Merchant Archive
Thread: Merchant Suggestions Please add suggestions only. NO NEGATIVE COMMENTS!
2. Create droids that can store more than 10 items (50 or 100) then people can have the items when needed.
3. Create a Vendor like entity that will store items for you for a fee. This would remove the need for people using vendors as storage.
4. Increase the bank size
5. Make the vendor limit 5x to 10x bigger. I say this much because AS that store full suits in a bag will be penalized. I wasn't clear on the bagged items situation, does that count for a composite suit as 9 pieces of armor + 1 bag = 10 spots on the vendor or 1 spot on the vendor?
Message Edited by HunterCotC on 08-09-2004 10:59 AM
HunterCotC wrote:
3. Create a Vendor like entity that will store items for you for a fee. This would remove the need for people using vendors as storage.
....
This is a brilliant idea - they were always complaining about the lack of money sinks - this is the ideal one.
I would gladly pay 1cr/hour for each item in storage.
HunterCotC wrote:
POST ONLY SUGGESTIONS FOR MERCHANT HERE!
I have some DB background. If people are complaining about not having enough space, wouldn't it be feasible to introduce a NEW storage system for the game. I've seen a few good suggestions and have added 1 or 2 of my own:
1. Change resource stack sizes to 1Mil instead of 100k
2. Create droids that can store more than 10 items (50 or 100) then people can have the items when needed.
3. Create a Vendor like entity that will store items for you for a fee. This would remove the need for people using vendors as storage.
4. Increase the bank size
5. Make the vendor limit 5x to 10x bigger. I say this much because AS that store full suits in a bag will be penalized. I wasn't clear on the bagged items situation, does that count for a composite suit as 9 pieces of armor + 1 bag = 10 spots on the vendor or 1 spot on the vendor?
And one other thought that SOE should take into consideration. Many people with vendors will increase their prices to make up for the loss of sales that they experience. Before limiting the supply of materials the economic repurcussions should be thought about. Actually, I am for the limits being low. I can double my prices for my armor with no problem once the supply starts to dwindle for everyone.
Message Edited by HunterCotC on 08-09-2004 10:59 AM
Not trying to be negative here ... but your ideas have not decreased the number of items in the system so they are not fixes and they are not going to get done.
Suggestion: Allow single sales out of a crate.
A crate is a single item in the database and when you remove an item it's "insta-crafted". If we could put up a crate ... and then mark the crate for individual sale ... have it list the item in the proper place with a qty available display ... User buys the item ... it's insta-crafted ... and the qty available goes down by 1
There is the *real* solution and the only one that is needed to deal with database size.
But ... they are not going to do that ... why? part of the problem is they want to curb monopolies. This will not do that, but rather foster them.
The issue now is about what are reasonable limits.
Hero_DarkJedi wrote:
HunterCotC wrote:
POST ONLY SUGGESTIONS FOR MERCHANT HERE!
I have some DB background. If people are complaining about not having enough space, wouldn't it be feasible to introduce a NEW storage system for the game. I've seen a few good suggestions and have added 1 or 2 of my own:
1. Change resource stack sizes to 1Mil instead of 100k
How does this not decrease the database size?
2. Create droids that can store more than 10 items (50 or 100) then people can have the items when needed.
This DOES decrease the database size. When you have a table linked to other information, price, location, etc..., and remove the unneeded information, the database size will decrease by the number of items removed from a vendor.
3. Create a Vendor like entity that will store items for you for a fee. This would remove the need for people using vendors as storage.
See answer for #2See answer for #2
4. Increase the bank size
5. Make the vendor limit 5x to 10x bigger. I say this much because AS that store full suits in a bag will be penalized. I wasn't clear on the bagged items situation, does that count for a composite suit as 9 pieces of armor + 1 bag = 10 spots on the vendor or 1 spot on the vendor?
This does not decrease the database size, but it makes it feasible for AS and WS to stock their vendors appropriately. Or even better, make it so a character that has AS or WS and Master Merchant the ability to add 5x to 10x the usual storage for a vendor.
And one other thought that SOE should take into consideration. Many people with vendors will increase their prices to make up for the loss of sales that they experience. Before limiting the supply of materials the economic repurcussions should be thought about. Actually, I am for the limits being low. I can double my prices for my armor with no problem once the supply starts to dwindle for everyone.
Message Edited by HunterCotC on 08-09-2004 10:59 AM
Not trying to be negative here ... but your ideas have not decreased the number of items in the system so they are not fixes and they are not going to get done.
Suggestion: Allow single sales out of a crate.
This is most likely a very unfeasible solution, since this would require major database changes. The database schema would need to be completely revised, as would much of the programming itself.
A crate is a single item in the database and when you remove an item it's "insta-crafted". If we could put up a crate ... and then mark the crate for individual sale ... have it list the item in the proper place with a qty available display ... User buys the item ... it's insta-crafted ... and the qty available goes down by 1
There is the *real* solution and the only one that is needed to deal with database size.
But ... they are not going to do that ... why? part of the problem is they want to curb monopolies. This will not do that, but rather foster them.
The issue now is about what are reasonable limits.