Merchant Archive
Thread: Current Merchant Bugs (Sept 2005)
Until development informs us that these items are working as intended, they will be listed here as bugs to currently live systems that require a fix.
Requests for gameplay changes and enhancements are covered separately in the Top Issues List.
All other bugs are in no particular order.
#1 Item Details on Vendors is Disappearing *** CRITICAL ***
When viewing an item on a vendor, you see no picture and no item details.
Withdraw the sale.
Retrieve the item from the stockroom.
Relist the item from your inventory.
Ever since the CU, Merchants have been forced to pull-and-relist their items on multiple occasions to work around several bugs with the vendor interface.
The vendor interface is in desperate need of an overhaul and adding this annoyance into the mix only makes the game even less fun.
The trouble with this bug is that it seems somewhat random.
First, there's no way to know if the owner of any given vendor has done a pull/relist cycle since this problem
Second, it doesn't seem to affect all items.
Third, the problem seems to be growing.
The only thing that seems constant is that an item in the stockroom with no details will go back on sale with
There are a few theories about it, however, and they are listed here whether they are reproducable or not.
Items that fall to the stockroom naturally and are then relisted do not appear to be affected.
#2 Some Item Details are Becoming Corrupted
Again, this one appears to be random and I have not yet heard of any method to duplicate it.
This is less critical because the item details ARE present, but they're a little bit scrambled.
Stat B
Stat C
Stat D
Stat E
Stat F
So you end up with something like this:
Stat E
Stat F
Stat A
Stat B
Stat C
http://www.imagedump.com/index.cgi?pick=get&tp=300071
http://www.imagedump.com/index.cgi?pick=get&tp=300073
#3 Wookiee Wear and Bio-Linked Items Worn by Vendors
The Hiring 4 skill (14 skill points) grants the merchant the ability to dress their vendor with clothes, armor,
We request that they be re-enabled for Wookiee vendors.
#4 Barker Droids Auto-Store on JTL Travel
The Advertising 4 skill (14 skill points) allows a merchant to advertise their sales at a remote location by
After much testing, it has been determined that they will NOT auto-store under the following conditions:
- Travel over land to extreme distance.
- Planetary travel via standard shuttle or starport.
- Interplanetary travel via standard starport.
They WILL auto-store under the following conditions:
- Planetary travel via JTL
- Interplanetary travel via JTL
- Using JTL to "launch into space."
If possible, we would like barker droids to never auto-store as this reduces the value of an expensive skill.
However, with the advent of Rage of the Wookiees and the requirement of space travel to reach Kashyyyk, we feel that it is important that our barker droids have the ability to remain in place even though we might choose to play in space.
#5 Vendors Do Not Automatically Appear on the Planetary Map After Server Reset
The Advertising 3 skill (12 skill points) allows the merchant to register their vendor for display on the planetary map.
When the server is reset, all registered vendors are removed from the planetary map. A vendor registers itself with the global map the first time it is loaded into the world. The problem is that it requires someone to go into the building where the vendor is located before it will be displayed.
This creates a Catch 22 situation: You can't advertise globally until someone wanders in and activates your advertising which isn't likely to happen if there is no way for someone to realize you have a vendor in the first place.
Some method to return vendors to the map automatically after a reset needs to be put in place.
#6 Chat Variables Cannot be Used in Vendor Ad Barking
Currently chat variables (%TT, etc.) do not work in custom ad barking. The canned barks WILL address the player by name but after much testing on the part of many merchants, it is simply impossible to make the chat variables work properly in custom barks. Any attempt to use them results in the variable itself being used.
The vendor says: "Hi, %TT. Come buy things from me," instead of "Hi, Bob. Come buy things from me." We request that chat variables be properly enabled in custom ad barking.
#7 Text Clipping on Building Signs
With the Combat Upgrade patch, text clipping was introduced around crafted items and building signs. Depending on a player's UI settings, some or all of the text on a sign may be unreadable.
#8 Text on Building Signs Not Displayed
The CU also introduced a bug where sign text was not visible unless a player moused-over a sign regardless of what their UI display preferences were set to. Under the old system, all signs within line and range of sight (depending on personal settings) were visible. It is now extremely difficult to drive around and browse for stores by looking at signs. This leads to a decrease in impulse sales.
#9 Signs Improperly Attached to Buildings
An issue for over a year has been that merchant signs float way out in front of one style of either the round-ish Corellian or Generic house. It positions properly on one but improperly on the other despite the fact that both houses use the same base model. Rather than sitting on the front porch area near the door, they float out in space near the edge of the building's footprint. Please move the attachment point of these buildings to the proper location.
Sometime around publish 9, a bug was introduced that caused the base of merchant signs to be sunken below "floor" level on the front of certain guild halls. It is definitely noticeable on Corellian and Generic.
