me than almost anything else in this game. There is content in SWG, yes, but most of it has to be built upon and further created by players. If dropping an empty or uninitialized vendor furthers that, then why worry that they are stealing from you and your skill points.


Then I suggest you push for manaquins from SOE as hard as possible, since in the end that is what you are looking for in the firstplace. Using vendors to fill that role opens the door to too much mischief, and for a professions that has been beaten up to hell already, I would suggest that an addition to the tailor skill set would better serve you then our much maligned merchant tool. Become a champion to a cause, not a reviled person to a whole profession.








Balkstar Bartoc - 56th level Smuggler, Ex-Master Smuggler, Ex-Master Merchant, Privateer Ace Pilot,

Coosin Larstar - 90th Level Jedi, Ex-Master Fencer, Ex-TKM

Flurry

Izit_Dedyet
Thu Jun 10, 2004 12:52 pm
#80

Ok as I can't edit I'll have to post again


i've read a bit more of the forum now (including the rest of this thread) and I maybe want some of what I said above to be viewed ina different way to how I suspect it's going to come across.


I have to say that I don't partuicularly like the merchant profession (you may have gathered) and tbh it Ps me right off that I had to do it in the 1st place, let alone that it's looking like I'm going to have to keep it.


You may say that I should perhaps use a master merchant to sell my wares for me then if I don't want the hassle/SP costof running my own vendors? To that I have to say - 'Yeah right!' And it's not about not trusting peopleeither.... I've seen so many people leave this game already, that there is no way on earth I'm going to leave the fate of the1200 plus items I currently have on vendors in the hands of someone else...


IMHO merchant (and politition) should, as others have already suggested, be treated more as 'support' professions and have reduced skill point costs. Maybe I wouldn't feel so bad about paying 8 skill points to maintain my vendors and place on the map? (and tbh I can swallow that),but I really do take exception to the 32 (of 250 remember) skill points that novice merchant and advert3/management4 cost me. I have master artisan already, the vendor there isn't an issue, but I've done some sums and to _operate_ in a reasonably customer focused manner I have to have at least 3002 in merchant, 27 dead skill points!


Tbh I don't think that this post or it's predecessor is a go at any of you guys, it's a go at SWG and the Dev team for (yet again) screwing something up. I don't wanna be able to do everything, I've accepted that I'll never 'gather resources' again, I've accepted that I'll never heal someone again*, but I would like to be able to make some stuff, kill some stuff and sell some stuff... (Master WS, Artisan, Swords was the plan) but now it appears that I'm not going to be able to do that...


When are these changes likely to happen? I only ask because I would like to grind out a few professions before patch 10 (hopefully get lucky, or else make the whole trip easier post patch 10?), but I'm commited to Weaponsmith and I know that come what may I need to have my merchant skills back in placewhen the time comes.


I don't like it, but I guess I see the point, but the skill descriptions still need re-writing, because as they are written atm anyone that drops merc is doing NOTHING wrong...


...by the letter of the skills in any case!


*I've even accepted that I only get paid for 50% of the missions I do...


Oh and has anyone member of the Dev team ever tried to make a melee Min damage/mind cost powerup to order? Cos that's way more broke than this, but that's a rant for another forum and very possibly another day...



Izit, Am-i & R-we Dedyet
Demonssword
Sat Jun 12, 2004 6:03 pm
#81



1ExploitMerchant Skill Point Exploitation


Currently it is possible to set up your merchant tent. Get your vendors, set your advertising. Dress the vendors and then surrender all merchant skills and business skills without any effect. You are then able to run your merchant enterprise without any merchant skills until you need to change some aspect of your shop. Many merchants feel this is unfair to them and allows people to use those skills for other crafting professions or combat professions which is against the spirit of the skill point system.

