Merchant Archive

Thread: When the VENDOR CHANGES goes through...

Bogard
Thu Feb 05, 2004 3:06 pm
#1

what will happen to the items over and above 150? will they simply poof?

and what will happen to vendors owned by ex-merchants? will they stop working?


and this isn't going to be publish 6 (next Thursday) is it?



thanks in advance for any comments and answers,



E'Ina Alvida
Master Armorsmith/Master CH/Novice Pistoleer
4964, -4071 North of Moenia, Naboo
-3859, 5275 Alliance Bay, Naboo

Living by the Code of Thundera: Justice, Truth, Honor, and Loyalty
SueDenim
Thu Feb 05, 2004 4:59 pm
#2

Pretty much the *only* thing we know for certain at this point is that nothing's happening in Publish 6.



Bindi Kicklighter
Kicky Fashions of Kor Vella (-3403, 1395)
Visit our "Hall of Justice" display!
Kor Vella, Corellia, Lowca
ideas
Thu Feb 05, 2004 5:34 pm
#3

Well, I suspect (and hope) items won't just go poof.


If I were implementing this change, each merchant would have a "vendor item limit" stat. When they are over their limit, the "Sell Item" button is just grayed out, unclickable.


It's a very simple change, and allows the "overstocked" merchant to withdraw/retrieve their items or wait for them to sell out until he is below his limit once again.


This change would also ensure that anyone who drops the "vendor item limit" skill would be hindered in their ability to sell without instantly losing their stock.



If a harsher penalty were needed, I would increase the vendor maintenance rate for overstocked vendors.



(Note that these systems could also be used to hinder people who have too many vendors, without just poofing some random vendor full of goods.)






So, let me get this straight: To advance my character, I have to give up my current abilities?

Flurry: Ikeya Ibye (Master Droid Engineer, Master Artisan, Master Merchant)

IKEYA Grand Mall - Naboo, Moenia - Waypoint 5000 -4000



Bogard
Thu Feb 05, 2004 6:36 pm
#4

thank you! at least I can rest a little easier that it's NOT in publish 6. which means a little more time to... I dunno... get some answers and hopefully get my act together so I don't lose all my goods





E'Ina Alvida
Master Armorsmith/Master CH/Novice Pistoleer
4964, -4071 North of Moenia, Naboo
-3859, 5275 Alliance Bay, Naboo

Living by the Code of Thundera: Justice, Truth, Honor, and Loyalty
DocSavag
Fri Feb 06, 2004 7:26 am
#5

It isn't clear to me how they will handle the vendors over the cap. I'm pretty sure it won't just delete the items they don't do that on purpose. I am sure it won't be pleasent no matter what the solution is. Major design changes like this are rarely much fun. As soon as I can get them to release details about this I will.






----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



DoctorGriggs
Fri Feb 06, 2004 8:40 am
#6

I am curious, is this 150 cap for ALL vendors? Or as a master merchant is my cap higher than someone with novice?



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

DocSavag
Fri Feb 06, 2004 8:58 am
#7

The original proposal was 150 limit per vendor. There was a universal opposition to that and the development team has promised to come up with a different proposal based on the feedback they have received. The assumption is that the solution will be some sort of scale of vendor limits based on merchant skill. They haven't released the new proposal yet however and we won't know for sure until they do.






----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



LadyGrey
Fri Feb 06, 2004 9:04 am
#8

I belong to a consortium of players who are trying to set up a chain of stores that will all carry similar items, but a very wide variety of items. We are in the process of making contracts with various masters, so that we can carry their lower-end items in all of these stores. We are working on the premise of name-recognition and convenient locations (possibly as many as 18) to carry this through. We will likely end up with 3 master merchants, and can envision each store having a minimum stock of 2000 to 3000 items. We will have stims (A, B and C), health packs, clothes, weapons, armor, powerups, vehicles, personal harvesters, food, survey devices, crafting tools, crafting stations, small houses, etc.

We see this as the way that merchant was intended to be used. We will be buying items from crafters in bulk, so that they can give us a 1 to 5% discount on what they would charge if they were selling it themselves. We will then turn around and sell it, using that 1 to 5% discount as our profit margin. There will be no specialty items, everything will be made in bulk, and some items will only be sold in factory crates (such as stims). Clothes will only be made in black, and will be strictly low-end items.

