Merchant Archive

Thread: Lots of good stuff for Merchants in Thunderheart's Test Center Patch Notes

Haruspex77
Mon Nov 03, 2003 7:18 pm
#1

Some of it quite unexpected and very nice indeed!


Haruspex77
Mon Nov 03, 2003 7:19 pm
#2

And here are the relevant quotes:


Added new command, "/notepad", allows modifications to a text file that gets saved as "notes.txt" in the user's base profile directory.



Added clientside mail saving with the /mailSave command.



In order to allow construction of cities on rougher terrain, the placement restrictions on most player buildings have been relaxed. You should be able to place houses and new player city structures over shallow ravines or on the side of small hills. Installations like harvesters still have the same placement restrictions.



Merchants can now place "Merchant Tents." The tents come in three colors and are crafted by Architects working with Tailors. These small structures allow for a storefront that looks different from a player house.




Housing


The drop down list of players that can be added to a player structure permissions lists now includes players near the building.




Vendors


Vendor ad barking and planetary map registration now persist, so you won't have to reset them after a server restart. Note that you'll need to reenable ad barking one time for this to start working on your vendor.


Vendor maintenance is now enabled. Vendors now cost about 15 cr/hr to maintain. Maintenance of droid and terminal vendors has been fixed.



All vendor types now have proper rotation controls prior to initialization. Initializing the vendor will remove the rotation options.



Will now allow vendor/auction multiselect for both retrieve & withdraw functionality.



Added 'Pets / Pet Supplies' and 'Medical Supplies' categories to vendor planetary map listing and area barking.



Increased sale timer from 7 days to 30 days for player vendor sales.



progman63
Mon Nov 03, 2003 8:47 pm
#3

YEA!
Finally!


Now we can stop worrying about some of the more annoying problems and start concentrating on selling.
That's what the profession is all about.









"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


Draznar
Tue Nov 04, 2003 12:08 pm
#4

I cannot test all, but will try to test these.



~ ECLIPSE Power k DRAZNAR'S Resources ~
______________________________________________________________________________
Powering the Eclipse Galaxy at 1.5 credits per unit of harvester power from 6 Locations!
u Isle of Misfits, Dantooine 3529, 5761 u Xanadu Bay, Naboo -70, 5222 u Coronet, Corellia 172, -5444 u
u Bestine, Tatooine -970, -4350 u In Caliga, Rori -2710, -2460 u TBA, Lok xxxx, xxxx u
Resources available from Eclipse Resource Corporation at the Isle of Misfits & Cornet Branches

Zanholo
Tue Nov 04, 2003 2:31 pm
#5

Wow!


I was sooooo wanting a notepad just last night! Deleting >>'s forever from product name and customer name list email replying to myself was getting sooo old!


Tents will be cool and make me happy at my choice to get novice tailor last night! Still just a newb at both architecting and tailoring, but could maybe I can make and sell Merchant Tent's....call myself Lakers the Tenter....kinda like Roger the Shubber....but diferent... Anyone have info on what skills will be needed in each professions for components?


I can certainly foresee some overlapping bugs in places where houses are packed together and already touching.


What does this mean?:


Will now allow vendor/auction multiselect for both retrieve & withdraw functionality.



Cool stuff, if crafting 'fixes' don't put me out of business.





(((Oishii Sou'Na))) - Scylla, Silver Bay, Naboo, SS Ace
(((LAkers Pwn))) - Tempest, CorSec Master Pilot
Furnishings, city items, art, p-ups, best repair tools & more!
Lakers Pro Shop & City Tent, S. Coronet, -410/-5480Interior Visions, S. Theed, -5275/3355
(((Goki Buri))) - Chilastra, South Coronet, Havoc 2/2/1/1
Draznar
Tue Nov 04, 2003 3:41 pm
#6




Zanholo wrote:

IWhat does this mean?:


Will now allow vendor/auction multiselect for both retrieve & withdraw functionality.





On the forsale tab I can now select all my power-ups and withdraw them for sale. I could go to the stockroom, change the price and put them up for sale on at a time, or select them all and remove them from the vendor.


Would still like to change prive with out the extra steps, but it is a move in the right direction.




~ ECLIPSE Power k DRAZNAR'S Resources ~
______________________________________________________________________________
Powering the Eclipse Galaxy at 1.5 credits per unit of harvester power from 6 Locations!
u Isle of Misfits, Dantooine 3529, 5761 u Xanadu Bay, Naboo -70, 5222 u Coronet, Corellia 172, -5444 u
u Bestine, Tatooine -970, -4350 u In Caliga, Rori -2710, -2460 u TBA, Lok xxxx, xxxx u
Resources available from Eclipse Resource Corporation at the Isle of Misfits & Cornet Branches

Nikii_Nightstrider
Tue Nov 04, 2003 10:06 pm
#7

I am concerned about ...he said removing the rotate option from a vendor once its been initialized...does the mean they will no longer rotate with ad barking? Personally I hate that, but I need the rotate command to put them back in place. I hope this wont be a situation where vendors that were barking before the patch are rotated and then after the patch cant be rotated into proper position



Nikkii Nightstrider - Eat, Drink and Be Merry!
Eat at Nikkii's - Fine Foods and Fashions
Nabubu (-1400, -4030)
Coronet (524,-5244)
Polenth
Wed Nov 05, 2003 9:53 pm
#8






Zanholo wrote:

Tents will be cool and make me happy at my choice to get novice tailor last night! Still just a newb at both architecting and tailoring, but could maybe I can make and sell Merchant Tent's....call myself Lakers the Tenter....kinda like Roger the Shubber....but diferent... Anyone have info on what skills will be needed in each professions for components?



Architects make the tent, and tailors make the cloth. Which is fiberplast panels, and reinforced fiber panels (in crates). So you'll need to start up the field-wear line to get the reinforced fiber panels. I'm not sure what architect level you need, though you could sell the compenents to other architects.



--
Jazirah

Fernvale Tailor Shop
-1375 -95 [Alacio Island, nr. Keren, Naboo, Bria]
Alacio Island City Planner
Songe
Wed Nov 05, 2003 10:26 pm
#9

is there a link somewhere? I can't seem to find any place with a list of what has been changed on test since the last patch



------

Novice Lekku Stomper
Jigglypoof
Thu Nov 06, 2003 3:29 pm
#10

I just hope the xp generating is fixed. Gaining xp in this profession is so slow and tedious as it is.



Orixssa

/skate!
/fight!

DocSavag
Fri Nov 07, 2003 8:04 am
#11

All of the new city structures are in the construction line. (Except some gardens at Master). The merchant tents are fairly low in that tree but I don't remember if it is I or II.





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



Haruspex77
Fri Nov 07, 2003 1:15 pm
#12

Sure Songe, the link to the whole list from which I extracted Merchant items is:


http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=32462

progman63
Fri Nov 07, 2003 10:46 pm
#13






Haruspex77 wrote:

In order to allow construction of cities on rougher terrain, the placement restrictions on most player buildings have been relaxed. You should be able to place houses and new player city structures over shallow ravines or on the side of small hills. Installations like harvesters still have the same placement restrictions.




Now if they'd only loosen placement restrictions on all other structures just a wee bit.


I'm tired of not being able to place structures on a 1 degree incline whensomething so trivialshouldn't matter one bit.


Sorry



These changes are great. I can hardly wait for them to roll them out and work this profession.








"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


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