Big issue for me. I hate the way people can have loads of vendors without needing the skills to have them. THOUGH i would like to see if they removed the extra ones that each person is allowed 1 vendor, reguardless of skills or maybe make vendors take up lots (probably need to set a max of 3 or something) if you want more than your allowance, so if you want a vendor in your house that takes up 2 lots, you then only get 7 lots remaining. Anoughter way involving the limited 1 slot minimam per person, is maybe allow a master vendor to be able to place in any house (he is given permission to do so) for someone, BUT because its not the persons own vendor, there is a surcharge that goes into the merchant who placed its pocket. So if you had your own 7 vendors, and also had placed 1 in 10 more houses, then the person would have to pay the vendors normal hourly rate, + the extra that could double the charge (so normally 15 an hour would be 30 an hour, and 15 would fall in the gold sink and remove the money from the game and 15 would goin the person who placed the vendors pocket... and the vendor would only stay there while he is master merchant (maybe have an extra week for clearout incase he leaves game or drops the skill without telling you or a vendor transfer option so you can transfer the vendor to anoughter merchants crew.)


2Game PlayRemove Empty Vendors from Global Map


The Global Map is littered with vendors which are empty. This makes finding things a difficult and frustrating journey to one empty vendor after another. It lessens the impact of advertising since people no longer trust that the global map listing means anything. There is considerable debate on the full implementation of this issue since it is justly pointed out that making the item count simply be greater than 1 will allow people to use high priced items they know won’t sell (99999999 chance cubes) to keep their vendors on the map. How to address that isn’t universally agreed upon but it is universal that no one wants empty vendors to show up on the map. We suggest that the vendor simply remove the registration when it is empty forcing the Merchant to re-register it when he refills the vendor.

Best way to solve this one is. Have a /report vendor command, that means a CSR or whatever can look at a vendor you find to be empty, and if it gets X number of complaints then it is either removed from the planet map for X number of days or as said before untill reregistered, and having a minimam of 1 item on. Also the vendor should have to have items on of the right type as advertised in. So you dont have one called Cheep Composite Armour, what has just food on. Maybe also include something that means if reseaving X number of complaints and removed then they just reregister and do it again and again and again then they get a formal warning or something.


3New FeatureAbility to Remove Abandoned Vendors


Cooperative Merchant shops suffer from the extremely limited control the owner of the structure has on the vendors inside. Short of removing all items and destroying the structure the owner of a “Mall” has no method for evicting a vendor. This is a problem on a number of fronts but the two most common are vendors that are abandoned by their Merchants and are taking up floor space that could be better used by another vendor or disputes between the Mall owner and the Merchant running the vendor (refusal to pay agreed rent for the space etc). The structure owner needs a method for evicting the vendor while mitigating against griefing. The suggestion is to allow structure owners to issue an eviction notice to a vendor which will be served in one week from the time it is served. This will give the Merchant owner of the vendor a week to clear his merchandise out and remove the vendor himself. Suggest a method for rescinding the eviction as well in case an amicable resolution is worked out between the two parties.

If instaited i would like to see a vendor transfer option that means that you select an option to move your vendor from the location it is at to one of your other houses or merchant tents or places you have admin on (so long as the owner of that has gets a little gump box asking if he will allow it.) as an immediate transfer. As some people (like me) have a nice vendor that has loads of crates of tailor components on. And its like 20 wearable contains with 40 crates in each and i think i have 800 or more crates on that vendor outside of bags, and it would litterally take weeks to move if i had to go from 1 planet to anoughter.


4Game PlayVendor Interface Enhancements


The Vendor interface is clunky and inefficient. The search features need to be enhanced to allow more robust searching, the offers and stock room interfaces need fewer clicks and batch processing support to allow large scale sales and re-pricing efforts to be done with a minimum number of clicks. The offers system itself needs to be enhanced as well giving the supplier more slots to offer merchandise and more information to be captured (Suggested Retail Price etc)

One thing i said before i would like is a customisable vendor interface, that instead of having all the preselected catergorys, you could make your own and place your items in the right ones. So as with the above thing i say i sell lots of synth cloth, fiberplast panels, trim, jewery settings... ... ..., and if i could make clickable bits saying just 'fiberplast panels' 'synth cloths' 'bulk orders', and things like that it would make my customers be able to find what they want easier. As at the moment they have to wade through all the other crates untill they find the ones they want to buy.

