Merchant Archive
Thread: Has there been an item cap put on vendors?
Not that I know of, but I'm having trouble listing more than 10 items on the bazarre at the moment.
Kel
It's a little encouraging that they haven't nerfed the vendors yet, too, since the initial dev tone on this issue seemed to indicate that the nerf was urgent or at least semi-urgent. And thus, the fact that they're not in any apparent rush to implement a nerf right now could suggest either that the problem was less severe than they thought, or that the problem can be handled in a manner that will be a lot less destructive to the game.
SueDenim wrote:
I'm hoping (eternal optimist, here!) that the "vendor revamp" means something really significant and sweeping and getting stuff done right on the database itself.
It's a little encouraging that they haven't nerfed the vendors yet, too, since the initial dev tone on this issue seemed to indicate that the nerf was urgent or at least semi-urgent. And thus, the fact that they're not in any apparent rush to implement a nerf right now could suggest either that the problem was less severe than they thought, or that the problem can be handled in a manner that will be a lot less destructive to the game.
I don't really share the optomism there. The haven't really changed their tune about some of the issues they see in the game. Too many items and monopolies in the crafting profession are two of them they talk about alot if you read though the public statements on things like the vendors and the recent discussions on crafting changes.
DocSavag wrote:
SueDenim wrote:
I'm hoping (eternal optimist, here!) that the "vendor revamp" means something really significant and sweeping and getting stuff done right on the database itself.
It's a little encouraging that they haven't nerfed the vendors yet, too, since the initial dev tone on this issue seemed to indicate that the nerf was urgent or at least semi-urgent. And thus, the fact that they're not in any apparent rush to implement a nerf right now could suggest either that the problem was less severe than they thought, or that the problem can be handled in a manner that will be a lot less destructive to the game.
I don't really share the optomism there. The haven't really changed their tune about some of the issues they see in the game. Too many items and monopolies in the crafting profession are two of them they talk about alot if you read though the public statements on things like the vendors and the recent discussions on crafting changes.
Well the problem of monopolies and hoarding of resources to make high quality items can be attributed to a few things:
1. An un-guilded merchant who just wants to sell the items he has created will, NEVER be able to compete with guilded merchants this is somewhat wrong, I feel there should be crafters and merchants who are un-guilded and they dedicate their time and effort to being a shop owner.
2. The economy sucks so bad that people who have millions of credits basically pay 20 or so people to drop harvesters for them, now they have 200 harvesters to pull up resources, once again getting around the lot limitations built into the game. So the novice weaponsmith who just started playing first he has to make hundreds of useless weapons to get to master, then he has too wait for good resources to "spawn" then he has to hope he can collect enough to make a good run of weapons.
3. The DEVS initially killed the economy by introducing Holocron drops from only a certain subset of mobs, people farmed these holos and made loads of credits off of selling them,I know people who have in excess of 120,000,000 credits that's justridiculous.
4. The DEVStried to fix their mistake but screwed upthe game even moreby giving away those christmas holocrons, now you have these "hologrinders" just making their own stuff since they have the profession this drives business away from people who want to role-play their trade and be serious about it.
What does all this translate too? Customer A with a bazillion credits, asks hologrinder armorsmith what resources are used in ubese schematics, hologrinder tells him to look it up on SWGCraft, Customer A goes to the bazaar andharvesting folkto get the required resources with a good quaity for the armorsmith to give to his hologrinding pal to make the item for him. Where does this leave the regular armorsmith who spent hours harvesting and waiting on good resources to make his armor.
Blah
(A simplification, granted, and there are a lot of different sorts of economists, and trying to make specific *predictions* along the lines of "what will the unemployment rate be in 3 months" is something they aren't terribly good at - and honest ones know it.)
But there's lots of stuff that is agreed-upon with near unanimity within the economics field - and roundly ignored by politicians.
To take one simply described example as an illustration, about 99% of economists agree that a minimum wage law drives unemployment up. (because some people would work for less than the minimum wage, and some employers would only hire them at less than the minimum wage.) This is basic Econ 101 stuff. But politicians routinely ignore this because it's an inconvenient truth.
The SWG Devs, economically speaking, have a tendency to act like politicians saying things like "I want the minimum wage increased to $45 per hour, because I want every American to have a job."