Merchant Archive
Thread: If the Merchant Vendor problem is database, why not streamline the database?
VarnaxDespin wrote:
We as players do not need to solve data space issues, or code problems.
We are not a union of works being asked by management if we are willing to take lower wages or benifitsto maintain our jobs.
We are the people who pay for this product to play a game and enjoy it. Our role is to play...not to fix problems with the database or code.
Enix_Dayspring wrote:
VarnaxDespin wrote:
We as players do not need to solve data space issues, or code problems.
We are not a union of works being asked by management if we are willing to take lower wages or benifitsto maintain our jobs.
We are the people who pay for this product to play a game and enjoy it. Our role is to play...not to fix problems with the database or code.
Yes, yes. You cant rant about it all you like. But the fact is that we are being affected by it whether it is our job to fix the problems or not.
So I dont really care to hear how its not our place to fix it. If you want to sit back and take it fine. I prefer to try to point out the obvious.
Message Edited by Enix_Dayspring on 08-07-2004 11:40 PM
Enix_Dayspring wrote:
True we don't know 100% that this is the reason. But SOE is a business, and businesses are always
The only possible purpose for them cutting back so severely has to be database, the thing that will cost them money. Its the reason we only have one character per server. Its the reason we have item limits in houses. And logically its the reason theyre putting limits on the infinate storage of vendors.
Ive wondered about the things I mentioned in the original post for months. It just seemed like a good time to bring them up since SOE is acting upon the problem.
Yes that would seem a logical reason... the only logical reason, yet there are items that have been mentioned thatcontradict that logic..
For instance the
-removal of all the false exploit vendors will free up a vast amount of data space.
- the Oct dead accounts character purge will clear up even more.
- the introduction of the recent rugs, gongs etc require many many piece... why add more items to an already overwhelmed data base?
- What will the natural recaction of a player be when theirthousands of items drop off thier vendor 30 days after the limit is implimented? Well I for one wont let all my hard work be destroyed and will try to save as much of it as possible..if that means i place 10 more homes, 20 more homes or 60 more homes I will do what is necessary...now multiple that by 200 crafters per server and you have an even larger data problem...
My understanding as of now is that all vendor info is stored seperate from live data. Well what will happen to the live servers if all those vendor item now are stored in thousands upon thousands of new storage homes and factories? The lag will be absurd and the live data base will suffer dramatically.
It will be a natural reaction by crafters/merhcants to save the items they have worked hard to make/aquire, thus a greater problem will be created.
Message Edited by VarnaxDespin on 08-07-2004 11:57 PM
SaleusCorwen wrote:
has anyone thought that maybe that there are different motives behind it? like trying to fix merchant after everyone has been complaining about it?
Enix_Dayspring wrote:
SaleusCorwen wrote:
has anyone thought that maybe that there are different motives behind it? like trying to fix merchant after everyone has been complaining about it?
Because there are lots of ways to fix merchant without destroying the profession, which the current item limits would do.
As I said in the post above, SOE is a business that is interested in saving money wherever they can. People forget that fact since its a game, but they are in it for the money. Logically getting rid of infinite storage on vendors is going to help do that.
SaleusCorwen wrote:
Enix_Dayspring wrote:
SaleusCorwen wrote:
has anyone thought that maybe that there are different motives behind it? like trying to fix merchant after everyone has been complaining about it?
Because there are lots of ways to fix merchant without destroying the profession, which the current item limits would do.
As I said in the post above, SOE is a business that is interested in saving money wherever they can. People forget that fact since its a game, but they are in it for the money. Logically getting rid of infinite storage on vendors is going to help do that.
but how does it destroy merchant?
if anything it makes merchant one of the most valuable professions in the game..
think about it.. without merchant the most items you can sell is 110 at a time on a vendor..
with merchant you get 6x more items.. and now merchant is pretty much the only one that can have multiple vendors.
now it may ruin the ability for other crafting professions to sell their wares but that is seperate from merchant
the main gripe seems to come from everyone looking at merchant through the armor smith or weapon smith eyes (or pick a crafting profession).
but if you look at merchant as a profession, this type of change makes merchant an indispensible profession and an absolute backbone to the economy of SWG..
Strict item limits means it will not be possible to keep a vendor stocked for an extended period of time or have a wide variety of items for sale, thus creating more space in the market for other traders.
NancyJ wrote:
Its been said before but the item limits are very little to do with database space afaik, the reasoning behind the limits is to crack down on crafting monopolies.
Strict item limits means it will not be possible to keep a vendor stocked for an extended period of time or have a wide variety of items for sale, thus creating more space in the market for other traders.
The question is, where are these crafting monopolies? I know that with a little planning I was able to jump into weaponsmithing just fine, and that should be a very competitive profession. I have seen lots of monopolies, but they are *loot* monopolies because certain guilds will camp certain areas. If you want Aakuan items, krayt tissues and pearls, etc., you often have to go to a handfull of vendors because their guild has a virtual monopoly on those items. Vendor limits will not change this at all.
It takes a lot of work to start a large shop. This should be rewarded, not eliminated! Even as things are right now, I don't know how many times I have had to tell friends I could not join them for some fun event, or had to show up to guild hunts several hours late because I was busy filling orders. It can only get worse with vendor limits. It looks like we are being left with a choice: If you want to go out and have fun with friends, then become a combat class and go out hunting. If you want to make money which you can't even take advantage of because every moment of your playing time is being used to make orders and restocking vendors, then become a crafting class.
Message Edited by Gyopi on 08-08-2004 02:09 PM