Maybe with this have it so the more merchant skills you have the more custom boxes you can make, if you wanted to limit it.


5New FeatureConsignment Sales Support


Wholesale purchases for Retail sales is only one method of merchant-supplier collaboration. Another is consignment sales. Consignment sales is defined, for the purpose of this feature request, as items purchased by the merchant with little or no up front cost with the understanding that a split of the sales revenue will take place upon the sale of the merchandise. This relationship is desirable because it removes the financial burden

No idea how useful this would be


6New FeatureDirected Sales


Both for customer orders, PA or Factional specials etc the vendors should be able to allow a merchant to place an item up for sale that can only be purchased by the indicated party or group. (e.g. guld:WAH, faction:Imperial, Chataka)

Would be nice, though if a rebel cant always tell an imperial on sight, and an imperial cant tell a rebel on site (or there would be a lot more dead rebels) then how could your vendor know the difference. Though the guild idea is ok, and so is the player. As i get alot of custom orders.


7New FeatureImage Design Support for NPC Vendors


The current method for creating a vendor is cumbersome when your goal is to create a vendor with a specific look. You essentially have to create vendors over and over until you randomly get one that you can live with. Merchants would like the ability to have their NPC vendors Imaged Designed to customize their appearance. We believe that Image Designers are ideal for this job and would support a /consent system that allowed a vendor to be altered by an Image Designer.

Yes definatly, im tired of stupid looking fat humans, and flat chested twi'leks .


8New FeatureGlobal Item Listing (Searching)


The global map advertising is a great tool for getting people into your shop to browse your wares however many merchants would like a global item listing that could be searchable and would allow them to compete with the bazaar for sales. One method would have a “premium auction” feature in Merchant that would allow merchants to place items (for a fee) into the global listings that would be in a separate tab on the bazaar terminals. This would be searchable and show the item details and the price listed. Purchasing the item could still be handled at the local vendor, this method would be an advertising method and not a sales method.

Would get way to much stuff on there. Think, if you have 10,000 vendors on 1 server, no doubt you are going to have 100,000 items of what ever type on there, and people will be placing all the rubish on as premium unless it costs 500+ creds.


9New FeatureNew Structures (Malls and Shops)


The merchant tent is a wonderful structure that indicates the high likelihood that there is a merchant vendor inside. The tent however lends itself to smaller operations or specific types of markets. New structures like a small store front shop and a larger Mall like structure would enhance the merchant ability to have identifiable structures that indicate merchant vendors inside.

Good idea, i have hated the merchant tent for ages. I would like a nice thing that looks like a shop. Maybe even make an open form of building where you can have a market square type of thing. Posibally restrict it to a town, and have some from of area a bit like in bestine where you have about 3-6 little stalls and tents (maybe have it customisable with merchant tents and all that for a free slot to place on this area as part of the townOR the owner can place as many as they wish, OR a master merchant can make these places for X slots like with hospitals, cantina and all that.)


10New FeatureDetailed Sales Reporting


The addition of the mailsave command has made creating offline sales data easier, however the game still needs in game support for basic sales reporting. This feature would enhance the ability of merchants to manage their vendors and maintain relationships with their suppliers.

I would like something that could just basically have a counter on it to say. 'X ammount of [item name] has been sold since you last reset the counter' So if i had a busy day and sold 30 synth cloth crates AA, and 20 synth cloth crates AB, and 30 fiberplast AA. then it would have a tally with

synth cloth crates AA (30)

synth cloth crates AB (20)

fiberplast AA (30)

In a little box.


11Game PlaySend Email on Offer to Vendor


Currently merchants get email when they purchase and item. When an item is purchased from them but not when they are offered an item. This seems to be counter intuitive. The offer must be acted upon within a certain time frame or it is automatically rejected. An email needs to be generated when an offer is made to the vendor.


