Merchant Archive
Thread: To the merchant correspondent:
I am formally adding my push to two items on your improvements (rather than bugs) list. Neither of these suggestions are new. I just want to add my voice to the call and try to push them as far up the list as possible.
1 – Vendor’s maintenance should not be based on the value of their inventory.
2 – Vendor’s sales should not expire.
Both of these things restrict the merchant from providing a wide array of choices and quantities to their customers and both of them injure the less-than-hardcore players disproportionately.
In all honesty I consider these even more important than any of the other improve-us action items. (Remember, I am not talking about bugs)
Any merchants that agree with me please add your thoughts to this thread so we can gather as much attention as possible to our request.
Note: It has been suggested that the sales timeout would be an extremely not-trivial fix due to low-level DB storage management. As an engineer with experience with more elegant programs than Microsoft Outlook (i.e. the types of DBs I hope the SWG crew are using) I strongly disagree with this analysis. Short of a Dev telling us otherwise, I believe that the timeout is simply a part of the sales system, as designed, and should be a trivial fix
Synter = Cyt (of Haven?) on Sunrunner
Totally agree, but add in that:
3. Vendor items should not count against amount of items being able to place inside a house.
Expecially when vendor sharing is actually working most guilds will probably place all their vendors in their guild house. WIth items counting against amount placed in houses, Vendors wont have many items in them and houses wont be able to be decorated
I agree that needs to be fixed, but I think the Devs are treating it like a bug.
Synter
I think it's definately a bug as your items in vendors dont count towards your items count in the status window of the structure control terminal...
Synter wrote:
1 – Vendor’s maintenance should not be based on the value of their inventory.
I actually wrote this in another thread, but this is my take on the subject.
Vendors should have a flat rate of:
- 500 creds/day at Business III
- 350 creds/day at Efficiency II
- 250 creds/day at Master Merchant
That is just a standard operating cost. Then say you post an item for 1000 creds. The game automatically tacks on a 1.5% sales tax. When that item shows up onthe vendor it is now 1015 creds. This way the game still takes out a lot of money on actual sales, but doesn't kill us if we don't sell anything. Possible comments:
"Well people will just use vendors for extra storage then."
I don't see this as being an issue. First of all, unlike UO, vendors require some sort of investment just to get one. No player is going to waste 27 skill points just to havesome extra storage space. Furthemore they still will have to pay the 500 credits a day for that storage.
"I sell blank item and this isn't an issue for me."
This is an issue for everybody. Even if you only sell items for 500 credits each, it would be nice to load up the max amount and not have to worry about paying a small fortune even if nothing sells. Like I said, as an architect, it really isn't cost effective to put big ticket items on the vendor, eventhough, it should be. I shouldn't have to sell everything just when I'm online.