Merchant Archive
Thread: They complained about empty vendors before... (Post here LOGICAL alternatives for the Devs to read)
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Bluechiss
Sat Aug 07, 2004 11:05 am
#1
110 items is a joke and we all know that.
I can see what the devs are trying to do, but there are many other ways to go about it.
They can:
- Limit the vendor's item capacityWITHIN REASON
- Make mantinence on vendors proportional to the # of items
- Even change it so you have to have novice merchant (or somesuch)to get above 110 items
- Just about any other way
Alienating 3/4th of the player base is not too smart for the devs after pushing back the Combat Revamp.
I am the bane of all you merchants (dropped it when i got my vendors) but if they change the vendor ownership rules, i will just pick it up again.
I mean, look at the response it has gotten. How can they possilby go through with it?
Domandred
Sat Aug 07, 2004 11:21 am
#2
What the Devs are planning now is a quick and very dirty fix to a problem with the item database. This "fix" will cause more overall problems then it will solve. Instead what is needed is a complete revamp of the merchant class. Currently in all honesty the merchant class is WORTHLESS as a main class or a hybrid. Instead people are getting the class, getting Management IV for their vendors and getting Advert III to put them on the map and then surrendering the skills.
Here is my proposal WITH item limits though not the small amount they are giving us now...
1. If you surrender merchant skills you are IMMEDIATLY given a menu of your vendors and you get to pick with one to remove. This takes place even if you are not on the same planet as your vendors. This is the biggest issue in my opinion and would remove vendors from people that do not have merchant skills.
2. Empty vendors go into hybernation after 2 days. At empty they no longer appear on the overhead map or on the planetary map. After 48 hours of empty the vendor goes into hybernation = only the owner can even see the vendor. 2 weeks of hybernation the vendor is removed.
3. Item limits.
a. Crank up the number starting at 50 items for Business III. Add a vendor + 50 at Business IV. That's two vendors at 100 items each without getting Merchant.
Domandred
Sat Aug 07, 2004 11:40 am
#3
Gack I accidently hit the enter key. I wasn't finished....
continued....
3. Item limits.
a. Keep item limits as planned (660 max items)...wait for the explanation...
b. Add +100 items for each teir of Market Efficiency making a total of 510 items PER VENDOR (I know still low but wait).
4. Buildings -
a. Merchant tent - ANY vendor placed in a merchant tent is given double the item count. ONLY Merchants can place their vendors in merchant tents. If the skill is surrendered the merchant tent is REMOVED and all vendors inside are also REMOVED.
b. NEW BUILDING - MALL (Bazaar) whatever you wanna call it. ONLY MASTER merchants can place vendors in these structures. The structure ITSELF as a vendor limit, say 10 - 15 vendors. Vendors in a mall would have a 5000 item limit. The Mall owner would be able to set fees for listing items. In effect this would work the same way as the planetary bazaar EXCEPT...no price limit and no item limit. No lame 6000cred / 20 item cap. Also only the Master Merchant can list the product itself, anyone selling in the bazaar would have to offer the item to the vendor, as well as a selling price. The Master Merchant would then either Accept or Deny. If accepted the item gets transfered to sales with the Master Merchants fee attached.
Sales run for 7 days, non-sales last for 7 days. No permanent sales, but the master merchant OR the item seller can relist for the SAME price once the item has been accepted.
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