Merchant Archive
Thread: As part of the merchant change, can we raise resource stack size to 1000k, and crate size to 1000?
I would love to have this...unfortunately, it doesn't look like they'll be increasing stack limits anytime soon ![]()
Though this would be nice I don’t think it is going to happen, but now with more vendors it makes increasing the storage limit on houses kind of needed. Some of the big vendor malls around that have 10+ vendors are now going to grow to twice that number, and I know some places are probably getting close to their item limit. Another thing is the idea of a new structure that has been suggested before is Malls, give Architects something new to craft and is bigger than tents, can you see trying to fit 12 vendors in a tent
Deex
LXB
joined42904 wrote:
And I think "No" is a perfectly good answer.
God you're an annoying troll.
DaunteDelfuego wrote:
I think these are reasonable, and will compliment the merchant changes nicely. Plus, it will make the game much more enjoyable for crafters.
The easier it is, the more you make with less time .. which causes inflation. Imagine for a moment they did increase it all ... you would say "great, takes me less time" ... then again, takes everybody less time ... which allows some folks to produce more ... and they start to need to drive business so they charge less ... then you have to charge less to get your market back ... you are now making less from more ... you have to make more ... which takes more time. It's a vicious circle :-) ... once you have gone round the circle you would come back and ask for crates to get changed to 1,000 .... rinse and repeat.
Inflation is the 'average' change in the cost of goods and service. Productivity growth (from efficiencygains)doesn't result in inflation. In fact, it's more likely to result in deflation as the cost of goods and services becomes cheaper, therefore merchants can charge less and still be profitable.
What will result in inflation is lots of extra cash in the system (think what would happen if they doubled all mission payouts) or scarces goods. Now what would cause scarce goods I wonder? Perhaps driving crafters away from the game by making craftingunnecessarily more difficult through overly complex interfaces or silly vendor caps?
As far a preventing resource hording, I have serious doubts a 100k stack stops anyone. Making stack 1000k versus 100k make 1 stack out of 10. Before the vendor caps, Infinity/10 = Infinity/1. So arguing that it was put into place to stop hoarding is silly. It was just a happenstance design decision they left in. Assume a medium grade merchant with 2500 storage (10 vendors), who devotes only 4 of his vendors to storage and stores items in travel packs.
1000 items* 50 stacks/pack * 100,000/stack = 5,000,000 resources.
Lets take it further and say he uses all of his vendor space for storage and gets master merchant (12 vendors, 300/vendor) to do it.
3600 items * 50 * 100,000= 1,800,000,000 resources
When you can convince me that the 'hording masses of evil' (which everyone is so concerned about) are going to be concerned about a 'puny' storage cap of 1.8 billion resources, then I rethink things. Until lets operate on the assumption that if someone wants to horde resources, they will horde as much as they want to. So 'hording' is a weak argument.
So the only real effect of small stacks and crate sizes is players have extra makework for crafters. And let me tell you, I don't find it enjoyable to load a factory with a 100 GP/EMM crateswhen I could just have 3 crates of 1000 instead of 100 crates of 25. I do it cause I have to, but it ain't fun. And do you think a crate of 1000 GP modules is unbalancing? Frankly, I don't care about storage space really, if it took up 40 spaces i don't care, i just want one stack to worry about not forty.