Merchant Archive

Thread: Out of all the professions to fall for a low ball... And then cheer for the nerf? DocSavag?

ViddyWell
Tue Aug 17, 2004 11:21 pm
#1




Instead of actually fixing Merchant they nerfed it. I am sick and tired of watching each profession shoot itself in the foot and then cheer in glee as if something good had happened.


Now everyone that has to use a vendor to deal with the asinine non-stacking components and resources, crate size limits and non-stacking same serial numbered loot is going to be frustrated further. Why can't players store items on a vendor? I am sure it's easy to add code that prevents uncertified sales and allow uncertified storage at least until they add to house and bank limits. With empty vendors and uncertified vendors being removed from the global map, isn't that enough? How do storage vendors hurt the Merchant profession, I am not asking how they hurt the database, I am asking how do they hurt the profession? I have spent 13 months playing this game and the petty bickering back and forth between unfinished/broken professions makes me sick. The developers screwed Merchants over from the start, and now Merchants want to screw everyone else in revenge? The only things thatwere fixed in this update that hurt Merchantswere empty vendors on the global map and uncertified vendors on the global map. You still can't advertise all that well. You still have to travel to each vendor to see what is really for sale. You still can't offer discounts to high volume customers. You still can't really do much that is related to being a Merchant. Instead of adding to Merchant the developerstied Merchants to their vendors. WAKE UP!


This update is going to cause grief. Personally I will lose items I spent 13 months collecting, but more importantly I lose the NPC vendors I have in my Laboratory as decoration. I do not sell or store anything on the NPC vendors. My storage vendor is an ugly bulky vendor tucked away in one of my other houses. Without my NPC vendors I lose my Laboratory I spent hours upon hours decorating. Making the changes as they are now will cause massive grief while not really fixing anything about the Merchant profession. I was starting to finally enjoy this game, now I will probably quit. I don't need to micro manage every item I pickup trying to save space every time I log in. That is not fun. This is a game; it is suppose to be fun. Why are Merchants taking delight in making things so difficult?



Bellow is part of my original post. I predicted what was going to happen and I was right.







http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=43311


Why not add to the Profession?


Removing is easier then actually fixing the profession by adding to it. Does anyone think Master Merchant should revolve solely around the limit you can place on a vendor? To me a Master Merchant is someone that knows how to sell, how to advertise and how to keep customers long term.


The limit of 110 per vendor at master is an obvious low ball; a limit of 3 to 5 times 110 was the original target the dev team wanted. What will happen is a developer will post, "We are raising the value to 500 per vendor at master" and players will cheer for what is still a huge nerf to the profession and that solves none of the professions real problems. If you were around at launch you might remember houses all having 250 item limits, this was reduce to 25 items per lot used:


Holocron- "I am trying to ascertain what the limits are supposed to be. It's based on a formula based on how many lots the house takes up. It should be 25 items per lot."
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=306226&page=9


Then the player base screamed and the limit was changed:


Holocron- " OK, here's what we are going to do in tomorrow's update:


-You will get 75 items per lot, instead of 25, up to a max of 250 items per house.
-No vendors nor their contents will count against the house limit.
-Factory crates will count as 1 volume, not 5.


We realize this doesn't get you all the way back to where you were, but it should improve the situation. A fuller solution cannot be accomplished by the morning, which is why we're only going this far. We want to do as much as we can as quickly as we can.


There are other things that we can and will be doing, but they will take longer.


(Since I am sure someone will ask: why not just roll back the code? Because it was multiple integrations and changelists, and it'd be somewhat hairy. This is safer)."


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=308396


A majority of the player base cheered for what was actually a huge nerf.













A Creature Handler at heart
DocSavag
Tue Aug 17, 2004 11:45 pm
#2

They have told us for nearly 6 months that we were going to have limits. The original limit was set to 150 per vendor. They changd that to 110 and we worked them until they agreed to spend extra hours to get aggregate limits which they told us they couldn't do and to give us a 4k limit. Plus which we got the vendors that are empty off the map, deleted if they are left empty for 2 weeks and prevented people from taking vendors and not keeping the skills.

Do we want limits? No..we were getting them one way or the other however and this is better than it could have been. If you are trying to suggest that there was no real work involved in getting the limits from 660 to 4k aggregate you are wrong..there were a LOT of emails a lot of discussions and all of the posts on this forum and others.

And this isn't even our revamp..that is still to come. This is just the final piece of their bazaar/vendor backend code that they've been working on for months.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



DarkDeathDude
Wed Aug 18, 2004 2:20 am
#3

since limits were a DEFINITE, Im happy with the new proposal, and as Master Merchant , I cant wait til the patch so i can flip the bird to all them vendor exploiters!!






