Merchant Archive
Thread: MERCHANTS-- Vendor limit is a GOOD thing
Page 1 of 3
-Xell-
Sat Aug 07, 2004 5:17 pm
#1
Now, people with business III cannot put everything on one vendor. People will have to pay Master Merchants to run vendors for them!
You can take this patch and turn it into a GREAT moneymaking service.
illovich
Sat Aug 07, 2004 5:22 pm
#2
Unless merchants are also willing to help me mine resources, check harvs, help do factory runs and help with storage space for all of the aforementioned activities, I hope they're not expecting much of a cut.
After all, to master merchant all I did was drop merchants in a building and wait. It cost about 20-30k, I think.
After all, to master merchant all I did was drop merchants in a building and wait. It cost about 20-30k, I think.
Maxumus
Sat Aug 07, 2004 5:23 pm
#4
Limits are good but a low limit of 110 per vendor isn't
Master merchants won't be putting your stuff up to sell when they can only hold 100 items per vendor they have their own stuff to sell. Most people who are complaining easily have 500+ items each minimum... so while limits are good the current limits are crap.
aldaricbrandl1
Sat Aug 07, 2004 5:28 pm
#6
try being a resource vendor and carrying grind, medium, premium types of steel, iron, ore, copper, gems, flora, etc. in lots of 10K that really adds up to 110 items real quick. and 660 items total real quick. thats not enough items at all.
sharpie222
Sat Aug 07, 2004 5:31 pm
#7
Limited items are to help reduce lag & such but considering the limits are WAY low, this will hurt you guys as much as crafters. Try being master arch. & master artisan, being limited even if i have to waste points in merchant, the current proposed limits will kill me even at master merchant. I've pasted the proposed limits below to show everyone the way too low limits. Limits are bad at this current proposal but the other changes are long over due (the 2 week part is a bit short though)
Bazaar/Vendor
Vendors that are empty will no longer be visible on the planetary map (Ctrl-V).
Vendors that have been left empty or abandoned for two weeks will be deleted (owner will receive a warning message prior to deletion).
Email notifications have been added to advise vendor owners of the status of their vendor.
Fixed a bug that caused items to sometimes vanish from vendors.
Vendor item limits will now be based on player skill. (Players over either limit will not be able to add new items for sale on vendors).
Artisan Business 3 Get (1) Vendor, that will hold (50) items, for a total of (50) items for all vendors
Merchant Novice Get (2) Vendors, that will hold (60) items, for a total of (120) items for all vendors
Merchant Management 1 Get (3) Vendors, that will hold (70) items, for a total of (210) items for all vendors
Merchant Management 2 Get (4) Vendors, that will hold (80) items, for a total of (320) items for all vendors
Merchant Management 3 Get (5) Vendors, that will hold (90) items, for a total of (450) items for all vendors
Merchant Management 4 Get (6) Vendors, that will hold (100) items, for a total of (600) items for all vendors
Merchant Master Get (6) Vendors, that will hold (110) items, for a total of (660) items for all vendors
Artisan Business 3 Get (1) Vendor, that will hold (50) items, for a total of (50) items for all vendors
Merchant Novice Get (2) Vendors, that will hold (60) items, for a total of (120) items for all vendors
Merchant Management 1 Get (3) Vendors, that will hold (70) items, for a total of (210) items for all vendors
Merchant Management 2 Get (4) Vendors, that will hold (80) items, for a total of (320) items for all vendors
Merchant Management 3 Get (5) Vendors, that will hold (90) items, for a total of (450) items for all vendors
Merchant Management 4 Get (6) Vendors, that will hold (100) items, for a total of (600) items for all vendors
Merchant Master Get (6) Vendors, that will hold (110) items, for a total of (660) items for all vendors
EdOWar
Sat Aug 07, 2004 5:31 pm
#8
It's not that hard to go from Business III to Novice Merchant, which will allow around 120 items total. Still not great, but better than dealing with the hassle of working through a merchant. No offense to Merchants, butthe way the gameis designed it isa hassle to deal with an third party merchant. The vendor limit isn't a windfall for Merchants, it just means that people will have to spend more of their skillpoints on Merchant.
Slim Vargo, Corbantis
Message Edited by EdOWar on 08-07-2004 05:33 PM
Sevardos
Sat Aug 07, 2004 5:34 pm
#9
The issue is the amount of the limit.
How can I be a Master Merchant serving multiple lines, multiple products from other craftings when their is a choke on how many items the vendors can carry. And with the proposed limits, it's more of a strangle-hold death lock.
I am not able to stock the variety I have now. And the expectation is that I'll have room to sell other crafter products?Unrealistic.
VarnaxDespin
Sat Aug 07, 2004 5:40 pm
#10
What I think the mainquestion is, How does this enhance or balance my and everyone elses game play?
I cannot see one way in which it positivily effects our general state of the game.
If the vendors are limited to help with data space... we will either cancel our accounts, or we will move everthing from the seperate vendor data space into live by placing tons and tons of factories and houses.
I will cross server trade, as will all other players who have alot of items...and have 60+ houses easily... this will clog/ruin the live server as each planet becomes a massive urban sprawl. And why will I do this... because I am not going to let 1 years good work just be destroyed...it has to go somewhere...
Purgatorii
Sat Aug 07, 2004 6:02 pm
#11
Vendor item limits will now be based on player skill. (Players over either limit will not be able to add new items for sale on vendors).
OK was looking at this and thinking about folks who had bus 3 and then dropped it.They still have a vendor so will the limits still be based on skill or previous skills? Looks to me like if the vendor is there you are just limited to the item limit. Purgatori
zoinks44
Sat Aug 07, 2004 6:55 pm
#13
-Xell- wrote:
Now, people with business III cannot put everything on one vendor. People will have to pay Master Merchants to run vendors for them!
You can take this patch and turn it into a GREAT moneymaking service.
You obviously aren't a Merchant of any worth to be posting a thread that is so short sighted. Yes, of course it takes care of a legitimate problem, the dropping of Merchant skills yet still retaining vendors. But you're not looking at the rest of the equation, Einstein. You think Master Mechants are going to have the freaking SPACE to worry about selling other ppl's stuff when they're fighting a 110 item cap PER vendor??
If you were a serious merchant you'd understand that high-end crafters can produce over 1000 items of stock EASILY. I have 2 chars that run a Doctor/Combat Medic business. One char is a Master Merchant and I have 6 vendors with 950 items spread out among them. You think I'm gonna care one iota about someone who wants to use my vendors to sell their stuff?? I don't need a "GREAT moneymaking service". HELLOOO, I already HAD a great moneymaking service with my own business!
Master Merchants are in the business of selling OUR stuff. This nerf will KILL the profession for countless high-end and dedicated crafters. Shops that have reputations for selling quality goods will have to restock their vendors on an almost daily basis! Believe me when I say that the majority of QUALITY crafters are NOT willing to do this! I know, I live in Helios on Tatooine on the Scylla server, and we are known throughout the server as being THE place to shop. After Publish 10, there won't be ANY place to shop, and that affects not just the crafters but EVERYONE that shops for items.
So pull your head out of your ass and look at all the angles before you give this a "thumbs up".
T'ruk'ala Rossk
ROSSK-GTF Pharmaceuticals
Helios, Tatooine (Scylla server)
Message Edited by zoinks44 on 08-07-2004 06:56 PM
Page 1 of 3