Merchant Archive
Thread: Vendor Mule work around : Or why the Devs are missing the point
Well just to prove that is will still happen I will list two workarounds that will allow people to store as much stuff on there vendor as they please.
I am sure there are more but that you can list if you please.
1. charge 1Cr for an item, remove the sale and keep the item in the stockroom
2. place a HUGE entry fee to your house (5M Cr) and place all items on vendor for 1Cr
I think we all feel cheated on this one and I am holding faith that the Devs will hear us. Notice Q has not posted any more on this board after he posted this thread. This means they are either replanning or ignoring us. I pray for replanning.
Moge_Tira_Tru wrote:
Notice Q has not posted any more on this board after he posted this thread. This means they are either replanning or ignoring us. I pray for replanning.
My personal feeling is that Q doesnt agree with much of whathe posts....he is just the messenger...i felt like he didnt want to post those laughable Correspondent repsonses that we got a few weeks ago and was trying to get some real answers
Naufragus wrote:
My personal feeling is that Q doesnt agree with much of whathe posts....he is just the messenger...i felt like he didnt want to post those laughable Correspondent repsonses that we got a few weeks ago and was trying to get some real answers
I agree. Q does, and always has seemed to have our better interests at heart. I also feel that the Devs do listen to us. I just hope and pray they listen to us this time.
So we have a flat tax system, and devs/whoever are worried about exploits for gaining inventory space...
If people are gaining inventory space by putting items in the stockroom, then simply count the stockroom space against house inventory slots. (the items on sale and items offered to vendor would still be extra space).
If people are gaining inventory space by putting way over-priced items on their vendorthat nobody will possibly buy, then do 2 things: (1) charge the sales tax at the point of offering the item, not the point of sale, and (2) place a limit on total price of items on a vendor, the limit increasing as you gain merchant skill (I say total price vs. total # since some artisan items, like food, are more suited to lots of small more inexpensive offerings vs. a few big ones like houses).
Why not just take the stockroom out of personal vendors?
If you buy an item from a vendor, have it go directly into the backpack. Pack full? Sale fails, no money transfered.
If you withdraw an item from the vendor, same thing. No pack room = no withdrawl of the item.
Why is there a stockroom anyway? Why do items in a personal vendor drop out of the forsale area after 7 days? Is it for merchant convienience? Then put a "time in vendor" field visable only to the merchant who owns the vendor so that he can see what is selling, and what is not.
Why do items in a personal vendor drop out of the forsale area after 7 days? Is it for merchant convienience?
I assumed this was because they didn't want you filling up your vendors with stuff that wouldn't sell - more database issues. Putting in a limit on items in vendor would certainly address this, I know items dropping out annoy us all.
Then put a "time in vendor" field visable only to the merchant who owns the vendor so that he can see what is selling, and what is not.
I thought there alreadywas such a field?
But ya, the stockroom is kind of a weird concept if you can only buy AT a vendor. I assume it exists because (as they've hinted) they'd like us (or at some point thought they'd like us)to be able to browse multiple vendors at the bazaar and then travel to the vendor to pick up our sales.
My understanding of the stockroom was this:
You are on Rori and you are looking for a 10K of Steel. You search the galaxy and find it on Corellia. You buy it and then have to travel to corellia to pick it up.