Merchant Archive

Thread: The real SOLUTION to the MERCHANT PROBLEM (DEVs please READ!!)

Homper
Mon Aug 16, 2004 4:33 pm
#1


Ok guys, this idea will aleave SOE's problem of server space, as well as clean up the economy of empty vendors. Yet at the same time, it will give way for the 'casual merchant' to sell there stuff like loot items and things of that nature. Please take a good look at the numbers, here, as I believe this will solve everyone's problem.


Ok, first things first: The principles


1) Vendors owned by characters without sufficient vendor skill(s) will be removed when patch goes live.

2) Abandoned vendors (empty)will disapear after14 days. (2 weeks)

3) Players that have items more than the proposed limit will not be able to add more items until the limit it me.

4) Vendors can be IDed by Image Designers.


The logic behind the principles:


1) When a player decides to drop a skill, he/she loses the effects of having the said skill. example: if you are a medic, and then decide to drop it to make way for other skills, you are no longer able to heal yourself and others. The same principle applies here.

Of course, SOE could and should notify the community of when the patch goes live, as this effect would cause all items on said vendor to vanish as well. This will give players time to retrieve their goods. Technically speaking this should not be hard.


2) How long do you think your local Walmart would stay open if its shelves were completely empty? I promise you, being a business major here, that it would not be a long time. Imagine if your local Mcdonalds ran out of all its food products. The doors would shut and the employees would be sent home; Irregardless of whether or not the owner has enough personal wealth to keep it open. Technically speaking, if they can make 14-day trial accounts, they can make 14-day vendors.


3)If your store has enough space on any given shelf to display X number of wigits, you're not going to be able to fit X+1 items on the shelf or in the stock room. This could lead to thievery (new smuggler ability?) of your wares. Perhaps SOE might consider allowing players to increase the ammount of vendors by X%, but then of course run the risk of items being stolen... just an idea there. But the principle here is, you can't add more stuff when you already don't have enough space. Technically speaking, this should be equivalent to the programing code for back pack or inventory limits.


4) Show me a store on this planet where the owner doesn't add their own personal touch? Even franchises 'look' a certain way. Technically speaking, this should be the same as IDing a player.



Ok, now for the numbers. This is simple, yet highly effective:


Master Merchant------- +50 (+1 vendor) (7 total; 8 if also master artisan)

Elite Box 4--------------- +25 (+1 vendor) (6 total; 7 if also master artisan)

Elite Box 3---------------+25 (+1 vendor) (5 total; 6 if also master artisan)

Elite Box 2--------------- +25 (+1 vendor) (4 total; 5 if also master artisan)

Elite Box 1---------------+25 (+1 vendor) (3 total; 4 if also master artisan)

Novice Merchant-------+50 (+1 vendor) (2 total; 3 if also master artisan)

Master Artisan---------- +100(+1 vendor) (2 total if also master artisan)

Basic Box 4------------- +50(+0 vendor) (1 total)

Basic Box 3------------- +50 (+1 vendor) (1 total)


300 total items available for a Master Merchant per vendor

400 total if if also a Master Artisan per vendor.


This comes to a max of 2100 items for Master Merchant on 7 vendors.

This comes to a max of 3200 items for a Master Merchant+ Master Artisan on 8 vendors.


The logic behind the numbers:

Ok, we've already gotten rid of the unskilles vendors, so free space has drastically improved.

We've set a hard limit that eliminates those 1000+ item vendors out there. I mean lets face the truth folks.... even Bill Gates had his company broken up into smaller pieces by the government itself for amonopoly, which under our own federal law is illegal.


Ok, next... these numbers give the 'casual merchant' the ability to sell their loot items, batteries, or smaller things of that nature. the kind of stuff you can find at your local gas station.


This also gives players a greater incentive for being a Master Artisan. Not only that, but a player who chooses to just be a Master Artisan, and not a Master Merchant can have 2 vendors which can hold 200 items a piece. Of course, the big time time Merchant who spend those limited skill points would see the greater benefit for their further specialization.


There you have it.... The solution... if this is used.... the following will be true:


1) SOE meets and exceedstheir need for more server space, and reducing lag, thuse making us and them happy.

2) The big time merchants will still be big time merchants if they spend their points to be Master Merchants/ Artisans. Example:A Player can easily be a Master Artisan, Master Merchant and Master Chef. Even with this template, they can still have 47 points left over for other classes and skills.