We are not competing with the master crafters for their specialty items. There will not be any medium or large houses or harvesters sold on these vendors. None of the high-end clothes or food. However, if this vendor item cap is implemented, that will be the end of this idea. We cannot make this happen unless we have very large stocks of inexpensive items, with the low price being our way of turning over our stock quickly. With as many as 18 stores, spread out across all the buildable planets, there is absolutely no way we could restock these stores twice a day. With the 6 vendors that we are starting with, we are looking at trying to restock perhaps once every week, probably going to once every two weeks.

I plead with the devs to not break the vendors. At least allow someone with master merchant to have unlimited items on their vendors. We are trying to use them the way they were intended, as an outlet for multiple crafters to sell their goods. Please give us a chance to make this work.



/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
NerfedDerf
Fri Feb 06, 2004 1:57 pm
#9

personally i feel the 150 Item cap is insane. As a resource vender i like to keep an extremely well stocked vender...i.e. i have over 150 listings just in Inorganic minerals...at what point am i supposed to list Gas, Chems. etc...?? If in fact, the cap is presented and anything over 150 is lost or must be retrieved..I (i'm sure a few others also) will have to retrieve/hassle with almost 600 listings.. Just a thaught



Nerfed Derf > Nerf Mining
Coronet -123 -5652 (registered) (High Quality and Grinding)
Theed, Naboo -4759, 3339 (SOLD)
Mengus Farms -123 -5654 (Bought Out)
Special Orders Welcome, Thanks
.
NerfedDerf
Fri Feb 06, 2004 5:46 pm
#10

I fear that with less vender space we all will be forced to set as many Venders as "humanly" possible within our shops just to maintain some sort of stock level, thus creating a large "clutter" of venders and somewhat a state of Chaos. This, i fear, will aslo increase the need for custom/special orders packed per persons requests (my meathod)



Nerfed Derf > Nerf Mining
Coronet -123 -5652 (registered) (High Quality and Grinding)
Theed, Naboo -4759, 3339 (SOLD)
Mengus Farms -123 -5654 (Bought Out)
Special Orders Welcome, Thanks
.
DocSavag
Sat Feb 07, 2004 1:56 am
#11

LadyGray,


I can almost give you 100% assurance that the word "unlimited" will vanish from vendors forever soon. I don't know what the final upper limit but it won't be "unlimited" I doubt it will even be in the 1000's. They proposed 150. They aren't going to settle for 3000 or anything near that. We are going to have to figure out ways to do business with less vendor space. That is the bottom line I am afraid.






----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



LadyGrey
Sat Feb 07, 2004 5:43 am
#12

With vendors being so severely limited, then what is the use of a master merchant? If a master merchant is going to be limited to a few hundred items per vendor, then there is no way for a master merchant to make any money unless they only carry high-end items. I am hearing people complain right now, that they can't find an inexpensive pair of shoes anywhere. Where are we going to be able to sell the inexpensive items? If I am limited to 300 items on a vendor, then those will have to be items costing 10000 credits or more, so that I can justify using a lot, a merchant tent, a vendor,spending the time restocking the vendor, and (last, but not least) spending the skill points to maintain having the master merchant title.


If this is the way the game will go, then I will go back to having just the one vendor from my master artisan, only list items that cost at least 25k or more, and wait for WOW to come out. I had great plans for a bunch of stores that could cater to starting players, and have items that even more seasoned players look for, at reasonable prices. A way for crafters to be able to relax and enjoy their gaming experience, because someone else would handle sales (and customers). Now all of the crafters will need to become master merchants, just to have enough vendors for their own products.


I'm so sorry to hear that Sony is having such money problems, that they have to kill off a profession to avoid buying a little more memory for their databases. But it's MY profession, and I'm rather pissed-off about this. NERFing merchants!? Yeah, we're WAY too powerful!!




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LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
bennybanglong
Sat Feb 07, 2004 10:34 am
#13

They just want people to get a second account. Most serious crafters already have a second account because of the lot limitation.
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