Merchant Archive
Thread: I could see it from the developer's viewpoint
The reason its in the game is t make the rare loots rare you get a random chance to get any loot than a chance on a loot table to get a decent item based on what level the NPC killed is.
Mikhail24 wrote:
Afterdoing a lot of reading & thinking on the upcoming changes to merchant, I came up with some ideas (or stole them from other threads, hehe) that would really help SWG's Database problems. Here they are..tell me if I am off base or not.
1) Increase resource stack size to 1 million units max. There is no reason to limit them to 100k that I can see....seems like a number was arbitrarily picked during design.
2) Increase crate sizes to 100 items across the board. This will turn four crates of 25 into one saving a significant amount of space.
3) Get rid of all the "Junk" drops in game. Datapads that do nothing, broken recorders, garbage weapons, etc. Many people are pack-rats and never delete anything.This is evidenced bybrowsing through people's vendors that are selling sandstats and recordingrods for 500cr each. No one buys this stuff. Get rid of them. There are millions of these useless items on every server that no one wants and no one will ever use. If you need proof, just go to any major city's bazaar and you'll see what I mean. Why is this stuff even in the game?
Mikhail24 wrote:
1) Increase resource stack size to 1 million units max. There is no reason to limit them to 100k that I can see....seems like a number was arbitrarily picked during design.
2) Increase crate sizes to 100 items across the board. This will turn four crates of 25 into one saving a significant amount of space.
3) Get rid of all the "Junk" drops in game. Datapads that do nothing, broken recorders, garbage weapons, etc. Many people are pack-rats and never delete anything.This is evidenced bybrowsing through people's vendors that are selling sandstats and recordingrods for 500cr each. No one buys this stuff. Get rid of them. There are millions of these useless items on every server that no one wants and no one will ever use. If you need proof, just go to any major city's bazaar and you'll see what I mean. Why is this stuff even in the game?
GoGoGirl wrote:
Increasing the stack sizes just leads to more hoarding of resources, instead of having for example one small house of 150 x 100k; you now have 150 x 1000k which is way too much resources to have for anyone. Resource brokers would be happy, yes, but starting newbie crafters wouldn't have a chance to compete against aestablished names. This will glut the player market economy.
Crate sizes are fine, realistically who sells items by the crate loads mainly? Chefs, Doctors and Medics. Since i'm a master chef, it's already hard enough that i get players asking me to break up a full crate of BEBrandy, Canape, Ahrisa or Synthasteak into mincrates of 5s since they feel they cant afford a full crate, and with the new vendorlimit coming up, i wouldn't be able to do that anyways if i wanted to. I can also imagine the factory run time for a hundred count crate, has anyone considered what a full run might involve off a factory?
I've read somewhere that the time for Harvester certifications are needed, perhaps the developers need to review that option where anyone without surveying skills can drop a harvester and harvest whatever is there to sell even if it's low grade resources. This was a trend started by the holocron grinding and it wont go away. Review it for the database purposes of how much junky harvested resources are just sitting around selling for 5 cpu. I wouldn't pay that amount and i'm sure others wont either, so it just sits there cluttering up the database.
I think the person said:
- Survey level 1 - Increased surveying range
- Survey level 2 - Personal level harvester certification
- Survey level 3 - Medium level harvester certification
- Survey level 4 - Heavy level harvester certification
Now B4 ya claim Im some uber crafter that is part of the problem. My crafting acct is Master AS/WS/Artisan And 3/0/44 Merchant. I has only recently gotten these 3mo for WS and 2mo for AS. Resources Quality are the only restraintbetweein High end items and Low end items. My stuff isnt near as good as the old timers so I charge a bit less. I do very VERY well, selling good items at a decent price will get you alot more business than just UBER weapons at UBER prices.
GoGoGirl wrote:
Increasing the stack sizes just leads to more hoarding of resources, instead of having for example one small house of 150 x 100k; you now have 150 x 1000k which is way too much resources to have for anyone. Resource brokers would be happy, yes, but starting newbie crafters wouldn't have a chance to compete against aestablished names. This will glut the player market economy.
