Merchant Archive
Thread: Attention DocSavag A thought out suggestion as you wanted, no flames here
- Stop giving out crap junk like broken sandstats, small ball, splinters, rebel plans (3/4) etc, yes its nice to havelots of different items, but since your badly designed database cant take the multitude of items that your game design created, stop handing them out, loot kits only added to junk floating about in houses and inventories.
- Increases stack Sizes on all resources, LOTS of people have suggested this and it so makes more sense, i can put my 10x100k stacks of similar resources into one large 1mill stack.
- Make 'like' resources mergeable.2 types of dolovite iron? 2k of OQ 950 and 8k of OQ 100. using stats and amounts , you can calculate an average stat, from the combined resources, calculated using the same code that is used in determining products power when crafted. So i would end up with 10K of Iron with an OQ about 300-400 ( in this example) , as for the new 'name' it would just be called 'mixed' or 'unknown' or something. This makes sense since I know chefs in real life mix it up, im pretty sure metals all get put into a big melting pot in industry in RL, can u imagine Ford cars going, sorry no more cars we need steel only from lower regions of the congo, nothing else works.
- Items that have 0/1000 should automatically be deleted, they are broken and rubbish, why keep it hanging about?
- Purge dead accounts - wellyou know about this one, should have been part of the regualr database maintence, do you people use DTS packages at all?
- Make crates repackable and larger stacks, why have 20crates of 50 when u can have 1 of a 1000 items, and the number of times this game locks on my, then i endup getting one item out of the crate when i was trying to get a split of 5. simple drag the item back into the crate! woohoo.
- Dump the bazaar, its crap, you should have small 'market ' vendors in player cities that mayors can place if they have the skill
and make the limit 10k. - List resources in vendors as a full stack and let purchaser purchase 1k or 100k stacks according to their needs. (owner of vendor sets cpu prices and lowest increment for sale) immediately a resource vendor goes from 4pages to 50 lines, since stacks no longer need to be split onto the vendor.
- Same goes for any crated and crafted item.
I am using Doctor as my crafting example cos thats what I am, and therefore what i know. (it counts though for AS,WS,Artitect,Artisian, DE, Tailor,Chef, Medic, did i miss one?)
- So a MasterDoctor vendor lists all the available craftable medicines, and will flag up if there is stock in the vendor or not.
- Each craftable end item should be allowed to have up to 1000 items loaded into it, and upto 5 makes of that product instock, not totalling over the 1000 item limit. EG I come to my doc shop, i fire it up, and drill down to enhancepack Ds ok so they have 5 types of buff here, 200 32/920 kits at price X, 200 med 90 30/910s, 200 x35/870s. Then i want some stim Es, I check , there are 500 stims in stock, 2 types, some with med use 40, less charges, or master docs ones wth more. You select your product, and the number of items u need, and they split that number from the stack and hey pronto happy shopping experience
- Vendors can carry up to 1000 of each craftable Item and component (if this is too much, dont give us so much to make in the first place, if it wasnt availablein the first place, no one would want to buy it)
- This 'Master Prof' Vendor is only available to Master of said professions, perhaps have a light wieght vendor as you grind the profession, the vendor acting like the crafting tool again, once you have the ability to craft it, you gain the ability to sell it too.
- Listings should not have to be long winded like now, as u select the amount u need when u purchase (like split option on resources -the code is there already, chuck it onto vendor GUI!)
- TAILORS - items should not have to be coloured in mass produced runs, its not realistic to life, but imagine how many less items you will have. You choose the colour at purchase, so then that tailor has al ot moe time ot have fun , rather than make 50 of each item in each colour. A run of 1000 shirts, the 'no-colour' box is ticked and produced. Loading into the Prof Specific vendor for tailors. The buyer comes along and drills down to tee shirt in the selection, chooses to buy one, then an option for colouring comes up. Options on colour are limited, hand produced items have better colour options and are made by hand by the tailor.
OK so I've written a lot, and i have probably forgotten some of the genius ideas I got when i was drifting off to sleep last night, so I might edit this post a little if I recall them. But Doc, this something you can print off and stick under the noses of those who must be obeyed (by sony staff not us, we just cut off our credit cards and all the devs can meet up in the job club to discuss **edit** went wrong)
there all done
sory mini flame at the end there, but i think i speak for the masses when i say this has made me VERY VERY PISSED OFF!!!
Message Edited by DarkDeathDude on 08-08-2004 01:56 PM
AllaraOfKettemoor wrote:
I don't like the idea of eliminating the merchant class. Why? I'm a burned out retired master artisan/architect/merchant. I have no desire to get back into building anything any time soon. I handle the sales for my business partners and enjoy it immensely. To remove what I love would be a bad move.
/agree my business partner, yes in the mining business,should not have to take up a crafting class just to be able to have vendors, she does not want to craft things, as she is a master dancer, and her time is needed elsewhere, nuf said.