Merchant Archive
Thread: Merchant Issues
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DocSavag
Mon Apr 05, 2004 10:53 am
#1
I've posted already a "TOP ISSUE" Poll this thread is for your other issues that you would like to see addressed. As before please try to classify them as either "Bug", "Exploit", "Gameplay (enhancement)" or "New Feature" I'll lista few that I know about below. At the end of the week I have to turn in a report listing our issues for this quarter to the dev team.
Known Merchant Forum Issues and Wishes (Not in any particular order)
GamePlay
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Offers Do not Result in an Email to Merchants
Protocol Droids don't ad bark
The vendor Interface needs to be enhanced to allow multiple offers and sales both from the sale screen and the stockroom.
Ad Barking Vendors turn to face the wall when barking at someone outside the room they are in and then they stay in that position
Empty Vendors show up on the global map making finding things nearly impossible without lots of running around
The 7 day stockroom limitation isn't advertised enough, some merchants don't know about the limitation and are losing merchandise.
Empty vendors are cluttering up Malls and other cooperative shops and the structure owner has no way to remove them.
Exploits
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It is possible to sacrifice all merchant skills and retain vendor and advertising functionality as long as you require no changes be made to your setup.
Bugs
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When a vendor is deleted without the merchant using the remove radial (e.g. removing the house) the vendor count for that merchant gets corrupted.
New Features
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Better tools to allow more robust merchant/supplier relationships. Consignments and other information
Detailed Sales Information to assist in managing business
Some ability to advertise merchandise globally. Such as a search from the Bazaar.
Music in shops (Perhaps a craftible music box from musicians)
Retail Store buildings for player cities both smaller storefronts and multi room Mall strucutres.
Those are just the ones I can remember off the top of my head. Please add those of your own or comments on these are welcome. The way this works is that I turn in a list with the 5 most important at the top but include the others as well in case something in there is relatively easy to accomplish.
Message Edited by DocSavag on 04-05-2004 02:40 PM
GoCanes
Mon Apr 05, 2004 11:03 am
#2
"New feature"
The upcoming Ad-Barking module in droids needs to be useable by Merchants only... Maybe require a certain skill level like Ad 4. The skill check needs to be made each time the droid is accessed by the owner to change message, store/generate, etc...
Edited for spelling correction...
Message Edited by GoCanes on 04-05-2004 02:04 PM
SirVimes
Mon Apr 05, 2004 11:43 am
#3
What about the bug that when vendors are not loaded into the world, they do not appear in the vendor list at all? Just because it will be difficult to fix does not mean it should be dropped.
DocSavag
Mon Apr 05, 2004 1:38 pm
#4
SirVimes wrote:
What about the bug that when vendors are not loaded into the world, they do not appear in the vendor list at all? Just because it will be difficult to fix does not mean it should be dropped.
It wasn't dropped I just didn't include it in my list. I can't remember everything
rexan
Mon Apr 05, 2004 1:56 pm
#5
Ability to allow merchants to "index" their planetary map listings.
Right now, ifyou have 3 vendors in a building, all three vendor tags will appear right on top of each other on the overhead map. Allow the merchant to "index" these tags. Indexing simply means allowing the vendor to pick how many blank text lines above the vendor tag. So rather than the vendors names being right on top of each other, they would appear as a mini-list.
GoCanes
Mon Apr 05, 2004 4:05 pm
#6
rexan wrote:
Ability to allow merchants to "index" their planetary map listings.
Right now, ifyou have 3 vendors in a building, all three vendor tags will appear right on top of each other on the overhead map. Allow the merchant to "index" these tags. Indexing simply means allowing the vendor to pick how many blank text lines above the vendor tag. So rather than the vendors names being right on top of each other, they would appear as a mini-list.
Actually, I'd rather see an addition for the owner of a building that houses multiple vendorsto designate the building as a Mall... It could be added as a seperate entry on Radial menu (similar to "declare residence") or could be added to the choice between Public/Private... Being designated as aMallwouldforce the structurePublic and itwould show upon the overhead map similar to city structures like Cantina, CityHall, etc... This would allow people to see teh name of the Mall and head there to see what all is inside and not have the vendor names overlapping... Merchants with only one vendor housed would obviously leave the public desination to show the vendor name as there would be no overlap with conflicting vendors...
Tarnak_Archvold
Tue Apr 06, 2004 1:09 pm
#7
New Features.
I would like to the merchant getting a role on the GCW, and getting a larger part in building and supporting player cities as well.
Also tools that would help enhance the feeling of belonging to a company would be nice as well.