Yep needed.


12BugVendors not appearing on Map after Server Reset



When the server is reset all advertising is removed from the global map. A vendor registers itself with the global map the first time it is loaded. The problem is that it requires someone to go into the room where the vendor is located first. This creates a Catch 22 situation. You can’t advertise globally until someone wanders by and loads your advertising which isn’t likely to happen if there is no way for someone to realize you have a vendor in the first place. Some method to return vendors to the map automatically needs to be put in place.


Never noticed, though i guess it happens if people say so.


13BugPlanetary and Overhead Map Vendor Name Overlap



The number of vendor on the global map (and over head map) has increased to the point that the names often overlap and are unreadable. (the same is true of city names) This needs to be cleaned up somehow so that labels on the map don’t overlap and are readable to the players.


Dont care.


14New FeaturePer Unit Crate/Resource Crate Sales



Resources and to a lesser extent created items in a factory crate can be sold more efficiently if they don’t have to be divided up and removed from the crates. This would allow someone to buy 1 or more Units at a set per unit price without having the merchant determine the specific number of units that can be bought. If I have a 100k Crate of Iron for sale at 5 Credits Per unit the buyer should be able to buy 1 to 100k of those units at 5 credits per. The same should be true of a factory crate of T21 Rifles {Heave Damage Edition}. This would be more efficient for the merchant, the buyer, and perhaps the item database.


For this to work in my opinion, it would have to be a clickable box to activate it, as i would hate to see some griefer take 1 fiberplast panel from every crate to mine just to make them incomplete lots. And also i offer discount on larger orders, so if it did come in, then it could be nice to have something that gives instant discount if X ammount of X item was bought (say in my case i sell 10 of any crate for the price of 9) though this might become limited to the same serial number.


15New FeatureBackground Music in Shops



Atmosphere is important to many merchants and the idea of music playing in the background while people shop is very appealing. One idea that has been presented is a craftable item by Musicians which would play a selected background piece and need to be replaced from time to time or upgraded to another music selection.


Dont care.


16BugVendor Count Corruption when Vendor is deleted



When a vendor is deleted by means other than “Remove Vendor” (e.g. deleting the structure) the number of vendors a merchant has in place sometimes isn’t updated correctly. This causes the merchant to have to wait for a CSR to manually fix the count before they can get back to their business.


Needs to be fixed, though if your stupid enough to blow up your house with your vendors or stuff inside, you are preaty stupid.


17Game PlayStop Vendor Rotating during Ad bark



You have removed the rotate commands from the vendor menu but the vendor still rotates himself when ad barking to someone outside the room. This causes the vendor to end up facing the wall. We request that the rotation during ad barking be disabled.


Yep, would make sence to be able to add an option for fixed position.


18Game PlayAllow Protocol Droid to Ad Bark



The Protocol Droid granted at master is unable to ad bark. It is understood that most of the droids would be unable to do this in an understandable language it doesn’t seem to make sense for the protocol droid to be similarly limited. Protocol droids exist to speak. To translate, to communicate. The fact that the droid that is the major reward for attaining Master Merchant is mute is a severe letdown. Please allow the protocol droid to ad bark.


Again, makes sence, even an R2 unit could be programed to speak though as if its a bark thing it only needs to be a recorded message like the one from leia to obi wan.




Keldorion of Chimaera + others on other servers when i deside to reactivate them.
Demonssword
Sat Jun 12, 2004 6:04 pm
#82



My ideas


I would like to see you to be able to rename your vendors. As its a bit of a pain if you used to use it for one thing and named it for that, then you deside to drop that skill and take up anoughter one. As then you have to remake a vendor you like the look of, and take away the old ones wages to feed to the knew one, and also transfer over any stock you had, and still wanted to clear. And also reclothe it, as some people dress their vendors in fancy stuff.


