Merchant Archive
Thread: Wow, Now I am Really dissapointed..
Fixed the max sale price on vendors being the same as the bazaar.
You now have to select "init vendor" from the vendor options after you place your vendor to activate it.
What In the Heck????
The First Two I have never heard of and Never seen a post about in this forum and The need to Init Vendor has always been there at least it has for me.
WHAT About the Admin rights for Houses??
What About the Resource-NPC Vendor Bug?
What about the STOCKROOM bug and how every merchant prob has 20 things in Ghostland that they cant get rid of.
I know that the Merchant Correspondent program just got started but the three fixes that they have listed just shows what a joke the merchant class is going to continue to be.
They have known about the all the bugs I listed above since beta yet figured it was more important to fix basically 3 non existent bugs..
Hard to believe how the Devs and SOE can continue to shock me day in and day out with bad decisions they make.
And YES I AM Venting but I mean c'mon I was hoping that just 1 of the IMPORTANT bugs that we all know about would be fixed..just one
Not 2 Bugs that prob exist for .0123 poercent of players and one fix that is ALREADY IN THE GAME.
OH well I guess....
Well, realize that there is a decent chance that the stockroom bug is bad enough it will likely go in as a hotfix, and not a tested patch... of course, playing with the database in such a way is dangerous enough that they might decide to put it through the full testing cycle anyway, even though that means delaying getting it into production... while the wait would be annoying, better the delay and a few lost items than an unforeseen bug resulting in an entire bazaar/vendor wipe. lol.
However, with that in mind, there is a good chance they don't have the issue as being addressed in the next test center patch BECAUSE they either plan to fix it via an earlier hotfix, OR they are toying with that idea over testing it and don't want to lock themselves into either... plus, if they don't have a fix, they can't say it is going into the next TC patch, and all the notes in that list are for things that ARE going into the next TC patch... meaning they are likely already coded and put into internal testing.
I'm quite sure they are working on the resource split problem, and stuck items in general, given the amount of time that is using in CSR tickets... and I'm sure they don't WANT to have people losing their items all the time... obviously, it is a problem that is either hard to track and they can't easily duplicate it in their testing environment, or the solution involves a major change to the existing system, which is always messy and they are stepping through it at a design level first to head off any problems with a potential fix before they introduce them.
Of course, it COULD be that they are simply sticking their fingers in their ears and repeatedly screaming "la la la, I can't hear you!", but... really... I doubt that. ![]()
The_Ripper wrote:
Fixed an exploit where you could steal things from vendors
Fixed the max sale price on vendors being the same as the bazaar.
You now have to select "init vendor" from the vendor options after you place your vendor to activate it.
What In the Heck????
Well, I pretty much agree. But as a merchant, I frown on shoplifting. So even though I haven't heard about number 1, I'm glad they are on top of it.
As far as number 2, it's unclear what it means. The max bazaar price was 3k. You could set prices on vendors above this. Does this mean that they set a max price on vendors????? I sure hope not. One of the main reasons for a vendor is so you can sell expensive items without running around town spamming.
On number 3, this was an important use of programmer time???? Someone didn't push an extra button? Unless there was something else missing like this allowed you to use a vendor without paying maintenance, this was a waste. Theer are serious issues like ghosted items and resource containers.