Merchant Archive
Thread: Unsupported vendors => big database problem
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SpottyGekko
Mon Aug 16, 2004 5:02 pm
#1
They cost the player nothing, so they accumulate junk. Nobody likes to destroy an item that they think they could probably sell, so it goes on the vendor, often at ridiculous prices. And it stays there, forever.
When the item is moved to the stockroom after 30 days, Joe simply puts them all up for sale again, at the same prices, because "somebody might buy it". He doesn't need to worry about it again for a month, so it's no hassle to him. Every +1 skilltape that he loots goes on the vendor, and the amount of live items in the game increases steadily, because it allows items to persist way past their intended lifespan.
That's why unsupported vendors are bad for the database.
I'm a chef, so I spend a lot of time shopping for resources. I also check "loot" vendors whenever I see them, in the hope of finding a stray Food Experimentation tape for sale. I can say with confidence that if half the vendors I've personally browsed had to dissappear, the buying public would probably not notice, or care, because those vendors contain junk.
The house sign stillsays "Loot Vendor" or somesuch, but the vendor more often than not contains some junk. Perhaps the owner once stocked it, when they were holo-grinding Merchant, but they have long since lost interest. They won't kill the vendor though, because they know they would have to at least grind a few Artisan boxes to get it back, so it stays in place as long as the player is active, because they "might need it one day".
Sure, there are people that keep their vendors well stocked and fresh, but there are a great many that couldn't be bothered.
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