I would like to see new signs, maybe ones that reflect whats being sold inside. So Tailors get a picture of a suit or a dress. Weaponsmiths could have a gun or sword, smugglers can have a pirate flag (ahhhh matey )


I would love to see merchants be able to sell more items on the bazaar if they wanted (maybe +4 per merchant skill box and 5 for novice and 6 for master. So you got 100 total.) Still keep the same max cap on price though as if not it would make vendors useless.


Now for the last bit.







Viake wrote:


The merchant skill point exploitation is unfair. Some other classes have similar exploits - a cantina is still a cantina if the Master Entertainer who placed looses the skill, hospitals the same for doctors. These dont have the same "personal" effect as they tend to be used by and benefit the community rather than an individual.


If, as I understand is being planned, the dev's remove vendors that non-merchants currently have up, it willl have a detrimental effecton the game. Many people use the vendors as storage not as a method of competing unfairly with merchants. Unless the storage issue is dealt with at the same time as the exploitation one you are likely to cause players to simply abandon the game as their assets are removed at a stroke. If the storage issue is not dealt with then a possible fix would be to cap non-merchant vendors prices in line with the bazaar, i.e 6000cr max price. Any item on the existing vendors would be capped at this price, bringing player vendors in line with bazaars and giving the edge back to the merchant populations.


My first post so be kind :-)







Well actually if you give up doc or master dancer or musician, your cantina, or hospital fall down. Or atleast they did a few months ago, not sure about now.


Though the vendor as a storage bot is anoughter thing that i dislike, as it means anyone with a house who got artisan 0-0-3-0 can have this thing with all their junk on they havnt got room for, thus illiminating all use for having limited storage allowences in houses. Maybe your idea is right and that would stop them putting expensive stuff on them incase it was bought




Keldorion of Chimaera + others on other servers when i deside to reactivate them.
Demonssword
Sun Jun 13, 2004 6:40 am
#83

just had a thought






6New FeatureDirected Sales


Both for customer orders, PA or Factional specials etc the vendors should be able to allow a merchant to place an item up for sale that can only be purchased by the indicated party or group. (e.g. guld:WAH, faction:Imperial, Chataka)

Would be nice, though if a rebel cant always tell an imperial on sight, and an imperial cant tell a rebel on site (or there would be a lot more dead rebels) then how could your vendor know the difference. Though the guild idea is ok, and so is the player. As i get alot of custom orders.






That could be abused if you allowed only set names as you could make it so only you or a friend if you cant select yourself as a name could buy the stuff. And thus making a storage bot and also getting around 2Game PlayRemove Empty Vendors from Global Map as you could have several items restricted to only X person buying it and then keep the vendor on the map as the person could just be yourself, a friend or just a random name you make up that might excist.



Keldorion of Chimaera + others on other servers when i deside to reactivate them.
Lazarein
Sat Jun 19, 2004 5:00 pm
#84

I am currently having problems where people buy from my vendor and the items disapear. Any fix for this?



--------------------------------------------------------------------------------------
Lazarein's Armory Shoppe

Theed, Naboo: -4139, 3427
Daroul
Tue Jun 29, 2004 6:31 am
#85

I'm a whole new merchant, as I only am novice, with only two vendors.

This thread is great, although I didn't read it entirely. a lot of reading, and not enough time...

My opinion on the things that could be changed is:


- Exploit vendors (those that are used by players who surrended Merchant) should be destroyed without warning. It is just that: an exploit. And I think that, somewhere in the User License Agreement, or whatever the name, you can read something about cheating and exploitng bugs as a big, big, bad thing... People are alreday warned. And if they cancel thier account. Well, Why should I care about cheaters?


- Some changes could be made to the profession to make it more dynamic.

With the actual system, vendors are static and if you remove them, they're lost. For my part, I want to play a traveler merchant, placing his tent on a new planet each month, meeting new customers, seeing new lands. But I must do it again each time: taking my stock back, removing vendors, redeed the tent, etc... boring, and too long. Why not a new feature for the tent: if you redeed it while vendors are inside, the vendors will reappear when you place it again, with all their stock unchanged. Of course, it could lead to other exploits, like keeping a store in your inventory, wich would contain 6 vendors fully packed. So, I propose that the tent will keep its content intact IF the merchant place it within two hours. When the two hours are done, the content disappear.


