Merchant Archive
Thread: Merchant/Crafting Bug List
This is both Merchant and Crafting.. while crafting is irrelevent for the most part here.. most merchants are dual elite-classed with a crafting class. I'm sure this same information is burried on many threads and SOE should have all of it in numerous /bug reports. But here is what I've encountered so far:
Bugs:
1) Vendors do not retain Planetary Ad Campaign settings when servers go down nightly. They do however keep charging fees.
2) Vendors do not retain Ad Barking settings when servers go down nightly.
3)Vendors placed on a Server Boundary sell items that disappear for 15 to 20 minutes upon retrieval.
4) Withdrawn items (or unsuccessful sales due to timeout) do not retain their descriptions or prices. Custom descriptions are a terrible time sink on 250 items for sale that expire every 7 days.
5) If you place for example 3 batches of identical fiberplast (say 5000 each) and someone buys one batch of 5000.. and pays say 5000 for it. He gets 15,000 fiberplast for the price of 1. When the next person comes along to buy one of the remaining to 2 batches he is able to purchase it but when trying to retrieve the item it just sits there on the retrieval screen indefinitely.
Balance:
1) Vendors only retain sales for 7 days. Perhaps this should be increased or there should be the ability to specify a duration (out to maybe 30 days).
2) Vendor Fees: Not going to rant about the suggested fee however fees do need to go up for NPC's if anything, while an appropriate workable solution to fees is being discussed, fix NPC vendors to work like Droid/Terminal vendorsinstead of retaining 1 credit fees regardless of add campaign.
Suggestions:
1) Vendors should be able to have temporary discounts placed on them so we can have "Sales". Someone has also suggested that these discounts could be faction or guild based as well. I would love to give my guild a 10% discount across the board.
2) Houses should be limited to 1 vendor on the planetary map at a time. The map clutter is rediculous when one merchant puts all 6 of his vendors up at once to clutter up the planetary map and the overhead map.
Crafting:
1) Factories
2) Are crafting station bonuses and crafting tool bonuses working? I went from -14 to +30.9 on my station and -12 to +2 on my tool and saw no change at all in successes or initial quality.
3) When tailoring with Bio-Engineer enhanced cloth, you loose the bonuses on an item if you do not fill all slots with a bonus cloth. This includes ones that are currently impossible as they require 1 cloth and 2 factory produced clothes.
4) Bio Engineers cannot factory produce tailoring enhancements and that drastically reduces enhanced wardrobe options. As it stands wookies are the only race capable of good bonuses. No other race can take advantage of significant +'s to their clothing.
5) When attaching Skill-Enhanced Attachments to clothing it appears that only 1 of the enhancements listed on the item are placed on the clothes. This may be random or may be based on the socket #. It should however be that all the enhancements listed on the attachment are placed onto the piece of clothing. If this means that an attachment with 3 skills takes up 3 sockets that's ok.. if it means that 4 sockets means 4 attachments regardless of their # of skill increasings.. that's great
.
6) Clothing does not decay (this is where it pertains to the merchant class). If clothing would decay then there would be repeat customers for replacement clothes and the economy would be stimulated. Give a vendor a % commission on each sale and boom.. there's a wonderful merchant money sink!
7) There is nothing to experiment on for Tailoring. Durability is always 1000/1000 regardless of 0% or 99%.
8) A critical failure in experimentation that brings the total to 0% cannot be experimented up again. If I fail on an item that has 2 bars of experimentation with my remaining 14 experimentations left.. I can't get it above 0% despite successes.