Merchant Archive

Thread: A Quick Tour of Post-Vendor Limits

Khaldun
Mon Aug 16, 2004 8:16 am
#1

1. The first and major thing we're going to see is people who are no longer eligible for vendors but who really have a lot of value stockpiled, either top-quality resources or loot pieces, are going to get as many 1-lot houses as they can and fill them to the limit with stockpiles. So paradoxically I'm guessing that every house that might be lost with the character purge is going to be replaced with a stockpile house: some player cities may actually get bigger in terms of numbers of houses. There will be less mining going on than now as there are sufficient stockpiles for most crafters to make their stuff from now until many moons from now, and it'll be hard to give up the lots. Some guilds may designate members as the mine and factory placers; others will probably organize storage on a guild-wide scale by maximizing housing lots for many members.


2. Serious merchants or crafters with some merchant skills are going to run vendors with display items only, rather like catalogs. You'll have to email the merchant to get what you want. For small-ticket items like most clothing or furniture, you'll probably have to be a guildmate or someone that the crafter is willing to do a favor for, because it won't be worth the nuisance value to make the item or even run to get one from a crate.


3. Crafters who have a vendor are going to have virtually undecorated shops with no atmosphere--they'll need the space for storage.


4. Some small-ticket sales may move to the Bazaar.


5. It will be easier to find what you need in that the planetary map will now show actual vendors with actual goods on them. It will be harder to find what you need if what you need is not a high-profit item.


6. Many items will indeed exit the database.


7. There will be a lot of houses with 1-credit entry fees as some people scramble to regain Merchant experience. Get ready for guildmate conga-lines where they hit the 1-credit fee again and again to help a guildie climb back up. Unless the Master Merchant limit is exponentially higher than a Merchant with 4 in hiring, though, don't expect to see more Master Merchants.





Atino Xepteed
Maker of Mediocre Weapons
Chilastra
d0qtrX
Mon Aug 16, 2004 1:36 pm
#2






Khaldun wrote:

1. The first and major thing we're going to see is people who are no longer eligible for vendors but who really have a lot of value stockpiled, either top-quality resources or loot pieces, are going to get as many 1-lot houses as they can and fill them to the limit with stockpiles. So paradoxically I'm guessing that every house that might be lost with the character purge is going to be replaced with a stockpile house: some player cities may actually get bigger in terms of numbers of houses. There will be less mining going on than now as there are sufficient stockpiles for most crafters to make their stuff from now until many moons from now, and it'll be hard to give up the lots. Some guilds may designate members as the mine and factory placers; others will probably organize storage on a guild-wide scale by maximizing housing lots for many members.


2. Serious merchants or crafters with some merchant skills are going to run vendors with display items only, rather like catalogs. You'll have to email the merchant to get what you want. For small-ticket items like most clothing or furniture, you'll probably have to be a guildmate or someone that the crafter is willing to do a favor for, because it won't be worth the nuisance value to make the item or even run to get one from a crate.


3. Crafters who have a vendor are going to have virtually undecorated shops with no atmosphere--they'll need the space for storage.


4. Some small-ticket sales may move to the Bazaar.


5. It will be easier to find what you need in that the planetary map will now show actual vendors with actual goods on them. It will be harder to find what you need if what you need is not a high-profit item.


6. Many items will indeed exit the database.


7. There will be a lot of houses with 1-credit entry fees as some people scramble to regain Merchant experience. Get ready for guildmate conga-lines where they hit the 1-credit fee again and again to help a guildie climb back up. Unless the Master Merchant limit is exponentially higher than a Merchant with 4 in hiring, though, don't expect to see more Master Merchants.








Cross server lot trades will become the rule, rather than the exception. The entire countryside will be filled with storage factories.
Khaldun
Mon Aug 16, 2004 1:42 pm
#3

Just thought of another likely consequence.


We're going to see a gigantic rise in spam-selling in major cities. Reason: because people with no vendor qualifications who have big stockpiles of loot goods and resources who are willing to sell them will have no other way (except these boards) to tell people about what they've got. Few of them will do the logical thing, which is to wholesale to a merchant and let him take the risk of selling to retail--they'll want to move the goods themselves.


So get ready--you think it's bad now, there are going to be many people spamming spatial in cities afterwards.




Atino Xepteed
Maker of Mediocre Weapons
Chilastra
Bachreus
Mon Aug 16, 2004 1:54 pm
#4

"Cross server lot trades will become the rule, rather than the exception. The entire countryside will be filled with storage factories"


Yeah, hopefully this will be addressed shortly though. I wouldn't be suprised if they make it apre-req that you at least attain Novice of one of the upper tier classes to drop any structures (or something like this). Thusmaking cross server trades much moreof a pain in the*&^. It will surely suck for the noobs, but something needs to be done.



Bachreus
Master Artisan--Master Weaponsmith--Master Merchant
Granock
Mayor of Ghost Town--Master Shipwright
Charos
Master Commando--Master Smuggler

Armorlite Weapons -5084 -6056 Dantooine in Ghost Town
Hero_DarkJedi
Mon Aug 16, 2004 2:14 pm
#5






Khaldun wrote:

1. The first and major thing we're going to see is people who are no longer eligible for vendors but who really have a lot of value stockpiled, either top-quality resources or loot pieces, are going to get as many 1-lot houses as they can and fill them to the limit with stockpiles. So paradoxically I'm guessing that every house that might be lost with the character purge is going to be replaced with a stockpile house: some player cities may actually get bigger in terms of numbers of houses. There will be less mining going on than now as there are sufficient stockpiles for most crafters to make their stuff from now until many moons from now, and it'll be hard to give up the lots. Some guilds may designate members as the mine and factory placers; others will probably organize storage on a guild-wide scale by maximizing housing lots for many members.


