Merchant Archive
Thread: Important things to understand about limiting Vendors...
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Mor-Dan
Sat Aug 07, 2004 11:14 am
#1
Keep in mind I am TOTALLY against these changes and will cancel my account if they go through. However, keep these things in mind while you try to convince the devs to approach this differently:
1. The Devs never meant for people to master multiple crafting professions and have the space to flood the market with products from all three lines.
2. Master Merchant is meant to be a profession where a person can buy items and re-sale them. To make merchant worth more than a dabbler's paradise, there has to be SOME sort of limit.
3. If you look at the constrictions placed on houses, peronal inventory, and bank deposit it is obvious we were never supposed to effectively hold 1,000+ items.
Now before going through with such a publish, there are some things the devs should take into consideration:
1. You may not have meant for it, but it happened. There are several players out there who have done this and are very good at it. If you lacked the foresight to see where it would lead, you have no business working in game development.
2. Why wait one year before you start trying to make a profession worth something? I love that you are trying to give worth to dabbler profession, but this is too much too soon. You need to spread this out more.
3. Maybe you didn't intend for us to have this many items, but we do. It makes you a bunch of complete and total A-holes to suddenly say, "In the next patch you will lose about half of everything you own." Again, a step down process will help to quell the crowds. Give us some transition patches that lead to what your goals are.
We have existed in this realm for one year being able to hold as much crap as we can find. For nearly a year we have had doc buffs that make even the toughest of creatures solo-capable. In this same time we have been able to craft mass weapons and armour that exceed what you wanted in game design. You can't simply take it all away and think everything will turn out fine. Yes, 20k, 30k, and maybe even another 100k people might join with JTL, but it is REALLY worth it to sacrifice 20%, 30%, maybe even 50% your current player base because of all these changes for them? Wouldn't it be smarter to find a way to keep as much of the player base as possible while adding these new accounts? Star Wars and EQ2 can co-exist. Of that I have no doubt. WoW will not have any effects on the player base of SWG who is here because this Star Wars. Of that I am certain. However, your moves are not gaining a lot of positive PR. What do you do if you isolate your player base, they leave, and all the new accounts don't show up? Then what? It is important, nay, vital, that you understand what you are doing with this sudden cap. It is important that we as the community understand the dev goals to better suggest ideas to get a little of what we want while letting the dev team know we understand their concerns. Right now we are all just a bunch of selfish people. The community wants blood because of this travesty against them, and the devs want to uniformly change things without allowing us a say because of the bottom line. Remember, they won't listen to your voice if you are still giving them money. Find a petition to quit and sign it. Then post a valid response on ways the devs can achieve what they want, and still keep your business. If you are still signed up, they have nothing to lose. If enough people cancel, they will start to listen.
1. The Devs never meant for people to master multiple crafting professions and have the space to flood the market with products from all three lines.
2. Master Merchant is meant to be a profession where a person can buy items and re-sale them. To make merchant worth more than a dabbler's paradise, there has to be SOME sort of limit.
3. If you look at the constrictions placed on houses, peronal inventory, and bank deposit it is obvious we were never supposed to effectively hold 1,000+ items.
Now before going through with such a publish, there are some things the devs should take into consideration:
1. You may not have meant for it, but it happened. There are several players out there who have done this and are very good at it. If you lacked the foresight to see where it would lead, you have no business working in game development.
2. Why wait one year before you start trying to make a profession worth something? I love that you are trying to give worth to dabbler profession, but this is too much too soon. You need to spread this out more.
3. Maybe you didn't intend for us to have this many items, but we do. It makes you a bunch of complete and total A-holes to suddenly say, "In the next patch you will lose about half of everything you own." Again, a step down process will help to quell the crowds. Give us some transition patches that lead to what your goals are.
We have existed in this realm for one year being able to hold as much crap as we can find. For nearly a year we have had doc buffs that make even the toughest of creatures solo-capable. In this same time we have been able to craft mass weapons and armour that exceed what you wanted in game design. You can't simply take it all away and think everything will turn out fine. Yes, 20k, 30k, and maybe even another 100k people might join with JTL, but it is REALLY worth it to sacrifice 20%, 30%, maybe even 50% your current player base because of all these changes for them? Wouldn't it be smarter to find a way to keep as much of the player base as possible while adding these new accounts? Star Wars and EQ2 can co-exist. Of that I have no doubt. WoW will not have any effects on the player base of SWG who is here because this Star Wars. Of that I am certain. However, your moves are not gaining a lot of positive PR. What do you do if you isolate your player base, they leave, and all the new accounts don't show up? Then what? It is important, nay, vital, that you understand what you are doing with this sudden cap. It is important that we as the community understand the dev goals to better suggest ideas to get a little of what we want while letting the dev team know we understand their concerns. Right now we are all just a bunch of selfish people. The community wants blood because of this travesty against them, and the devs want to uniformly change things without allowing us a say because of the bottom line. Remember, they won't listen to your voice if you are still giving them money. Find a petition to quit and sign it. Then post a valid response on ways the devs can achieve what they want, and still keep your business. If you are still signed up, they have nothing to lose. If enough people cancel, they will start to listen.
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