3) The small merchants, or (as Jedi Master Qui-gon Jin would say "a smaller junk dealer") would still have a wide open market to sell their loot items, batteries.... tools and repair kits that the big timers won't want to stock.

4) We end up with a healthy economy. Everyone spends their money still... no running around like maniacs, and no one has a complete monopoly.



There you have it. Please comment as needed.


May the force be with you.




l ^isionelle l
__________________________________________________________________________
Praetorianof Valor - Leader Emeritus
Alurielle ~ R.I.S certified Armorsmith <~^v^~> Andarielle ~ She-Devil in baggy pants
__________________________________________________________________________
Destiny is not a matter of chance but of choice. Not something to wish for but to attain.
Take great care in what you say. Each time you speak, its an opportunity to see the real you.
Kyodor
Mon Aug 16, 2004 5:04 pm
#2






Homper wrote:


Ok guys, this idea will aleave SOE's problem of server space, as well as clean up the economy of empty vendors. Yet at the same time, it will give way for the 'casual merchant' to sell there stuff like loot items and things of that nature. Please take a good look at the numbers, here, as I believe this will solve everyone's problem.


Ok, first things first: The principles


1) Vendors owned by characters without sufficient vendor skill(s) will be removed when patch goes live.

2) Abandoned vendors (empty)will disapear after14 days. (2 weeks)

3) Players that have items more than the proposed limit will not be able to add more items until the limit it me.

4) Vendors can be IDed by Image Designers.


The logic behind the principles:


1) When a player decides to drop a skill, he/she loses the effects of having the said skill. example: if you are a medic, and then decide to drop it to make way for other skills, you are no longer able to heal yourself and others. The same principle applies here.

Of course, SOE could and should notify the community of when the patch goes live, as this effect would cause all items on said vendor to vanish as well. This will give players time to retrieve their goods. Technically speaking this should not be hard.


2) How long do you think your local Walmart would stay open if its shelves were completely empty? I promise you, being a business major here, that it would not be a long time. Imagine if your local Mcdonalds ran out of all its food products. The doors would shut and the employees would be sent home; Irregardless of whether or not the owner has enough personal wealth to keep it open. Technically speaking, if they can make 14-day trial accounts, they can make 14-day vendors.


3)If your store has enough space on any given shelf to display X number of wigits, you're not going to be able to fit X+1 items on the shelf or in the stock room. This could lead to thievery (new smuggler ability?) of your wares. Perhaps SOE might consider allowing players to increase the ammount of vendors by X%, but then of course run the risk of items being stolen... just an idea there. But the principle here is, you can't add more stuff when you already don't have enough space. Technically speaking, this should be equivalent to the programing code for back pack or inventory limits.


4) Show me a store on this planet where the owner doesn't add their own personal touch? Even franchises 'look' a certain way. Technically speaking, this should be the same as IDing a player.



Ok, now for the numbers. This is simple, yet highly effective:


Master Merchant------- +50 (+1 vendor) (7 total; 8 if also master artisan)

Elite Box 4--------------- +25 (+1 vendor) (6 total; 7 if also master artisan)

Elite Box 3---------------+25 (+1 vendor) (5 total; 6 if also master artisan)

Elite Box 2--------------- +25 (+1 vendor) (4 total; 5 if also master artisan)

Elite Box 1---------------+25 (+1 vendor) (3 total; 4 if also master artisan)

Novice Merchant-------+50 (+1 vendor) (2 total; 3 if also master artisan)

Master Artisan---------- +100(+1 vendor) (2 total if also master artisan)

Basic Box 4------------- +50(+0 vendor) (1 total)

Basic Box 3------------- +50 (+1 vendor) (1 total)


300 total items available for a Master Merchant per vendor

400 total if if also a Master Artisan per vendor.


This comes to a max of 2100 items for Master Merchant on 7 vendors.

This comes to a max of 3200 items for a Master Merchant+ Master Artisan on 8 vendors.


The logic behind the numbers:

Ok, we've already gotten rid of the unskilles vendors, so free space has drastically improved.

We've set a hard limit that eliminates those 1000+ item vendors out there. I mean lets face the truth folks.... even Bill Gates had his company broken up into smaller pieces by the government itself for amonopoly, which under our own federal law is illegal.


Ok, next... these numbers give the 'casual merchant' the ability to sell their loot items, batteries, or smaller things of that nature. the kind of stuff you can find at your local gas station.