I would like to se a "resource market" mimicking our RL stock market. With a tools to allow us to set up a buy in advance.
For example I could put up a buy for 50.000 units of wind power, and 2 cpu (credit paid up front). And is someone connected to the "market" and offered wind power up for sale it would go to the highest bidder (if the seller accepted the cpu). If there was no "auto buys" for a specific resource the player could set the cpu and it would be a sale as on the bazaar (but with out the cap on sales price and there by on the amount).
To not take away from vendor's the CPU could be caped instead.
It could be a great way for new characters to make credit, and for the system to gather up many smaller stacks of resources in to fewer larger ones.
A merchants eager here should of cause be the ability to have more "auto buys" up then a non merchant.
New Features.
Collapsing the empty lists on the vendor menus. If my vendor did not have any clothing for sale then the category should not be visible to my customers. It would be good help to the customers who have trouble finding the next page button, and to the one looking for specific items.
I would like to the merchant getting a role on the GCW, and getting a larger part in building and supporting player cities as well.
Also tools that would help enhance the feeling of belonging to a company would be nice as well.
I would like to se a "resource market" mimicking our RL stock market. With a tools to allow us to set up a buy in advance.
For example I could put up a buy for 50.000 units of wind power, and 2 cpu (credit paid up front). And is someone connected to the "market" and offered wind power up for sale it would go to the highest bidder (if the seller accepted the cpu). If there was no "auto buys" for a specific resource the player could set the cpu and it would be a sale as on the bazaar (but with out the cap on sales price and there by on the amount).
To not take away from vendor's the CPU could be caped instead.
It could be a great way for new characters to make credit, and for the system to gather up many smaller stacks of resources in to fewer larger ones.
A merchants eager here should of cause be the ability to have more "auto buys" up then a non merchant.
New Features.
Collapsing the empty lists on the vendor menus. If my vendor did not have any clothing for sale then the category should not be visible to my customers. It would be good help to the customers who have trouble finding the next page button, and to the one looking for specific items.
Indene
Tue Apr 06, 2004 6:11 pm
#8
DocSavag wrote:Exploits-------------------------------------------------------------It is possible to sacrifice all merchant skills and retain vendor and advertising functionality as long as you require no changes be made to your setup.
This is not an exploit. Unless the DEV's come out and say that they did not mean it when they said 'place' vs 'own' It may be a feature that we think weakens the Merchant class but to call it an exploit only cheapens the refrence to using a game bug for personal gain. Usually applied to severe bugs such as duping credits or paying credits but blocking the actual transfer.
-Indene- ( who is glad the house she bought from an Architect didn't go away when he dropped the skill. )
DocSavag
Tue Apr 06, 2004 9:44 pm
#9
Indene wrote:
DocSavag wrote:
Exploits
-------------------------------------------------------------
It is possible to sacrifice all merchant skills and retain vendor and advertising functionality as long as you require no changes be made to your setup.
This is not an exploit. Unless the DEV's come out and say that they did not mean it when they said 'place' vs 'own' It may be a feature that we think weakens the Merchant class but to call it an exploit only cheapens the refrence to using a game bug for personal gain. Usually applied to severe bugs such as duping credits or paying credits but blocking the actual transfer.
-Indene- ( who is glad the house she bought from an Architect didn't go away when he dropped the skill. )
Sorry but it has been called an exploit by an SOE employee on the forums so I'm leaving it there. Put it wherever you want on your list. And in the end the lable hardly matters.
SeaRaptor
Wed Apr 07, 2004 7:02 am
#10
Tira-Misu wrote:
New Features
Allow Image Designers to give our vendors a make over (maybe make it require master merchant and master id?)
YES! Pretty please?
Tira-Misu
Wed Apr 07, 2004 12:14 pm
#11
New Features
Allow Image Designers to give our vendors a make over (maybe make it require master merchant and master id?)
DocSavag
Fri Apr 09, 2004 4:40 am
#12
I have to turn in our list by the end of the day. I will post the list I have come up with based on this thread, the top issue thread, the bug list thread, and other threads that have brought up issues. I'll post it in the forum later today before I send the spreadsheet to Thunderheart.
Privateer21
Fri Apr 09, 2004 7:33 am
#13
Lost Functionality: Placing vendors in private structures.
My impression is that this was removed originally to keep people from racking up XP on vendors locked in houses. With the way XP is gained now changed, it seems to me this would be an easy revision. Perhaps make it a Master Skill to make it something to aspire tored-headed-step-child profession. I can see no argument against a Merchant not being allowed to choose to whom he sells their products. Not in-game reasons, and not RL reasons.
take care,
Privateer
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