- I can understand people who have a cantina, a hospital, or even a town, and who want to add some life with NPCs. Their only choice, when you listen to them, is to take some merchant skills, place vendors, and surrend. Weel, if you keep apart the fact that they could buy a droid named barman and drop the deed into your cantina, we could find a satisfying solution here. After all, we are merchants, and we should be able to sell everything, including employees or slaves. We should be able to somehow "craft" NPCs and sell them to a customer. These NPCs won't be vendors, but just that: NPCs.
DarthDrogseth
Tue Jun 29, 2004 10:24 am
#86

I know that you do not want anything new added but I would like to add 1 thing. I am a master architect, and currently 4-2-2-4 Merchant. I plan on mastering merchant and keeping it because I have 2 characters and probably a 3rd soon.


I just started using a vendor heavily and wish I had started sooner, man I am making lots of cash.


My concern is this, My vendor name is ***** Buildings and Harvestors. I get tells almost constantly "Hey you have furniture on your vendor". In fact I do have furniture on my vendor. When I was placing vendors I noticed there was no specific planatary registry for furniture, so I choose the only one available for architects (hope my memory is correct) which is buildings.


I would like more descriptive vendor groups when signing up for planatary advertising. Furniture would be a good one. Also had a hard time on where to place my loot vendor, so haveing a group of Loot or something would be good, Miscellaneous just is a bad idea in my book.


I really dont want to have to place a new vendor with "Furniture" in the name because I will then have to move several hundred items, and on Shadowfire near the MO with the terrible lag it would take like 1 week.


Is there a way to rename the vendor without haveing to remove and replace 1?


Otherwise with my limited knowledge your list looks great.




Esota Master Architect

Shadowfire, Dantooine




Only Asota and Kasota survived the NGE, and just barely! But YaSota was born into the fury!
Demonssword
Sun Jul 04, 2004 3:57 am
#87

Daroul wrote:


- Exploit vendors (those that are used by players who surrended Merchant) should be destroyed without warning. It is just that: an exploit. And I think that, somewhere in the User License Agreement, or whatever the name, you can read something about cheating and exploitng bugs as a big, big, bad thing... People are alreday warned. And if they cancel thier account. Well, Why should I care about cheaters?


It is being sorted, so thats that. Though no idea how they are sorting it and if they are going to take any of the ideas me or other people have said.


- Some changes could be made to the profession to make it more dynamic.

With the actual system, vendors are static and if you remove them, they're lost. For my part, I want to play a traveler merchant, placing his tent on a new planet each month, meeting new customers, seeing new lands. But I must do it again each time: taking my stock back, removing vendors, redeed the tent, etc... boring, and too long. Why not a new feature for the tent: if you redeed it while vendors are inside, the vendors will reappear when you place it again, with all their stock unchanged. Of course, it could lead to other exploits, like keeping a store in your inventory, wich would contain 6 vendors fully packed. So, I propose that the tent will keep its content intact IF the merchant place it within two hours. When the two hours are done, the content disappear.


Would be a nice idea, but what happens to you if you connection dies for X ammount of time, or you reach your download limit without realising or servers crash, or power cut.... or whatever. And this means that those X ammount of hours you have to replace the tent go by without you being able to be in game, you would lose all the stuff for posibally reasons way beyond your control.


- I can understand people who have a cantina, a hospital, or even a town, and who want to add some life with NPCs. Their only choice, when you listen to them, is to take some merchant skills, place vendors, and surrend. Weel, if you keep apart the fact that they could buy a droid named barman and drop the deed into your cantina, we could find a satisfying solution here. After all, we are merchants, and we should be able to sell everything, including employees or slaves. We should be able to somehow "craft" NPCs and sell them to a customer. These NPCs won't be vendors, but just that: NPCs.