.--.
Leader of GDC ::\`--._,'.::.`._.--'/:: Found Spiderwell you have
Vendors & MedShop ::::. ` __::__ ' .:::: Master Doctor I am
Pickup/Dropoff ::::::-:.`'..`'.:-:::::: 12 Points I have
HQ Dant 3348 5515 ::::::::\ `--' /:::::::: Signature sucks it does
`--
Memnoch127
Wed Aug 18, 2004 2:29 am
#4

I to use venders to decorate i made An Entire prison in my city in a guild hall, Captured Imperials and even has a dialouge goin on between a commando and th storm trooper.


But aside from all that i understand vender limits and everything but i think merchants should get more advertsiing and special abilities however i would like to see at the top of every MAster Crafter the ability to operate 1 Vender of 300 items they just cant do anything with it other than add maintence and sell things, the Advanatage of A Merchant would be advertisement, more venders, and whatever else they might throw in there for merchants.


So Docters wont be Gimped, Combat Medics, Bio Engineers, and the others if can atleast sell some somethings, why not even go a step further and all non Merchant venders have 4 times the maintence rate of a merchant vender so say 50k a week to operate a Non Merchant Vender that you need a MASTER of a Crafting proffession to use.


Atleast this way we can continue to see Chef/BE people and have the points to sell a few things and keep prices low.


Im mainly worried about what "could " happen to our economy with this patch and teh greed of some people and what that could do to us.
Meandra
Wed Aug 18, 2004 3:34 am
#5

This is not a nerf. This opens things up for merchants by far. It makes it worthwhile to invest the points! For those who complain that crafters can no longer sell their wares without investing the points, keep in mind it is now worthwhile to master merchant with these proposed changes! People could become merchants for the sake of reselling. They'd buy up the crafted goods from the crafters wholesale and sell them. The person who invests in the points to be a crafter AND a merchant would get to keep all of the profit. Otherwise, there will be a smaller percentage of profit because of overhead. It mimics real life in a much better way. Inflation may happen because crafters wont have as easy of a time selling directly tothe public, but I am very happy with this change. I knew all along it was not right for non-merchants to have control over their vendors with no artisan points invested. I expected this change months ago. It is long overdue.


Btw, I'm THRILLED at the ability to distribute among my vendors as I please. This allows malls to still be able to function well. Thank you!



Ivey Hawkins
No, I'm not Marshall's alt. I'm much meaner.

Come visit Hawkins Infections and Elixirs (-117 -5796) in South Coronet Mall.
lemonella
Wed Aug 18, 2004 4:23 am
#6

By DocSavage:

___________________________________________________________________________________________________________

:o we want limits? No..we were getting them one way or the other however and this is better than it could have been. If you are trying to suggest that there was no real work involved in getting the limits from 660 to 4k aggregate you are wrong..there were a LOT of emails a lot of discussions and all of the posts on this forum and others.
___________________________________________________________________________________________________________


The real work being done was by you, Doc, and the players of this game who posted their thoughts on the revamp. But, mostly you, Doc.


The Devs had intentions all along to limit vendor items, you yourself have told us that. I'm a new player (2 months or so now), so I have to go by what you say. In my opinion, they had in mind all the time what the item number limits were going to be. My real resentment, in the end, is having them play us along like that. I don't like being manipulated and that is what SOE and it's teamwere doing. They did it to you, and they did it to us. I don't feel like singing the praises of the revamp right now, due to my feelings of resentment in the lack of HONEST communication between the Devs and we, the players (and payers) of this game. Personally, I'm looking forward to having more vendors. I can live with having 4000 items total on my 12 vendors. I like the idea of having enough vendors to spread out with on other planets/areas. I also think the increased vendors is also a good indication of more planets/areas being opened to us in the near future.


After the changes go live, and if they are what they tell us they are going to be without being nerfed down again, I'll praise it. In the meantime, I feel distrustful of SOE and its developers at the moment, due to my feeling that they lied to us from the beginning about the numbers. I'm a grown up, and I expect to be treated like one. I've paid alot of money for EQ software and accounts. I've paid even more for SWG software and accts. When I shell out that kind of money and then continue to make my payments every month, when I play this game by the rules, and not drop merchant skills and keep my vendors, then I expect fair play from them, as well.


Please don't get me wrong, I'm not trying to bash the fact that they have to have some control over the database, and limits are the only thing that can really get it under control, especially if they are expecting new players to join us after JTL goes live. Really, I can't wait to create more vendors as six is not enough if you've mastered two different crafting professions.


