Merchant Archive

Thread: Merchant Suggestions Please add suggestions only. NO NEGATIVE COMMENTS!

HunterCotC
Mon Aug 09, 2004 10:55 am
#1


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

Orew
Mon Aug 09, 2004 11:11 am
#2






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.








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Date Registered 05-03-2005 02:11 PM
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Mkappus
Mon Aug 09, 2004 11:16 am
#3

1. Split this nerf in two. There is no way the economy can absorb both of the changes in 1 publish. You are going to greatly reduce the number of vendors by getting rid of the ability to run a vendor without the appropriate skills. This is going to cause a need for tons of people to contract with merchants. We need a period of time for things to shake out, before we can look at an item limit.


2. You need to change the way that bags are sold. If a bag is only going to count as 1 item, people need to be able to view into bags. This will become the preferred way to sell.





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Hero_DarkJedi
Mon Aug 09, 2004 11:35 am
#4






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.





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cranford
Mon Aug 09, 2004 1:36 pm
#5


What is to say that someone will be able to find a Merchant to sell their items at the price they feel is fair?


1. Merchants can place vendors, maybe like in bazaars where people can come and place their items for sale. The Merchant gets a percentage of all sales from these. The Merchant would be able to place vendors for different types of items. These could work like the current bazaar terminals in the NPC cites and the Merchant would not have to place the item. (This would also keep the Merchant from having to finance the merchandise that they are selling). I do not think many Merchants would be able to buy all of the items that people would place. Maybe have a city structure of a bazaar area where the Merchants could place there and everyone would know where to go to sell their products. The Merchants would be able to set a percentage on each vendor that they would get or that would be added to the price of the item. In this manner, the crafter can still set the price that they want and the Merchant still gets paid. The Merchant would receive the percentage when the items sell, not when the item is listed. This would encourage the Merchant to advertise their vendors to promote sales from their vendors thereby generating income from them. The crafter would be able to see this before hand and would also add some competition to the Merchants.


2. Increase the current Bazaar price limits to allow higher price items to be sold there, maybe up to 100k or ever 50k would be better. This would allow for some people to have a choice as to how they sell their items and also those part time crafters that do not have a need to contract with a Merchant a well to sell "Factory Direct".The fee for using these could also be changed from a set fee to a percentage of the asking price. This could offer some incentive to not list every little thing or use it as a storage. Of course the cap on the number of items you can place on the bazaar would need to be raised.


*I think the limits on the number of items needs to be raised. I can not think of what they need to be raised to, but if more people have to sell through the same vendors, then the proposed limits by the devs will never work as we will have fewer vendors with more items on them.


These are just some thoughts that I came up with on how to make the Merchant profession more viable and to ensure that no one can get a monopoly on selling items or dictacting prices. Also,it wouldgive crafters some options on how to move their products.



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HunterCotC
Mon Aug 09, 2004 3:10 pm
#6






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 #2
4. Increase the bank size
See answer for #2
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.







Aleysian
Mon Aug 09, 2004 4:08 pm
#7

My suggestion can be found on page 32 of the main thread.
DarkDeathDude
Mon Aug 09, 2004 4:51 pm
#8

my suggestion here is a bit more than a simple fix which is why it would be never considered really, but it knocked out merchant completely and adds crafting profession specific vendors based more around the schamtics available to the crafter.


http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=35718


as well as the many repeated idea on stack increases and dispensible amounts via the vendor rather than pre split stacks!


It worth a read IMO





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DarthIman
Mon Aug 09, 2004 4:55 pm
#9

Make allmerhcants overt!


LONG LIVE THE EMPIRE!
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