Merchant Archive

Thread: Bags on Vendors: Steady as she goes

kirstar
Wed Mar 10, 2004 6:30 am
#92

yey a dev who wasnt AFK



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th0mas
Wed Mar 10, 2004 7:21 am
#93

Thank you TH and the rest of the Dev-team for listening to players.

Im positively impressed... this is the first down-to earth (besides all the in-concept threads) example that shows to me that the direction laid out earlier this year about increased Player/Dev communication is really happening.

/exstatic





Aefa Freesky / Areek Freesky / Aylana Freesky
(All Cancelled)

Co-founder of AE Medical
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nefarious
Wed Mar 10, 2004 8:11 am
#94

I haven't checked this yet, but when you examine a pack it gives the stats of the pack(condition/sockets) but more imporatntly it gives Item: 0/50. If there was something in the pack wouldn't it say Item: 3/50. Then it should list the name of what is in the pack under Item. Not sure how easy that would be to set up.



Kadissa Wavingfly
Freelance Pilot - Elder Creature Handler
HOBO

There are no great men, only great challenges that ordinary men are forced by circumstances to meet.
Laeren
Wed Mar 10, 2004 8:24 am
#95

I'm certainly glad you didn't change this on us - we ran a successful lottery this weekend where people blindly bought backpacks on our vendor for surprise prizes inside them. People liked the surprise and were excited to see 'what they got next'.


I know, a little frivolous, but still was a fun use of this. Not all things are bad about it.




Aes Sedai Industries
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Ahnch_Ryhou
Wed Mar 10, 2004 8:33 am
#96


Thank you, Thunderheart


And thanks for listening to the player feedback to keep bags of customer orders on vendors. Most of us players are honest about this feature and our customers really appreciate the convenience. Shopping is a necessity, but if time can be saved by packing orders of multiple items into bags instead of buying thing by the piece, we all have more time to do the more exciting, content-rich experiences of SWG.


I'm going to save this thread to show to other players whounjustifiably whine and say SOE developers do not listen to player feedback. This is proof that we in SWG, players and SOE employees alike, live by democratic principles where communication is open and valued, and the opinions of all are welcome. This will be added to my collection of screenprints of my in-game discussions with a CSR who promptly and politely helped me with in-game issues to add more proof that have very high quality customer service and player input in SWG.





Ahnch Ryhou



Former 12 Point Master Weaponsmith, Rebel Pilot, current Smuggler
Weapons, Structures, Ships, Furniture, Clothes and More - 1st shop on the beach south of Coronet, -427, -5484, Ahazi Server

Geddyfan
Wed Mar 10, 2004 9:10 am
#97

Thank you so much for undoing this change. Not only do I sell complete outfits in bags, but will buy back anything if the customer is not satisfied. I'm so happy the ability to sell things in a bag are not being taken out of the game.



Geddlee/Geddy

Bria | Starsider | Lowca | Test Center

Master Musician, Master Dancer, Master Entertainer



SiliconSmiley
Wed Mar 10, 2004 9:23 am
#98

/cheer TH


You guys are on a role this week! Keep up the good work.


/wookieeroar


Ewrrl





Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

Cafa
Wed Mar 10, 2004 9:50 am
#99






Akkori wrote:





Ackis wrote:



To those that one stared me, is this not an issue? Vendors are not meant for storage of a persons resources. Bags are one way to get around that easily.


I'd really like them find a better way for selling groups of items, and custom orders.






I cant speak for anyone else, but I have issue with the ridiculously small item caps on buildings. If they were to de-nerf this and make house storage a decent amount, people wouldn't *need* to store bags on their vendors. Increasing the house storage would also help general world-lag too. Think of all the structures people have strictly for long-term storage that they would be able to get rid of. This would mean significantly less lag.





Exactly!


Guild Hall = 250 items. Get real.





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eznihm
Wed Mar 10, 2004 10:26 am
#100

NOOOOOOOOOOOOOO!


The reason people put items in bags on vendors is to sell private, custom orders - we don't want people to see inside because then they will buy it. And then the person for whom it is intended becomes sad.


One solution is to add, at perhaps efficiency 4 or some high Merchant skill box, the ability to restrict certain items to be purchased by a particular player onlyAND, to open the door for merchants into the GCW, to restrict a purchasetoplayers involved in a perticularfaction.


Merchants REALLY need, REALLY need, a way to sell items to a specifc person on a vendor. The idea above (it's not just mine) seems okay, and even easy.


Thank you for responding to our feedback, but this problem is slighly nuanced.
rexan
Wed Mar 10, 2004 10:55 am
#101

Thanks for hold off on this change. Many legimate merchants use the bags to fill custom orders.






Rexan Ryu
Master Smuggler
Flurry Server
Hiwa
Wed Mar 10, 2004 11:07 am
#102

/applaud


Great News!!!


Leihiwa





Leihiwa
-----------------------------------
Pronounced: LAY-HE-VUH
Jade' Moon - Teiya Law
FelniFosk
Wed Mar 10, 2004 11:52 am
#103






Sepen wrote:

One way to handle both allowing only a specific buyer to view contents of the bag, and restrict purchase to said buyer, is to use a "PIN Code" system, via dialogs similar to what is currently used to confirm re-deeding of structures.


The radial menu for a bag on a vendor could have a [PIN] selection. When selected, a 6-digit PIN is generated and a Yes/No dialog appears(similar to the one for re-deeding). If [Yes] is selected the PIN is "attached" to that bag.That bag is thereafter "locked". An email is sent to the owner confirming the PIN number for that bag.


Once locked, the bag "owner", and only the bag owner,can open the bag and manipulate its contents normally, without typing in the PIN.


Anyone else that is not the owner is prompted to enter the PIN. If they know it, they can open and VIEW the bag contents on the vendor. Also, to purchase the bag they need to know the PIN. Once the bag is purchased, the PIN is automatically removed and the bag becomes "unlocked".


If the owner selects [PIN] on the radial menu for an already locked bag, the PIN dialog is displayed with that bag's existing PIN. An option for the owner to remove the PIN is on the dialog. If selected, the bag becomes "unlocked", and it behaves "normally" again. That takes care of sales that are never fulfilled or are cancelled for some reason.


This system doesn't need to be restricted to bags on vendors. It could be used on any bag, on a vendor or not.


Advantages:


* Uses existing PIN generation code.


* Owner can easily handle the bag as it is now - no special extra steps required just to place or retrieve contents.


* Owner can forward the PIN email, send a new email, or a tell to the buyer, with the PIN.


* Doesn't require merchant to know and spell the buyers name exactly right in order to "lock" the bag to that single buyer. No failed sales due to typos. No frustrations from having to type in the sometimes long and cumbersome names some characters have.


* Doesn't restrict bag to one specific character: Buyer may have an alt they wish to have make the buy. Since buyer has the PIN, the alt also "knows" it and may make the buy instead.


* Could be used for forum auctions: The successful buyer is PM'd the PIN, and that buyer isn't required to have previously revealed their in-game character name ahead of time in order to be able to consummate the purchase.



Thoughts?


Martek






/agree


Good idea, I like it. Perhaps you should post this in the Merchant forum if you haven't already.






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Nema0879
Wed Mar 10, 2004 3:08 pm
#104

Just wanted to thank the devs myself and remind everyone it's not jsut AS' that will benefit from this one ..... I can continue to sell crates of custom buff packs in a backpack! yay yay yay yay yay yay!!!!




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