Yep i said that before, and i segested (others probably did aswell) being able to place things like the junk dealers, bartenders and all that like the ones you can find in the current town cantinas (serve rubish drinks for about 5-20 creds each). Or maybe with the proposed new mission systems comming in then you could have NPC things rather than terminals for entertainer missions, healer missions and stuff like that. Aswell as the normal mission terminals posibally being replaced by a friendly person who has a computer next to him giving out normal hunting missions.



Keldorion of Chimaera + others on other servers when i deside to reactivate them.
Athlon
Sun Jul 04, 2004 4:29 am
#88

I realize this is way late, but hey better late than never.


I can't believe that #1 is taken seriously. From everything I've read #1 is objected to by the unsilent minority but then that is often the case in life. Vendors are the product of Merchants not the skill and should therefore stay even if the skill is given up.


I also like the 12 hours this important list was given to be debated. Nice touch on railroading it through.


I'm not going to go on as this was dead 3 months ago, just needed to say something about it.


Efack Adate, Infinity
Songe
Sun Jul 04, 2004 5:36 am
#89

Bull**edit**. Vendors are a tool not a product - they can't be traded.



------

Novice Lekku Stomper
DawnTreader777
Wed Jul 14, 2004 12:20 pm
#90






DocSavag wrote:

The deadline for submitting this list was Friday the 9th so I have sumbitted this list. The lists are not static however and if a bigger issue comes up or more design becomes available we can probably update our list without too much fuss, but it is vital that we don't let the devs sit around without a list. The risk that some other profession will get our 5 minutes of attention is too great.





want a big issue, one that killed the game for me? items dropping out of the store room.









Quote: " I have all these skills, now what happens if I give them up? Right now due to an oversight in the code it is possible to surrender all of your merchant skills and not lose any vendors or real functionality. You lose the ability to add new vendors, change adbarking or re-register the vendors. But everything continue to work as it did before. The SWG Development Team has confirmed with us that this is not the intended behavior of the game and that it will be fixed in an upcoming publish to require you to maintain your skills in order to continue to operate vendors as a merchant. Until then many merchants consider using vendors without skills to be unfair and would suggest that you don't do it. Let your own conscience be your guide. "


I think that is a good way of putting it myself, although what you said about a specific sticky about the subject rather than adding it to the guide could have more of an impact. However we do have a point of reference already, if people choose to read the guide to the profession (even browse the highlights to find the answer) before actually asking that question it shouldn't be a problem..




i draw your attention to the fact that this is not "as intended". you should know however that having items disappear from your stock room in your vendor is "working as intended".

WHY?

because the devs can spend time making sure you get screwed, while they cant fix something as small as cutting off the ability to keep vendors that your shouldnt have. you cant tell me that fixing the keeping vendors is anymore difficult then keeping items in the store rooms. yes i know there are problems with database size growing, find ways to keep it down apart from taking items from players!



i think that the merchants have a lot more pull to get things like what i previously described fixed if they really wanted to.

after having the above stuff happen i asked my friend who took over my account to protest the fact that i had lost items. to do so i suggested that he keep all items on the selling list so that it would cause customers the inconvienence of having to sift through all the items, even those listed at 99999999999999 credits. this helps the merchant in 2 ways.

1. the item will stay on the sell list for a period of time, then fall with a notification email, in to the store room. then they will at least have some warning that things are about to fall off the face of the universe.

