Merchant Archive
Thread: The REAL reason for vendor fees
I guess some people have figured this out, it was plain as day to me as soon as I read Q3PO's very misleading post.
It's all about the database, they can't figure out how to make it work, so they are trying to shrink it. Money sink, my A$$. It's all about the database.
Sad thing is, hundreds of people are posting replys suggesting alternate and less severe money sinks, actually trying to be constructive.
Shame on you, SOE, for being so blatantly deceitful.
Recall Q3PO and Holocron!
Seems about right. Well then, limit the stockroom to 20 items or something. Paying more fees and when player towns are introduced, more taxes , seems a great way to kill off a fun profession.
Maintenance is expensive already, more fees? Is swg all about just fees? Lets see, harvest, check machines,pay fees, deposit power, make items, pay fees on home, pay fees on vendor, sell items , pay for training, pay imperials, pay pay pay ! (grin)
Seriously, before i go play my candlemmando (my flamer has the power of a windswept match) , please devs remember the fun part of the game, its 'still there' but all this maintenance is getting old (please fix global advertising, add emails for low house maintenance,out of power harvs, etc why isnt this fixed first?)
Oh well, at least AT ST's are now invincible, i can practice my wound taking master class.
I really wonder what we can do to get rid of Koster.....
I hope Sony just gave him that desk job because of his contract and they just want him to sit in an office and do no more harm while some fresh people finish this game.
I agree that this smells like a database issue.
The sheer illogic of the proposal points to no other rational explanation.
So we have a player based economy where no one makes anything, and everyone has tons of money. Good fix.
I have a proposal!
If this goes into effect, in protest we could craft tons of cheap items and give them away to people. Ask them to store them in thier bank or in thier packs. Clog up your stockrooms with them and leave nothing for sale in the vendor.
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My husband told me about this proposal last night. My response was the same all of you are saying. I find this all humorous. It does stink of the database issues. If they were worried about money maybe things like Artisan Survey missions would not be based on weapon skill but on Survey ability so that all those people with rifle spec or pistol spec were not making more than a Surveyor Spec with no weapon. Money is coming in hand over fist to those with a big gun ability and a lot of artisans are sufferring. As a chef, if they put a limit on me that is based this way then I am going to have to just fold the profession. Chef sales are based off of a large listing of different items and several of each item, so that when a party comes into the shop they can get what they need. My xp already does not work right, the buffs are mediocre overall, I sell foods for less than most sell resources for, if they hit merchants with the nerf bat and make me reduce what I have listed on a vendor, well I will just drop my merchant and chef, and make myself a rifleman, and just like so many other games, crafting will be reduced to a hobby that I do for friends and group members... and here I can slowly untrain it.
I am already asking myself why the heck did I ever start training in Chef, and why did I ever mess with master artisan... now the other artisan line I took is looking like it won't be helpine me either.
I may have all these "great" artisan skills... but I make money on survey missions with my wonderful spec rifle skill that was oh so hard to get ((Sarcasm on the hard to get part))
Totally agree. I just see this as a database issue. If they are that worried about the money sink issue, they need to start dealing harder with exploiters and fixing insurance.
Agreed..i also thought about it..
This is the only possible explanation of the TIME RELATED cost for selling items. Those items HAVE to go out of database for server capacity problems and IRL costs related to it.
The money sink is an unskilled trial to hide this reality. They would never have fixed the cost based on time, but rather a sales tax, if their intent was to really add some "money sinks".
No question, the database is the reason for this, I made a similar post on the general boards pointing this out.
They need to quit jerking our chains and just admit its a database problem, how dumb do they think we are.
Let me get the straight...their solution is: "Kill the economy and several classes to reduce stress on the database." The economy that so many of them have spent so long developing and making incredibly intricate? The economy that they've touted with who knows how many marketing dollars? Half the classes in the game? The classes they promised for everyone who didn't want to play "kill the bunny over and over" game?
These things they want to kill to save a database?
What's the point of the game again?
And I believe they could and should either beef up the database hardware and/or get better database consultants (unless there's something really weird going on that I don't understand, Oracle *can* handle this sort of application easily in a well-designed, well-maintained database.) But even that doesn't make the general desire to keep some sort of lid on item intventory size invalid. Limits should be quite generous, to allow the player-based economy to function well, but *infinite* limits are a bad idea no matter how good your database is.
I think the real rationale is a combination of the two, with the desire to avoid confronting the database issues paramount, but not exclusive.