Merchant Archive
Thread: Instead of making crafters everywhere quit, why not fix the actual problem?
Moonkat wrote:Everything but the item limit is a good idea in the patch is a good idea. EVERYONE is sick of empty vendors. The reason they are doing it is because of people using vendors for storage, and that is because people are not given enough room for inventory.This would not be the problem it is with just a few changes that would not ruin things for a lot of crafters to the point that some people are going to quit if it goes through.Possibilities:1. Increase the bank limit from 100 to 500.2. Increase the inventory on houses to 100 items per lot and make this work for all structures3. Increase the inventory space we have on our character4. Double the amount of lots each character can have if they are master of artisan or an elite crafting profession5. Make good quality resources spawn regularly so people don't have to stockpile6. Make anything that is the same item stackable to 1 millionIf you did something as simple as stacking resources to 1 million and increasing the item count on the bank, personal inventory, and structures people would not be using vendors for storage. Spend some of all this money you are making to invest in more server capability and increase inventory. Otherwise you are going to lose more money from subscribers canceling than you are by being stingy with item count for server load.
I thought the idea was to increase the amount of database space. Seems like raising the house inventory limit would just transfer the items in all those storage vendors to houses, so it seems pointless from the devs' point of view.
Rippen
- Change resource stacks to 1 million
- Change all factory crate sizes to 1000
- Allow items to be stocked in a bulk pile on a per unit basis - i.e. stock a 1 million pile of ore at 2 cpu and the customer can select how much of it they want to buy. The game would automatically add up the cost, and restocking the same resource would add to the single pile unless it went over 1 million. Same deal with crates - stock a crate of 1000 powerups at a unit price of 300, customer chooses to purchase 100 of them, gets charged 30k, and gets given a nice crate of 30 powerups.
heh, leave it to the Merchant forums to lecture the devs on "How to run a business"
LadyGrace wrote:
- Change resource stacks to 1 million
- Change all factory crate sizes to 1000
- Allow items to be stocked in a bulk pile on a per unit basis - i.e. stock a 1 million pile of ore at 2 cpu and the customer can select how much of it they want to buy. The game would automatically add up the cost, and restocking the same resource would add to the single pile unless it went over 1 million. Same deal with crates - stock a crate of 1000 powerups at a unit price of 300, customer chooses to purchase 100 of them, gets charged 30k, and gets given a nice crate of 30 powerups.
These three things implemented together would solve many storage and item limit issues. With these changes, even the ridiculously low 110 items per vendor might actually be bearable!
OMG as a tailor I can't believe I didn't think of putting that about factory crates, but that is the WORST part of the problem with inventory space for most crafters, seriously. Factory crate sizes, YES. Thank you for saying that.
There is just no way that this vendor cap is going to work for tailors because everything about our profession is customizable so we can't mass produce much at all. Restocking if you are any good at your trade is always by hand. A popular tailor sells several hundred items a day. I kept over 2K items in stock and sold at least 200 a day. I haven't ever used vendors for storage, personally. Even being a master merchant with master tailor wouldn't work out. This is just the worst way they could think of for fixing the problem.
Increase resource stacks to 1 million and factory crates to 1000, especially since that's what the schematics can make. That will solve your problem big time, that and taking out useless loot drops.