Merchant Archive
Thread: can this be addressed w/o being flamed
And they are still trying to say that vendors used as storage are a major part of why vendors might get an item limit.
They are wrong on both accounts
JTGalpha wrote:
"Why wouldn't they be? They're a part of the problem than can and by all rights SHOULD be rectified. What's the problem here?"
What part of my post is this referring to? Why wouldn't they be what? They're who? if you mean people using vendors as storage... they are not the problem. the problem is too many items on vendors in general. While items being stored on vendors add to this problem, those items (which make up a very very very small percent of the overall), regardless of their high pricing are STILL for sale, and so the vendors are working correctly, and it STILL goes back to too many items for SALE on vendors. So there is nothing to rectify -- nor any way for a computer or the code to rectify it.
Yes but my point is, if there are too many items on the server, why wouldn't the developers help alleviate that strain by getting rid of a loophole which allows people, who aren't even merchants or of the Business 3 skill level, to horde items on their vendors? Perhaps the impact would be negligible (though not as negligible as you believe, IMHO-I've done quite a bit of vendor hopping recently) but it WOULD help to some degree. That makes sense. What's the problem with that?
And it's NOT working correctly as those items shouldn't have a vendor to be for sale ON in the first place.
Also, even if vendor storage isn't that common amongst "poachers" they shouldn't have to capabillity to sell said items to begin with, as they do not have the skill to possess the vendors to sell the items from. They should be selling them to merchants who sell them FOR them. Those merchants, having no need to make their own items, would either BUY those items and make less of their own, OR not buy those items culling some crafters from the herd.
In short, less vendors, less stuff for sale. And considering the sheer volume of STUFF out there, I can't see that being a bad thing. It's not an end all be all solution, but it WOULD alleviate the situation.
Well there is a database issue caused by vendors. Seeing that there are people using vendors to sell things when they shouldn't be because they don't have the points, and that some other people (or sometimes the same ones) use vendors to store items, these two cases are just adding items in the database, when it could be avoided if people used vendors as they are supposed to be used, so how can you say that it's notpart of the problem?
You're funny DragonScout, you always want complete proof of the obvious, or just refuse to admit it when it doesn't prove your point.
Message Edited by Songe on 06-03-2004 09:42 PM
Even supposing that the database load is caused in some significant part by "poachers" selling tons of items... after "poaching" is removed, one of two things will happen:
1) The "poachers" will bite the bullet,buy an alt account, and keep doing what they've been doing.
2) The "poachers" will sell their stuffon other players' vendors instead.
Either way, the database load is exactly the same.
You'll forgive me for taking with a grain of salt your argument that fixing poaching is a panacea to all the world's ills. ![]()
Not exactly the same. If they TRY to sell their stuff on other players vendors then:
1) The other players continue as normal, both coordinating these other sales AND meeting their normal workload of crafting (IF they are crafters).
2) Elect to cease whatever crafting they're doing and just sell others' goods, and thus eliminating THEIR contributions to the items mass.
3) Elect to NOT buy the other player's goods, leaving them no market, so they get rid of said goods. Thus eliminating THEIR contribution to the items mess.
4) Some balance in between where actual merchants who craft craft less, and non-merchants aren't able to sell as much and therefore don't MAKE as much.
You keep trying to read into thunderheart's post and attribute vendor poaching and vendors as storage to 'technical issues', when it is FAR more likely that it is just the number of legit vendors with items for sale that is causing the 'technical issues'.
I don't care if there are millions or not, I just know that the 20ish poachers that I know personally just on my server are just making things worse, and I don't know that many people on my server, so I can easily guess that there are way more. Again, it's obvious that poachers only add to the database issues as they are adding items to itwhen they shouldn't have a vendor in the first place, no need to give any proof of that. I've also never claimed either that THsaid that they added to technical issues, he hasn't, it's just so obvious that it's really not needed. When there is a database problem, every little bit makes things worse. Poachers just have it worse in my book because they are making things worse by exploiting.
And I'm sorry but using the excuse that the items stored on the vendor are still for sale is hypocrisy at its paroxism. It's like saying you didn't steal the cookies when you hid them somewhere where nobody can find them.
And how exactly are vendor poachers making things worse when I can point to numerous posts from you and others that claim that unless they are 'true' merchant vendors, they are empty. If they are empty they can't be adding to the database problem, and if they aren't empty, they can't be adding to your loss in business because of customers getting discouraged from empty vendors -- which is crap anyways. So make up your mind here
Is the player intention behind vendor storage different than was intended by the DEVs? perhaps, we don't know. Does it affect the actual mechanics? no. Because items put up on vendors for storage can still be bought. If that could somehow be avoided, then yes, it would be an exploit. But as it is now, it is working as intended.
And it really doesn't matter in the end about poached vendors, because it will get fixed, and the database problem will still be there.