Merchant Archive
Thread: Vendor Item cap in development! What what what?
From the In Development Forum
The development team is planning to make two changes to the bazaar to make it more useful and effective.
The first change has to do with the Bazaar cap. The Bazaar cap is the dividing line between a convenient one stop shopping point for commodities items (commodities are things like food, medicine and other "pedestrian" items) and specialty items sold by crafters and merchants (specialty items are expensive items that are found in crafter shops and merchant tents).
Currently, the credit cap is 3000 and the development team is considering raising the cap to 6000 credits. Are you for or against this change? Why?
The second item has to do with Vendors. Currently, there is no limit to how many items can be placed on a vendor. This causes technical issues, encourages monopolies and actually hurts sales in many instances because most players don't "drill down" through all of the vendor pages to find items. We want to solve the technical issues, discourage monopolies and make vendors easier to use. An item limit is going to be placed on vendors and that limit is intended to be placed on 150.
I'm not best pleased about this. I won't repeat my response in the In Dev thread, but surely this is the very last thing the Merchant prof needs?
Arkenor wrote:
Currently, the credit cap is 3000 and the development team is considering raising the cap to 6000 credits. Are you for or against this change? Why?
The second item has to do with Vendors. Currently, there is no limit to how many items can be placed on a vendor. This causes technical issues, encourages monopolies and actually hurts sales in many instances because most players don't "drill down" through all of the vendor pages to find items. We want to solve the technical issues, discourage monopolies and make vendors easier to use. An item limit is going to be placed on vendors and that limit is intended to be placed on 150.
I'm less bothered by the 6000 cap...but 150? I mean, c'mon....150! Another example of "them" throwing their DB issues on the players..
150? That's just stupid. I think tons of tailors are going to retire if it's the case.
Where did you read that information btw?
Oh for sure, it's the 2nd item that sends shivers down my spine.
I believe in keeping my vendors stocked, and I carry a great many varieties of item. If this change goes through my shop will become a shadow of its former self.
Has this change even been discussed with our correspondent?
Oh sorry. Heres the original thread:
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=18573&page=1
150? You've got to be kidding.
Pitchfork? Check.
Torch? Check.
Peasant clothes? Check.
Off to the development forum we go.
Maybe they should just make the "next items" tab larger......
I like raising the max price on the bazaar. I sell all my failed armor there, and some of it is still worth more than 3k.
500 would be the bare minimum... I asked that they tie it to Merchant skill. Maybe Master could mean a bit more with this item cap. Say only Master could have 1,000 items on a vendor.
- Bus 3 = 50
- Bus 4 = 100
- Novice = 150
- Man 1 = 200
- Man 2 = 300
- Man 3 = 400
- Man 4 = 500
- Master = 1,000
Bah.
Make as many items as you did before and keep them in a backpack. Then <gasp> log on every day to restock. Like a Merchant. Don't alter your production rates, only your vendor habits.