Please reset the "base" of the sign to be on the surface.
Though not specifically a merchant issue, the sign for Corellian cantinas is not visible on the front of the building but floats invisibly in front of the bar area and can be targeted with the /target command.
Merchant signs for the Corellian hospital are located "inside" the structure and not visible from the outside.
The sign on two of the three city hall types (Corellia and either Tatooine or Naboo) is also hidden inside of the front wall.
#10 Typo in "Vendor Item Limit" Skill Mod Text
The mouseover text in this skill mod implies that the the item limit is "per vendor" instead of a global limit.
When item limits were introduced, the limit was intended to be for each vendor but this design was changed before going live.
The text causes confusion because it gives the impression that a Master Merchant should be able to place 4000 items on each of their 12 vendors for a total of 48,000 items.
The text should be corrected to accurately reflect the limit as a global limit.
Message Edited by Elyssa on 10-14-2005 12:55 PM
Do you mean a single button relist or select multiple items and relist each one individually?
There is no single button relist.
I have no knowledge of a bug with multi-select.
either a single button relist (not a bug since it doesnt exist)
or let me select multiple items and relist them all collectively. to me its a bug. you can multi select but it doesnt do anything worthwhile.
By using shift or ctrl, you can select multiple items in the stockroom.
Every time you click "sell item" one item that you have selected will pop up in a window and you can sell it.
If all the items are being sold at the same price, you can quickly put them on sale one at a time.
The lack of a "one button relist" is not a bug and is included on the Top Issues list as a desired game enhancement.
ah ok gotcha
so its not supposed to sell the items i select using the multiple select feature all at once when i select them and then click sell and set the price for the item for that multiple selection. im supposed to select multiple items and then sell them individually, but this saves time and is actually a great feature because i can sell the items that i select one at a time when being sold at the same price.
perhaps something like this would be a reasonable compromise or an easier to implement short term solution worthy of pursuing? how long has this been the bane of every player that has tried to utilize a vendor? now its even worse with the random need to fully restock for no reason what so ever. has any soe representative even acknowledged this is a problem?
noSup4u wrote:ah ok gotcha
so its not supposed to sell the items i select using the multiple select feature all at once when i select them and then click sell and set the price for the item for that multiple selection. im supposed to select multiple items and then sell them individually, but this saves time and is actually a great feature because i can sell the items that i select one at a time when being sold at the same price.
perhaps something like this would be a reasonable compromise or an easier to implement short term solution worthy of pursuing? how long has this been the bane of every player that has tried to utilize a vendor? now its even worse with the random need to fully restock for no reason what so ever. has any soe representative even acknowledged this is a problem?
Right, but what Elyssa is saying is that it's not a bug (e.g. something that is expected to work a certain way by the devs but does not). It's an issue (something that we'd like to see changed for the better, but it currently "working as intended").
KupyiLabe wrote:
noSup4u wrote:
ah ok gotcha
so its not supposed to sell the items i select using the multiple select feature all at once when i select them and then click sell and set the price for the item for that multiple selection. im supposed to select multiple items and then sell them individually, but this saves time and is actually a great feature because i can sell the items that i select one at a time when being sold at the same price.
perhaps something like this would be a reasonable compromise or an easier to implement short term solution worthy of pursuing? how long has this been the bane of every player that has tried to utilize a vendor? now its even worse with the random need to fully restock for no reason what so ever. has any soe representative even acknowledged this is a problem?
Right, but what Elyssa is saying is that it's not a bug (e.g. something that is expected to work a certain way by the devs but does not). It's an issue (something that we'd like to see changed for the better, but it currently "working as intended").
If you want to believe that the developers intended the sales interface to work differently despite mountains of evidence to the contrary, that's up to you.
For the purposes of what I am doing, that is a gameplay enhancement request and as such will be listed with "issues" and not "bugs."
In the meantime, this thread is for the reporting and collecting of bugs.
Please stop trolling in it.
There are plenty of other threads for discussions.
Elyssa wrote:
I'm "splitting hairs" because it will make my job of reporting things easier.
If you want to believe that the developers intended the sales interface to work differently despite mountains of evidence to the contrary, that's up to you.
Please make #1 in bold text, highlighted in red, underlined, and in a bigger font!!! Can you tell a ton of stuff fell offone of myvendors into the stockroom today and every fricken item has no details????
/rant off
I know vendor image design is on the feature request list, and would help with wasting huge amounts of time generating vendors (my personal record is about 2 hours trying to get *one* viable NPC vendor). But I do not understand why they don't allow the movement commands to work on un-initialized vendors, and instead require you to pick up and re-drop vendors. This pick-up bug just adds insult to injury...