Merchant Archive
Thread: The REAL reason for the Nerf!
Here are the 3 real reasons for the reduction of items per vendor and deleting vendors from those who dropped the Merchant profession.
Money, Money, and thirdly Money.
The strain on SOE’s Database servers has grown. The number of items in the game continues to grow thus putting a greater load on their servers.
There were 2 choices.
1. Spend more money on servers, so shareholders make just a little less money.
2. Screw you and me, they people who really pay their rent
Guys which one they chose?
Bluelagoon FiveStars
(Kauri)
FiveStars wrote:
Here are the 3 real reasons for the reduction of items per vendor and deleting vendors from those who dropped the Merchant profession.
Money, Money, and thirdly Money.
The strain on SOE’s Database servers has grown. The number of items in the game continues to grow thus putting a greater load on their servers.
There were 2 choices.
1. Spend more money on servers, so shareholders make just a little less money.
2. Screw you and me, they people who really pay their rent
Guys which one they chose?
Bluelagoon FiveStars
(Kauri)
Which is why it was such a crap system. To only stock your very best sellers seriously impedes customer choice and the quality of service you are able to offer.
RocketM wrote:
Vendors held items that would sell and make a profit for the owner and nothing else.
RocketM wrote:
During the initial development cycle, someone thought up a solid idea to keep vendors from being used for storage by charging us about 5% of the sale pricePER DAYto have an item for sale on our vendors. Under that system no one could use vendors for storage because it costed too much (except if you sold every item for 1 credit and put a 10 million credit entry fee on your house, which is no longer possible).
burgerking wrote:
Which is why it was such a crap system. To only stock your very best sellers seriously impedes customer choice and the quality of service you are able to offer.
RocketM wrote:
Vendors held items that would sell and make a profit for the owner and nothing else.
*Any* effective limitation on vendor database space will limit the variety, but at its extremes more variety means more junk that no one would ever buy on the vendor -- more completely wasted database space.
Under the old systemyou could afford to sell *any* item that people were willing to buy, evenif it was a highly specialized item, as long as you charged a high enough price to cover a longer stay on the vendor tillit sold. You could even sell items that were very cheap without hurting your profitability, so long as people wanted to buy those cheap items. Over timevendors would gain in efficiency, selling exactly the things that people wanted to buy becausetherewas a monetary penalty for selling things that people didnt want.
The new system of hard-limiting the items doesn't encourage efficient use of vendors at all, but instead encourages people to only sell their most expensive items,the items with the potential to earn them the most money in one sale. Youmaynoteven be able tofind necessary but low-priced items on vendorsbecause no one will want to waste his limited space on an item with the potential to make so little money. Whichis better for the guy shopping, a vendor wherehe can findonly items thathe and other people want to buy, or one where he can only find onlyitems thatthe most expensive items that the crafter has to sell?
They dont want you to store more stuff! They want to force you to be less of a packrat and use the space you have efficiently.
Droci wrote:
RocketM wrote:
During the initial development cycle, someone thought up a solid idea to keep vendors from being used for storage by charging us about 5% of the sale pricePER DAYto have an item for sale on our vendors. Under that system no one could use vendors for storage because it costed too much (except if you sold every item for 1 credit and put a 10 million credit entry fee on your house, which is no longer possible).
if they dont want us to store stuff on vendors, then where the heck do they want us to store stuff, once your houses, factory, and bank get full, vendors are the only option, do they not know about the storage problems many of us face
This would allow people to put down more harvestors and stop some of the lot exchanges across servers.
Also, if implemented, it's easy to scale since you would have tangible numbers to work with.