Doc, thanks again for taking the time to communicate with us and the Devs. It's much appreciated by the player base and by me.
Javac
Wed Aug 18, 2004 4:24 am
#7






DocSavag wrote:
They have told us for nearly 6 months that we were going to have limits. The original limit was set to 150 per vendor. They changd that to 110 and we worked them until they agreed to spend extra hours to get aggregate limits which they told us they couldn't do and to give us a 4k limit. Plus which we got the vendors that are empty off the map, deleted if they are left empty for 2 weeks and prevented people from taking vendors and not keeping the skills.

Do we want limits? No..we were getting them one way or the other however and this is better than it could have been. If you are trying to suggest that there was no real work involved in getting the limits from 660 to 4k aggregate you are wrong..there were a LOT of emails a lot of discussions and all of the posts on this forum and others.

And this isn't even our revamp..that is still to come. This is just the final piece of their bazaar/vendor backend code that they've been working on for months.





So where is the rest of the revamp? If they had done this as part of the revamp instead of 6 months before it appears there may have been a lot less screaming.



Calis Exud - Droid Engineer Extrodianre - Retired
Ikooga
Wed Aug 18, 2004 5:17 am
#8

There are two types of people who can see this change as a nerf:


a) Master Merchants with more than 4k total items: I feel with you, really I do. I'd prefer as well if they keep the limits like they are now, but Master Merchent gets unlimited items. But guess it has to be limited somewhere and 4k is a lot.


b) People that dropped Merchant or even Artisan Skills after placing the vendors: You've been told for over 9 month or so now that this bug/exploit will be fixed at one point and all you said was "Its in the game, so f*** off"... well now we have the fix, and I'm honestly glad to get rid of you.


All the other stuff of this change is great

- no empty vendors on the planetary map anymore. Who can honestly complain about this?

- empty vendors vanish after they are not stocked for 2 weeks. Again, every mall-owner will cheer for this



Ikooga
Master Chef
Starsider Galaxy

Fred75
Wed Aug 18, 2004 5:29 am
#9


I personally LOVE the new vendor limits. I actually wish they would've kept a per vendor limit, but not as low as it was. Last night I was looking for some furniture for someone that wanted to trade me 2 small beds for a large bed and a cpl other items. I didnt have any wooly hides on me to make the small beds so I went to a vendor that I knew had an awesome supply of furninture. Well after about 3000 items and still didnt find what I was looking for I made the trip to my house, got the hides and made the darn things. Later after the customer was taken care of,I went back to the vendor. At somewhere around 3500 items I FINALLY found the small beds, for lots more then I was wanting to pay. Bottom line is though, if that vendor had like 10 each of an item I would've found it around 700 - 1000 items and PROBABLY would've paid the extra for not having to deal with it. That was about the first time that I'd seen that many items on a vendor, and honestly, was a little too much for me. But again, that's my .02, I just think sometimes people go a little bit overboard on listing items on one vendor.


And then dont get me started on how PERSONALLY I think schematic sizes should be lowered also, and make more items have to be handcrafted as opposed to being mass produced in a game like this, or how you should have to have a certain skill to use a schematic etc etc.. That's for a whole other thread.


edit: Oh yea,I also think a master merchant, or maybe somewhere in the merchant tree, should be a way to 'rent a vendor' to another player. The merchant would not be allowed to do anything to the vendor for the 'contract' period (ie: the person signs a monthly 'rental contract' for the vendor. The merchant places the vendor, sets the player to be the 'renter' enters the price of the rental and the player has to pay that upfront, plus the maint on the vendor. Every month the player gets a choice to renew the rental agreement until the merchant either finds someone else that will pay more or whatever. (there would have to be some specifics made for how it actually would take place) IMO that would be pretty cool.

Message Edited by Fred75 on 08-18-2004 05:34 AM

DocSavag
Wed Aug 18, 2004 5:47 am
#10

Ok.. some points:

1. I don't believe that prior to mid week last week there was any intention on the part of the dev team to have the numbers we have been given as of yesterday. I just don't. I wasn't seeing them prior to that. It would imply they were playing me for 6 months of low ball numbers to pull off some dramatic victory..they really don't work that way. Thunderheart is a very direct and blunt person especially when you deal with him privately. He gave me the numberes they had at the time. The change happened because you guys kept up the pressure of FACTS and constructive posts about how you run your businesses and the Devs read it.

