Merchant Archive
Thread: Backpacks on Vendors
Poached from our Intrpid Forums. Tirgwystraff has to go and point out the beaty of all this lol.
Tirgwystraff wrote:
WORSE. The item count ON VENDOR doesn't matter that much, but for those of us who DROP OFF orders, it will be game breaking. I cannot deliver a full run of trim, or synth cloth, or much of anything else under that system. You can only put 25 items on offer ( vendor offers plus bazaar)at any given time. A factory run of nearly anything is 40 crates. This means the crafter can come to my vendor ( not a great selling point!), or I have to try and be online the same time as my customer........ and they have to wait on me. Sighhh, they just can't stop breaking things that don't need fixing in this game.
joined42904 wrote:
Nerdcore,
Just have a guildmate drop a spare factory. One of those combat types that has extra lots.
Guess you've changed your mind very recently......
http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=38530#M38530
Previously you didn't think admin/ lot renting/ lot swapping was such agood idea ( in fact, you were quite insistant they do away with it asap!). Thought I had read that before, didn't take me too long to dig it up!
Elyssa wrote:
Two!
SeraphinAnnie wrote:
I love ALL the changes, including this one. So, um, I'm "one".
Three.
I'm not going to invest too much time in seeing people complain about the items-in-bags counting against limit.
The bottom line is they had to stop unlimited storage in vendors. Allowing even a Master Merchant to hold 4,000 x 50 items pretty much defeats the effect trying to be gained by the change.
Perhaps I'm not as hard hit as I've never used vendors as storage. I've always managed to get by striking deals with lot swaps. But even if they nix lot trades, we can still adapt. However I would like to see a proper 75 item per lot storage for housing. With the amount of space they are allegedly saving from this change, I feel that bumping up PA Hall item cap would be a drop in the ocean comparatively.
And stop the cruddy loots.
Message Edited by NadienImesso on 08-23-2004 10:54 PM
joined42904 wrote:
I don't think clothing is going to be one of those high-demand items that merchants on the whole decide to carry for other crafters with the exception of bio-engineered clothing with stats. And I haven't seen 25 of the same kind of clothing with good statistics on the same vendors. Not to say it isn't out there. Just that I haven't seen it.
I am also on Kauri, same as you. Yes, I have over 400 BIOclothing items in stock as we speakI also have over 1500 crates of factory run components. I also sell clothing through another merchant, and sell over 200 clothing items at a time to him. He sells 30% of the stock I sell him A DAY. Well stocked tailor shops are rare on Kauri!
I don't think an armorsmith or chef has to be *that* good of friends with someone to give them hopper access to an empty factory and pay in advance for a run or two of tailored components. Their cost is trivial compared to what the other crafter generally makes.
I have 5 armorsmith chars. NOT ONE has an empty factory that's not running something.... empty non running factories are credit eaters, not credit earners... nor is there a tailor on those servers I would trust with admin to any of those factories, but would happily buy final product from. I should not have to trust someone, and they trust me, in order to do business ( the whole reason we have trade/ vendor offer interface in the first place).