Factories, on all planents other then naboo, are a better value for lots. (1 lot = 100 items stored in the input hopper). (plus 100 items in the output hopper if you actually craft anything).



2. Serious merchants or crafters with some merchant skills are going to run vendors with display items only, rather like catalogs. You'll have to email the merchant to get what you want. For small-ticket items like most clothing or furniture, you'll probably have to be a guildmate or someone that the crafter is willing to do a favor for, because it won't be worth the nuisance value to make the item or even run to get one from a crate.


These vendors will lose market share to the vendor that is actually stocked right next to them, or next door.



3. Crafters who have a vendor are going to have virtually undecorated shops with no atmosphere--they'll need the space for storage.


This won't change unless the "decorations" are used up by vendors. Most malls are held by lot swap and the extra 100 spaces I don't think are going to be used this way.



4. Some small-ticket sales may move to the Bazaar.


Don't see this as who is going to take the time to run to town just to put 25 items up for sale?



5. It will be easier to find what you need in that the planetary map will now show actual vendors with actual goods on them. It will be harder to find what you need if what you need is not a high-profit item.


Agree'd ... somewhat ... it will be easier to find vendors that "should" have the stuff you need ...


I don't know about the "high profit" ... I would change that to say "slow movers". If there is a bad cap on items, I personally would probably not stock some of the slower movers in weapons ... like striker pistols, SR combat pistols, e11 Carbines/Rifles, Ryyk Blades, Heavy Acid Rifles, etc, etc ...



6. Many items will indeed exit the database.


Don't know about "exit" ... but the overall offering of items on a given server will, at first, decrease. The "dead" items, that are slow movers (or no movers) will indeed exit the database ... and that is a VERY GOOD thing ... I can't recall the last melon I saw, but I am glad they are no longer *offered* to my vendor by a brand new player :-)



7. There will be a lot of houses with 1-credit entry fees as some people scramble to regain Merchant experience. Get ready for guildmate conga-lines where they hit the 1-credit fee again and again to help a guildie climb back up. Unless the Master Merchant limit is exponentially higher than a Merchant with 4 in hiring, though, don't expect to see more Master Merchants.



Access fee's ... unless the person is advertising (I need merchant skills) I simply will not visit a vendor with an access fee on the structure (too many scammers that lie just to get you in the door).


I honestly don't see too many folks that dropped merchant going back into it ... unless it be the multi-crafter profession where the crafter was an arch an a DE (or something like that).






The best part about the nerf ... (my sympathies to all you tailors) ... is that this will encourage 'shopping' again. Folks just don't like to shop cause of the dead vendors on the map. With the item nerf what is on the vendors will probably be "good stuff". You will actually be able to shop around and not worry that the vendor on the map is filled up wtih 2,000 overpriced melons!!!


Most folks have screamed that the Dev's only needed to deal with empty vendors ... but I believe that I will end up with more business as folks will be encouraged to "shop" around ...


Currently? Peeps are sooooooooooooooooooooooooooooooooooooooo tired of shopping at empty vendors, that once they find some mall (any mall) they stick with it ... never bothering to shop other malls or store fronts ... cause it's generally a waste of time.


So ... outside of the merchants like tailors that are really hosed (and maybe armoursmiths) ... I think that limiting is good. I would ask for 500-700 items per vendor pesonally.






'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Hero_DarkJedi
Mon Aug 16, 2004 2:16 pm
#6






Bachreus wrote:

"Cross server lot trades will become the rule, rather than the exception. The entire countryside will be filled with storage factories"


Yeah, hopefully this will be addressed shortly though. I wouldn't be suprised if they make it apre-req that you at least attain Novice of one of the upper tier classes to drop any structures (or something like this). Thusmaking cross server trades much moreof a pain in the*&^. It will surely suck for the noobs, but something needs to be done.







I don't think they will do it like that ... I bet it's more of a hard cap on how many "things" you can admin ... something like you can be listed on 20 things and that is it ...


That would stop lot swapping and in a hurry.





'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Durniboy
Mon Aug 16, 2004 3:00 pm
#7



Hero_DarkJedi wrote:


Bachreus wrote:
"Cross server lot trades will become the rule, rather than the exception. The entire countryside will be filled with storage factories"
Yeah, hopefully this will be addressed shortly though. I wouldn't be suprised if they make it a pre-req that you at least attain Novice of one of the upper tier classes to drop any structures (or something like this). Thus making cross server trades much more of a pain in the *&^. It will surely suck for the noobs, but something needs to be done.



I don't think they will do it like that ... I bet it's more of a hard cap on how many "things" you can admin ... something like you can be listed on 20 things and that is it ...

That would stop lot swapping and in a hurry.






..and "lot swapping" is, IMHO, a worse problem than vendors stocked with tons of +1 polearm speed tapes. Rather than item caps, I'd prefer to see the daily maintenance based on the credit amount offered on the vendor. If it's not going to sell, the merchant will eventually lose any hope of profit by just offering it for sale. Crafters like Architects and Tailors, that need to stock a lot of lower priced/lower profit items can still offer a wider selection for very little extra.



It's the dream afraid of waking that never takes the chance.
Page 1 of 1
Previous Next