Merchant Archive

Thread: Using vendors to store items

BruSwillis
Sat Feb 14, 2004 6:29 am
#1

When the housing cap came in the game within the first month of release I distinctly remember the Devs saying they prefered storage to be on vendors rather than on the floor of housing where the game has to draw each individual item.
So does anyone else remember this or has there been any official word on using vendors for storage from the Devs at all?


Bru




_____BruMasterUnderworldSmuggler.
___________Toth'raRebelBothanSpy.

NJ62
Sat Feb 14, 2004 9:47 am
#2

I think the devs specifically did not want us to store personal items on vendors, which would explain 1) the fact that vendors cannot be in private houses 2) the old system of maintenence was based on the price of the items in the vendor, making it such that you would pay a penalty if you listed items at high prices to prevent others from buying them 3) the current move toward vendor limits.



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DocSavag
Sun Feb 15, 2004 12:22 am
#3

I remember that quote it was from Holocron and he said essentially that it was easier on the database if the item was in the vendor than if it was sitting on the floor. However, that doesn't mean that it isn't an issue at all. And in fact when the devs agreed to lengthen the auction time from 7 days to 30 days it was warned that item limits would probably result from the number of items on vendors.






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GraySeven
Mon Feb 16, 2004 8:28 am
#4

If they took away all the vendors that stayed after people dropped the skills that gave them those vendors, they wouldn't have that much of a database issue with the houses.


I've stood on a soapbox too many times raging vengeful about all of the Nerf's aimed at reducing database storage, so I won't do it here....I'll just say that the Dev's brought it all on themselves and that there are plenty of ways to fix it (factory crates with volumns equal to resource containers, anyone?) without constantly taking things away from people who earned them and aren't exploiting to get them.....





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&
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Cafa
Mon Feb 16, 2004 8:01 pm
#5






GraySeven wrote:

If they took away all the vendors that stayed after people dropped the skills that gave them those vendors, they wouldn't have that much of a database issue with the houses.


I've stood on a soapbox too many times raging vengeful about all of the Nerf's aimed at reducing database storage, so I won't do it here....I'll just say that the Dev's brought it all on themselves and that there are plenty of ways to fix it (factory crates with volumns equal to resource containers, anyone?) without constantly taking things away from people who earned them and aren't exploiting to get them.....






Amen.


Also, stacking to 1 million units and stacking crates to 100 for all things would reduce my storage requirements by about 75%. Trust me, that's a LOT of storage reduction.


Fivo Asia





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RyeunDharow
Mon Feb 16, 2004 10:24 pm
#6








Amen.


Also, stacking to 1 million units and stacking crates to 100 for all things would reduce my storage requirements by about 75%. Trust me, that's a LOT of storage reduction.


Fivo Asia








I just have to laugh at stacks of a million. It WOULD be nice for them to stack that high, but can you imagine how much more of an impact the resource dupers would have had if they were duping 1 mil at a time rather than 100k? Maybe the Devs knew there was some potential vulnerability there and were aiming to head it off.


Ryeun
BruSwillis
Tue Feb 17, 2004 2:19 am
#7

Or maybe the 100k stacks are so people cant just stock up on the best resourses when they are in shift so they will have that stock for months and months to come.

The whole idea of resourses shifting in and out was to keep things fresh of fluctuating not so people would gather resourses to an infinate amount to permanently have the best of everything. There would be no need for shifts if everytime a good resourse came in we all collected millions of units of it therefore never looking to run out.


I strongly agree that factory stacks need upping, 25 is just madness.


I dont know, I see the idea the Devs have about this but it seems yet again that in game it just doesnt work.


Pre-beta the idea of resourses coming in and going out making the goods stats fluctuate with every shift, sounded a great idea but people will always do what they can to make sure they keep the best resourses for as long as they possibly can.




_____BruMasterUnderworldSmuggler.
___________Toth'raRebelBothanSpy.

Bey
Tue Feb 17, 2004 3:48 am
#8

Storage is a constant headache for me too. 99% of it is various resources and factory crates. Special drops are the worst, as each takes 1 slot and identical drops do not stack.


I still want merchant-only warehouses. Or rentable extra bank space...


If item limits in player housing was doubled, it would be closer to the real need for storage.





Xexo Sparks
No longer : Master Armorsmith / Master Merchant / Master Artisan due to lack of content for non combat characters
progman63
Thu Feb 19, 2004 7:20 pm
#9






NJ62 wrote:
I think the devs specifically did not want us to store personal items on vendors, which would explain 1) the fact that vendors cannot be in private houses 2) the old system of maintenence was based on the price of the items in the vendor, making it such that you would pay a penalty if you listed items at high prices to prevent others from buying them 3) the current move toward vendor limits.







1) Yeah, I think public houses for vendors was probably to keep people from using them as storage. But also to encourage public sales.


Why would you put a vendor in a private house? Besides for storage? To restrict sales to only those people on the Entry List.


2) The old method of vendor maint was also a money sink.


Charging maint for the price of items posted drained alot of money from the game.


Unfortunately, it sucked rocks for all of us playing the game. If a fee had been taken on each sale of an item (sales tax), it still would have drained money from the game without hurting so much. But due to the high prices of some items, the old method hit the higher end crafters the hardest - weapons, armor, architect.


3) The suggestion for merchant limits has always been mentioned by the devs hand in hand with database problems.


I think the main or only concern is the database. Of course, there are plenty of other things that would also help alliviate DB problems - stacking, crates, vendors, etc.


But let's nerf first instead of addressing the problem in a logical and sensible manner.....









"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


Bey
Fri Feb 20, 2004 2:14 am
#10

I still cannot see how a few hundred items to be a database problem.


Not even a few thousand. Per user.


On a properly set up database this should be child's play.





Xexo Sparks
No longer : Master Armorsmith / Master Merchant / Master Artisan due to lack of content for non combat characters
Xieflow
Fri Feb 20, 2004 10:38 am
#11






Cafa wrote:





GraySeven wrote:

If they took away all the vendors that stayed after people dropped the skills that gave them those vendors, they wouldn't have that much of a database issue with the houses.


I've stood on a soapbox too many times raging vengeful about all of the Nerf's aimed at reducing database storage, so I won't do it here....I'll just say that the Dev's brought it all on themselves and that there are plenty of ways to fix it (factory crates with volumns equal to resource containers, anyone?) without constantly taking things away from people who earned them and aren't exploiting to get them.....






Amen.


Also, stacking to 1 million units and stacking crates to 100 for all things would reduce my storage requirements by about 75%. Trust me, that's a LOT of storage reduction.


Fivo Asia








Heh... people complain about how uber rich some crafters get. Could you imagine how much cash crafters would be making if we sold guns in crates of 100 instead of 25? Or powerups in crates of 100 instead of 10.Also, I believe that limited crate size helps keep the 50 + 60 item limit on you person "reasonable". If you could carry 100 guns in a crate, 100 camps, 100 powerups, 100 brandys, 100 muon golds, etc, it could get pretty nasty.
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