Merchant Archive
Thread: Resources on vendors
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GogoDodo
Wed May 12, 2004 8:16 am
#1
Instead of breaking a stack of resources up into 10k, 25k, 50k or whatever stacks, we should be able to sell them per unit. I put a stack of 500k units of Blahinum steel and price it on the vendor at 3cpu. A player comes along and purchases 5,423 units at 3cpu. They are buying units, not a stack. This would certainly cut down on the number of active resource auctions as you would only need a few stacks of 500k or a million units rather than 100 auctions breaking the resources into reasonable sizes.
G
Werdup
Fri May 14, 2004 7:48 am
#5
lets keep it going.. its simple yet a world of good.... and we do need some love....
alibinsophos
Fri May 14, 2004 4:06 pm
#6
This is currently #14 on Doc's list of Merchant issues.
The logic, as youtoo have seen,is it benefits the seller, the buyer and perhaps the database.
If the database is truely impacted by us spreading out stacks into "buyable" quantities, then the future Merchant revamp will almost certinaly add it. Both EQ and DAoC added this feature as the games matured, it is reasonable to expect SWG will too.
Until thenstack divisions will remain the #1 way to attract the smaller buyers/crafters, the #1 annoyance to pesky resource brokers, and the #1 mistake merchants make at 3am.
DocSavag
Fri May 14, 2004 6:28 pm
#7
alibinsophos wrote:
This is currently #14 on Doc's list of Merchant issues.
The logic, as youtoo have seen,is it benefits the seller, the buyer and perhaps the database.
If the database is truely impacted by us spreading out stacks into "buyable" quantities, then the future Merchant revamp will almost certinaly add it. Both EQ and DAoC added this feature as the games matured, it is reasonable to expect SWG will too.
Until thenstack divisions will remain the #1 way to attract the smaller buyers/crafters, the #1 annoyance to pesky resource brokers, and the #1 mistake merchants make at 3am.
FWIW I've brought up the database question and have been told that it isn't as big of a a difference as you would think. I think this is because resources take up very little database space since they are not customizable they don't take up the database space that a crafted item that has all the customization data.
SaseO
Sat May 15, 2004 6:42 am
#8
ok then lets take this idea farther and be able to put crates of crafted items at a price per unit then that would help ease the stress of the database, the seller and the buyer.
DocSavag wrote:
alibinsophos wrote:
This is currently #14 on Doc's list of Merchant issues.
The logic, as youtoo have seen,is it benefits the seller, the buyer and perhaps the database.
If the database is truely impacted by us spreading out stacks into "buyable" quantities, then the future Merchant revamp will almost certinaly add it. Both EQ and DAoC added this feature as the games matured, it is reasonable to expect SWG will too.
Until thenstack divisions will remain the #1 way to attract the smaller buyers/crafters, the #1 annoyance to pesky resource brokers, and the #1 mistake merchants make at 3am.
FWIW I've brought up the database question and have been told that it isn't as big of a a difference as you would think. I think this is because resources take up very little database space since they are not customizable they don't take up the database space that a crafted item that has all the customization data.
Steven7856
Sun May 16, 2004 1:49 pm
#10
I agree whole heartedly and would like to see it go a step further by letting us sell anything through quantity. Why do I have to have 50 mineral mines all exactly the same all for the same price fill up my screen when there could be a single entry for mineral mines and the customer can choose how many they would like to have. That would be so much easier, plus it would really cut down on the I don't know how to find the next page button.
Davy
Sun May 16, 2004 2:57 pm
#11
Continuing in the same vein, how about making all crafted crates hold at least 100 units? Or even more?
When you want to sell them, just put the crates on the vendor, set a unit price, and the buyers can dial up how many units they want, pay the proper amount, and the vendor will pull the units from the crates (or split the crates!) and deliver them to the buyers' inventory.
Simple, clean, less clutter, less mistakes, and maybe beneficial in terms of database maintenance.
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