This also gives players a greater incentive for being a Master Artisan. Not only that, but a player who chooses to just be a Master Artisan, and not a Master Merchant can have 2 vendors which can hold 200 items a piece. Of course, the big time time Merchant who spend those limited skill points would see the greater benefit for their further specialization.


There you have it.... The solution... if this is used.... the following will be true:


1) SOE meets and exceedstheir need for more server space, and reducing lag, thuse making us and them happy.

2) The big time merchants will still be big time merchants if they spend their points to be Master Merchants/ Artisans. Example:A Player can easily be a Master Artisan, Master Merchant and Master Chef. Even with this template, they can still have 47 points left over for other classes and skills.

3) The small merchants, or (as Jedi Master Qui-gon Jin would say "a smaller junk dealer") would still have a wide open market to sell their loot items, batteries.... tools and repair kits that the big timers won't want to stock.

4) We end up with a healthy economy. Everyone spends their money still... no running around like maniacs, and no one has a complete monopoly.



There you have it. Please comment as needed.


May the force be with you.






- I agree with a lot of your points but I disagree with the disappearing Vendors. Vendors should disappear off the map, but not off the game.This means if you want a vacation or a break, you'll have to hal out 3000 + items. Now that would suck.

- This is a game, not real life - therefore it is supposed to be fun. Hauling out 3000 + items bcause you want to take a break and not lose your items is not fun.

- IDing? I don't see why not, but I don't think its the primary concern of the Merchant problem - but it would be interesting to allow more themed and different vendors.

- The numbers? They're good.

- Only thing I disagree with in general is the 14 day vendors. Its dumb. Some people actually like to do something besides keep stocking vendors.



Logic
Grammar
Ratification

Got Coherence?

Homper
Mon Aug 16, 2004 5:28 pm
#3






Kyodor wrote:





- This is a game, not real life - therefore it is supposed to be fun. Hauling out 3000 + items bcause you want to take a break and not lose your items is not fun.


- Only thing I disagree with in general is the 14 day vendors. Its dumb. Some people actually like to do something besides keep stocking vendors.







Ok, I see you point on this... good call. Perhaps a solution would be to allow other players to manage the stock. Oh well.







l ^isionelle l
__________________________________________________________________________
Praetorianof Valor - Leader Emeritus
Alurielle ~ R.I.S certified Armorsmith <~^v^~> Andarielle ~ She-Devil in baggy pants
__________________________________________________________________________
Destiny is not a matter of chance but of choice. Not something to wish for but to attain.
Take great care in what you say. Each time you speak, its an opportunity to see the real you.
Battery
Mon Aug 16, 2004 5:29 pm
#4






Kyodor wrote:


- I agree with a lot of your points but I disagree with the disappearing Vendors. Vendors should disappear off the map, but not off the game.This means if you want a vacation or a break, you'll have to hal out 3000 + items. Now that would suck.

- This is a game, not real life - therefore it is supposed to be fun. Hauling out 3000 + items bcause you want to take a break and not lose your items is not fun.





If you go more then a month you'll lose all your items on the vendor anyway so having the vendor pop as well isn't that big of deal ?


you can only list an item for 26 days ( I think it is ? ) and then you get 7 days in the stock room before the item expires. So I guess if her idea was upped to a month before they pop the vendor would be empty.


Homper
Mon Aug 16, 2004 5:51 pm
#5

Yep! thats true to Vel! /hug


I think with that tweak it would work. I sent this stuff to TH himself and I posted it on like 3 or 4 different boards. maybe they'll read it and think about things again in a future patch.




l ^isionelle l
__________________________________________________________________________
Praetorianof Valor - Leader Emeritus
Alurielle ~ R.I.S certified Armorsmith <~^v^~> Andarielle ~ She-Devil in baggy pants
__________________________________________________________________________
Destiny is not a matter of chance but of choice. Not something to wish for but to attain.
Take great care in what you say. Each time you speak, its an opportunity to see the real you.
Hardley
Mon Aug 16, 2004 6:41 pm
#6


"3) Players that have items more than the proposed limit will not be able to add more items until the limit it me."


Oh wow, is this true? I gotta LOAD UP MY VENDORS NOW!!!!



The execution date is set ... the tortured screams of tens of thousands of beloved pets and their masters will resonate throughout the galaxies ... cover your ears and cry!

Hardley's Oasis Bait Shop & Sushi Bar
2000m outside Mos Eisley on Tatooine /way 1893 -6057
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Hardley Workin: August 17, 2003-November 16, 2005 R.I.P.
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