Merchant Archive
Thread: An old post revived restocking
Message Edited by CommTampers on 05-09-2005 03:16 PM
/agreee
It starts to feel more like work than fun.
Also, how hard can it be to just let us select an entire group of like products, set a unit price and wham everything is up for sale.
Like the guy above desribes too.
How hard can it be?
HOWEVER
They need to put in a "restock" button which allows you to restock all of the items from your stockroom and preserves both item descriptions and prices.
People talk about complete overhauls to the vendor system and there are some great ideas in these discussions. This "restock" issue though really is the biggest pain ever though and I really truly hope they put in a feature like the one above.
CommTampers wrote:
The /poof should be related to account/subsription status. I want sale countdowns nerfed so that crafters don't have to spent exorbatent ammounts of time restocking the vendor ever 30 days. Restocking a vendor is no way to enjoy the depth of this game.
I agree.
I stocked some vendors when I first mastered tailor along and well... After those thirty days I deleted the vendors with everything on them.
I'm sorry but it's just too time consuming and frustrating too when vendors sometimes lag. It wouldn't be bad if the items that go into the stock room remember their price/description so all you would be doing is relisting but they don't. You gotta reprice it all and add whatever description you had. Not worth the time.
The other aspect of this is: what type of behaviour/gameplay does the current system encourage?
As an example to set the stage: Rangers/Scouts used to be given a penalty to their harvest rates when they were in a group. This encouraged solo play. SOE realized "Sh!t, we want to encourage group play" so they swaped this penalty for a BONUS! Ever since then, rangers have been going out for massive group hunts which is overall a good thing for the SWG community and the gameplay environment, but is also great for crafters since they have much better access to larger quantities of resources.
How does this fit with Merchant?
What type of gameplay do they want to encourage via the Merchant profession? That is an important question. Merchants and vendors are a vital part of the SWG/MMORPG environment. Players in-game get items via two main systems: loot and crafters. The merchant system is an integral part of the crafter side of things and enhances player interaction (relying on other players for goods), promotes a different style of play for those customers who are willing ot pay for part of a game that is not shoot-em-up (good for business - diversification), and adds a significant amount of depths to the game overall.
The current system of restocking is a very signifcant DISCOURAGING part of being a merchant and I am positive (yes, positive) that there are lots more people who would be willing to fulfill the vital merchant role within the SWG community if the current system/processes were not such a burden.
The system should be designed to encourage vendors and their utility, not discourage it.
you should of tried being a master merchant back when the game came out when you had to restock everything every week....when they changed it to 30 days all merchants were so happy... by then i had dropped merchant...
they just need to add a restock button... that would solve a lot of problems...
Thorkahn wrote:
How hard can it be?
Apparently, quite difficult, as we've been asking since launch. Well, either that, or they don't care.