I find this extremely troubling . What socialistic county are you from (not meant to be a flame at all just curious)? How much is the exact total are you wanting are you proposing people be allowed to have (please remember it takes about 20K of ore for 1 heavy harvester and about 1.5 times that for a GH, and almost 3 times that for a city hall)?
Crate sizes are fine, realistically who sells items by the crate loads mainly? Chefs, Doctors and Medics. Since i'm a master chef, it's already hard enough that i get players asking me to break up a full crate of BEBrandy, Canape, Ahrisa or Synthasteak into mincrates of 5s since they feel they cant afford a full crate, and with the new vendorlimit coming up, i wouldn't be able to do that anyways if i wanted to. I can also imagine the factory run time for a hundred count crate, has anyone considered what a full run might involve off a factory?
Agree with ya there if these limmits go through the only ones going to be hurt is the ones who already cant afford the items now.
I've read somewhere that the time for Harvester certifications are needed, perhaps the developers need to review that option where anyone without surveying skills can drop a harvester and harvest whatever is there to sell even if it's low grade resources. This was a trend started by the holocron grinding and it wont go away. Review it for the database purposes of how much junky harvested resources are just sitting around selling for 5 cpu. I wouldn't pay that amount and i'm sure others wont either, so it just sits there cluttering up the database.
I think the person said:
- Survey level 1 - Increased surveying range
- Survey level 2 - Personal level harvester certification
- Survey level 3 - Medium level harvester certification
- Survey level 4 - Heavy level harvester certification
Well I tend to buy 90% of my resources, but again this will hurt the small guy who wants to make some extra money. And it wont affect me all I havta do is transfer my factories to my combat acct and use my master artisan to mine. As to a timer issue if that person wants to waste alot of credits on keeping harvesters up on junk or some 30% spawn thats there business and 5cpu resourses are pretty much a thing of the past at least on Flurry.
joined42904 wrote:
Cafa,
Please quote where TH has unambiguously addressed the harvester certification issue in clear terms.
I seem to recall folks citing some very ambiguous comments to demonstrate that the issue was "shot down" on the artisan boards.
Kindly ![]()
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http://forums.station.sony.com/swg/board/message?board.id=dev_archive&message.id=48398#M48398
Artisan
05-26-2004 12:29 PMWhat steps are being taken to make Master Artisan a more valued and unique profession, whether it be through harvester bonus/certifications or through more valuable items (not including any items in the upcoming JTL expansion)?
There are no current plans to further enhance Master Artisans at this point.We gave Master Artisans the ability to craft vehicles and vehicle customization kits in the Vehicle Publish.Going forward, there are other master boxes that should be enhanced, but this is only a guideline.Whenever any opportunity comes up to improve a profession, we certainly will.The way this would happen is if during the course of development, a new object was made and we needed to place the cert, we’d look at the opportunity and put it in.Again, let me emphasize that with the GCW revamp, all professions will be touched and gameplay will be enhanced.I’ll be putting up some In Concept threads in early to mid June on this topic to get your feedback.
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Pretty clear I'd say. I remember it so well as this was the thread where they finally say NO to ever changing storage.
Fivo Asia
joined42904 wrote:
This comment does not appear to exclude the possibility of new harvesters with higher bers and a cert on these coupled witha significant reduction in resource concentrations such that the current ones would be inferior to personals overall.
Aeja wrote:
What socialistic county are you from (not meant to be a flame at all just curious)?
Not a good sign. That statement islike pulling the trigger on a loaded gun and then makingthe disclaimer to everyone thatyou're not responsible for where the bullet flies.
As for what "socialist" country i'm from. I'm from a democratic one with free speech and free will.
Thank you.
1 and 2 have been proposed many times. The Developers say they do not plan to make any changes to these.
Mikhail24 wrote:
Afterdoing a lot of reading & thinking on the upcoming changes to merchant, I came up with some ideas (or stole them from other threads, hehe) that would really help SWG's Database problems. Here they are..tell me if I am off base or not.
1) Increase resource stack size to 1 million units max. There is no reason to limit them to 100k that I can see....seems like a number was arbitrarily picked during design.
2) Increase crate sizes to 100 items across the board. This will turn four crates of 25 into one saving a significant amount of space.