2. customers will complain. how does this help you ask? just send them to the correct complaint department, Sony's. imagine a conversation in tells:

customer: "hey why are there all these items in your vendor selling for 99999999999 credits? cant you store them in your store room?"

you: "oh i am sorry about that, but until the storage problem is fixed i cant be guaranteed more then 7 days of storage in the vendor store room, so instead i store them with all my for sale items."

customer: " what do you mean cant be guarenteed more than 7 days? isnt it a store room?"

you: "that is just a label that Sony put on it, but in reality it is just a recycle bin like the one in microsoft windows. if you put to much in, and wait to long, you never get it back."

customer: "what?!?! you mean things are deleted out of it on purpose?"

you: "oh yes. just the other day a crate went missing."

customer: "They have got to fix that bug!!!"

you: "oh no, it is not a bug, it is "working as intended." Sony and the Devs arent willing to put out more money to fix the ability of the database to handle more player items, or to find a nifty way of storing stuff in the database so as to cost less in terms of harddrive and processor useage. but thats alright because once you understand why all those items are there you just get used to it. after all, everyone has known from the start that smugglers were broken, but at this point we are all use to that, so why fix it?"

customer: "that is ridiculous! why if my class was broken like that, paying the amount of money i do a month, i would demand it to be fixed! is there anything i can do to help?"

you: "yeah, bug Sony and the Devs, and tell your in game friends.

i think its a bit over the top, but come on, let be real about this. i paid good money with the understanding anything i created in game was my characters and that i could use it or store it in any way i saw fit. i was never told, anywhere before i became a merchant, that items would disappear by storing them in the STORE ROOM of my vendor.

yeesh.



Understanding is a three edged sword, your side, thier side and the TRUTH
- Captain John Sheridan, Babylon 5

So much for a Smuggler revamp, maybe they should just rename us, it would take less time and be easy to do.
"Useless" would be my first choice as a name suggestion.


of course at this point there is no reason to revamp anything. SOE should just shut the game off.

DawnTreader777
Wed Jul 14, 2004 12:27 pm
#91

i am going to ask for a little forgiveness before i go on here, this is being edited after perusing the rest of the thread. i am not one to read the entire thread, just dont have the time, but sometimes i just have to get my 2 bits in. nafragus, understand i am more angry at Sony and the devs then you, but really i think you need to rethink your position.




Naufragus wrote:


Issues 1-3 i find completly irellevant....i would say move them to the bottom of the list....


You know how many of us feel about Issue 1...it is irrelevant to my game and wont improve anything for anyone...I want the devs focus on real game improvements instead of this.....i could live with this issue for years...lets make things better instead of fixating on this


Issue 2 is just a non issue as far as i am concerend....if people have the skill and pay the fees who cares...irrelevant to improving my game....


Issue 3 really only effects people running those awful mega malls....those of us just using OUR OWN vendors dont really care...it isnt an issue...irellevant to improving my gameplay or business


The main focus should be on improving the interface and making resotocking after the pointless timer delists things much much easier...this effects ALL merchants and improves things






you dont play a crafter or a merchant do you? if you had, the 1st issue would matter. i got my skills by working at it, not just lazing about. just like you got your combat skills by working for it.


2, you dont shop a lot, do you? otherwise you would get more than a little frustrated when going item hunting. 3 factors came to play here for me. 1 the fact that over 75% of the vendors i checked for items were empty or had crap other than what the title said, or had items so outrageously priced that only those who have duped credits could buy them. 2 that items were so high priced that i never wanted to buy from them, or 3 that items were so wierdly named it was hard to tell what they are in reality.


3 i once lived in the guild town of veritas. we tried moving our mall once. what a pain. the main reason for the move was all the empty, abandoned vendors.


if you dont play merchant, as i assume from reading your posts, why are you here? you have no experience dealing with these issues, how do you expect to talk sensibly about something which you only see from the other side of the fence?


please people, dont assume that if you dont have a problem with it then no one else does. and because it does directly affect you in game doesnt mean that it wont affect you. this game is so interdependant that there is not way that it wont affect you.whether in the price of an item, or the time it takes us crafters or merchants to deliver.

Message Edited by DawnTreader777 on 07-14-2004 12:38 AM



Understanding is a three edged sword, your side, thier side and the TRUTH
- Captain John Sheridan, Babylon 5

So much for a Smuggler revamp, maybe they should just rename us, it would take less time and be easy to do.
"Useless" would be my first choice as a name suggestion.


of course at this point there is no reason to revamp anything. SOE should just shut the game off.

Page 7 of 11