2. My own part in getting these changes isn't all that great. Mostly I tried to keep the flames down and the constructive posts up and I added my voice where it was necessary. I pushed on a certain topic (aggregate lmits vs per vendor lmits) and perhaps I had some effect there. The effect was to keep it at the top of the discussion when it was far easier from a resource stantpoint for the devs to come back to it later.

3. The Revamp. I agree that doing this change before the revamp is wrong. I said as much months ago when it was proposed. I said it again two weeks ago when this change went to test and I said it in email yesterday to TH reguarding this final proposal. Without the tools we desparately need to be retailers in this game, to be the distribution point we will endure months of difficult times that aren't necessary. The reality is that they don't have the resources and time to complete the revamp right now and undoubtedly won't until after the JTL team has been re-integrated and the combat balance has been completed.

4. This is not a battle of us (players) against them (devs) There is no upside for the devs to annoy everyone when they don't have to and they have proved time and time again in this game that if a change is wildly unpopular they do everything they can to mitigate against it. They do have to make decisions that aren't popular sometimes for what they think is for the good of the game. We can disagree with them on their vision but it is their vision and we have to deal with it.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Sevardos
Wed Aug 18, 2004 6:02 am
#11

The tin-foil hat crowd is coming out of the woodwork now aren't they.


The one thing I will fault SOE is how they communicated the change. Removing the feedback post and then letting customers stew for days on it was a bonehead move in my opinion and caused just as much anger as the proposed change itself.


The vast majority of the player base wanted a compromise that most can live with and be happy with and based on recent actions, that happened.


And don't bother trying to debate with conspiracy theorists (the tin-foil hat crowd), you'll get farther ahead debating with a wall.






Sevardos

The ))SUN(( Centre
636 -3836 Corellia (just outside Coronet) - Bria
Buff Packs * All Meds * Harvesters * Factories * Designer Furniture * Tools
*** ALPHA TESTER: Combat Balance ***
ViddyWell
Wed Aug 18, 2004 6:52 am
#12









DarkDeathDude wrote:

since limits were a DEFINITE, Im happy with the new proposal, and as Master Merchant , I cant wait til the patch so i can flip the bird to all them vendor exploiters!!










Do you understand supply and demand?
Combat players will be dumping items on the public bazaar for 6000 then when everyone sees everything for 6000 items will show up at 5000 then 4000 until players can sell all 20 items they put up in one day. I personally hate deleting good items and would rather give them away for free then delete them. This will result in a flood on the public bazaar which will mean that Merchants will have to drastically drop their prices or begin buying up every half decent item on the bazaar to control the market.


You think using a vendor as a storage device is an exploit, and you want to give those owners the bird?
Go ahead. Merchants will not control the economy in the future. Combat players will dictate the prices. Then Merchants like you will scream to nerf loot. Combat players will just quit the game. I am so close to quitting right now, 13 months and all therehas been iswhaa, whaa, whaa, nerf them we are better, nerf them they can't have any ability that compares to our [insert profession ability], from each and every profession. You are not the only player and professionin this game, think of what problems this causes for players that do not abuse vendors, players that will not or can not buy a second account, and players that just refuse to micro manage their items because of the terrible inventory system in this game. I guarantee it will come back to you in the future. 13 months of professions taking delight in nerfing one another back and forth. Bounty Hunter vs. Jedi, Rifleman vs. Pistoleer, Combat Medic vs. PvPer and now Merchant vs. Combat Players/Crafters/Doctors/Bio-Engineer/everyone else. You have managed to pick the biggest profession nerf war yet. Bunker down, it is going to be another 13 months of accomplishing nothing.




















A Creature Handler at heart
ViddyWell
Wed Aug 18, 2004 7:05 am
#13






Sevardos wrote:

The tin-foil hat crowd is coming out of the woodwork now aren't they.


The one thing I will fault SOE is how they communicated the change. Removing the feedback post and then letting customers stew for days on it was a bonehead move in my opinion and caused just as much anger as the proposed change itself.


The vast majority of the player base wanted a compromise that most can live with and be happy with and based on recent actions, that happened.


And don't bother trying to debate with conspiracy theorists (the tin-foil hat crowd), you'll get farther ahead debating with a wall.










This is a repeating patern that accomplishes nothing in the end. As long as the player base excepts half fixes andreducing the severity of a nerfas being "a good compromise."


In the end it's still a nerf. Nothing has been added and things only work a little better then they did 6 months ago. I am not wearing tin-foil hat, I have played since launch and I seen what has happened over and over and over and over. I am sick of it.












A Creature Handler at heart
Page 1 of 3
Previous Next