Merchant Archive
Thread: So before I look at the latest Friday push of ERRORS ....
Message Edited by DingoBoi on 10-16-2004 12:54 PM
It would help if we knew what you were trying to accomplish.
There is no specific schedule for changes to the profession though we are due a revamp of the vendor interface that hasn't happened yet. Probably will happen with the various profession revamps that are expected to happen over the next few months after JTL ships and the Combat upgrade happens.
It might be strategic to keep the list of top issues small and concentrate on the things that would improve our gameplay or that of our customers most. If I had to pick one of each it would be the improved vendor interface and Galactic or Global Item listing/searching of all vendors. Of course they must ask for a big list so they can pickif what's at the top seems difficult/expensive. Perhaps several issues can be integrated to single ones to make the choices fairer.
If JTL is a hit I suppose they'll do another expansion pack in six months or so, but if it flops it'll be Star Wars II in six months. I think SWG has been more successfull than any other MMORG in it's first year and it won't be abandoned too soon.
Message Edited by Wolfbane9999 on 10-17-2004 12:48 PM
1. Fixed dozens of issues that caused items to vanish, vendors to disappear (we still have a few of those and the recent code changes have made it worse for a while)
2. re-wrote the entire back end of the vendor/bazaar system to make it more stable
3. Added a column for time left (that was just recently)
4. Fixed bugs that prevented us from doing custom adbarking
5 Fixed an issue with having to restart the global advertising every morning (still has an issue with someone having to be in the room with them every day for it to start)
6. Changed the way maintenance was collected on vendors from [Sale Price]/1000 per 45 min to 15 credits per hour ( NPC vendors were bugged for a long time and were only charging like 1 credit per hour or something)
And those are just the ones that come to mind. The re-write of the backend code took several weeks alone to write and debug. Programming these systems takes time. I'm not satisfied with the features they have added for us, but I'm not going to pretend they haven't worked on our issues at all.
Message Edited by mhal9000 on 10-18-2004 11:10 AM
DocSavag wrote:
Less than a weeks work? I"m not sure where you get that. In the past year:
1. Fixed dozens of issues that caused items to vanish, vendors to disappear (we still have a few of those and the recent code changes have made it worse for a while)
2. re-wrote the entire back end of the vendor/bazaar system to make it more stable
3. Added a column for time left (that was just recently)
4. Fixed bugs that prevented us from doing custom adbarking
5 Fixed an issue with having to restart the global advertising every morning (still has an issue with someone having to be in the room with them every day for it to start)
6. Changed the way maintenance was collected on vendors from [Sale Price]/1000 per 45 min to 15 credits per hour ( NPC vendors were bugged for a long time and were only charging like 1 credit per hour or something)
1. I continue to have items vanish. Haven't had a vendor disappear in a few months, but they have malfunctioned very badly several times.
2. It depends on what your definition of "stable" is
3. This was good for listed items. Time left in storeroom fluctuates so wildly that I'm not sure whether to trust it or not (varies between 5 days and 60 days now).
4. I don't have vendors that can adbark, so don't have experience with this
5. Yes, we don't have to restart global advertising by using the radial menu on each vendor, but we do have to go to every house/merchant tent/mall that we have a vendor in to restart it every morning after the server reset. Takes about the same amount of time that the old system took. Basically, global advertising does not work if you are a casual player who, along with 99% of the merchants, doesn't get much traffic unless you are on global advertising.
6. All of my vendors seem to use a different algorithm for deciding how much maintenance they require. It is part of the immersion into StarWars, and is a large part of my game content.
LadyGrey wrote:
My vendors are still randomly deciding that some items are not valid, and deleting them as they are purchased. CSR's seem to be unable to read the log files dealing with these transactions. Vendors must have an item purchased from them, or newly listed (from inventory, not from stockroom), in order to not be declared as abandoned (and then subject to being deleted), within some time frame which might be anything from one week to two months. A structure cannot be transferred with /transferstructure if it has vendors set up in it. Vendors set up to adbark, if set up near each other, will sometimes adbark at each other (some people have used this new feature in humorous ways).
DocSavag wrote:
My post was pointing out the effort not the successes
Something I heard once, somewhere, about "There is no try. Do, or do not." ![]()
Another saying comes to mind with this game. Something about "First, do no harm."
There is just something about four fusion reactors simply vanishing into outer darkness that makes me really negative and nasty for a few days. I'll get over it.
DocSavag wrote:
Less than a weeks work? I"m not sure where you get that. In the past year:
1. Fixed dozens of issues that caused items to vanish, vendors to disappear (we still have a few of those and the recent code changes have made it worse for a while)
2. re-wrote the entire back end of the vendor/bazaar system to make it more stable
3. Added a column for time left (that was just recently)
4. Fixed bugs that prevented us from doing custom adbarking
5 Fixed an issue with having to restart the global advertising every morning (still has an issue with someone having to be in the room with them every day for it to start)
6. Changed the way maintenance was collected on vendors from [Sale Price]/1000 per 45 min to 15 credits per hour ( NPC vendors were bugged for a long time and were only charging like 1 credit per hour or something)
And those are just the ones that come to mind. The re-write of the backend code took several weeks alone to write and debug. Programming these systems takes time. I'm not satisfied with the features they have added for us, but I'm not going to pretend they haven't worked on our issues at all.
"Less than a week's work" Where do I get that you ask? One, when I asked you how many things had been fixed in the past year you answered "a number of things" and I took that to mean ten to twenty items. Two, I worked for a couple years as a software engineer and am familiar,roughly, with how much time a repair or added feature should take. And three, I don't think it's fair to count repairs as accomplishments or work in the normal sense. After all it should have been done right in the first place. And so if I go down your new list above, there's only two accomodations or changes been done for Merchant #3 and #6. All the others are fixes to errors in programming.
Message Edited by Wolfbane9999 on 10-19-2004 11:22 AM
DocSavag wrote:
As for the costs..even the wacky variable costs we have today are better than the Sales Amount/1000 that we got with the non npc vendors before.
/cringe at the horrific penalty resource brokers paid since we could ONLY sell on terminal vendors.... otherwise when somebody would try to buy a 1k unit stack, they would get EVERYTHING of the same resource on your vendor.... yes, all 10million other units.
and that was they early days when paying 6-10k per day in vendor maint was a whole damn lot.