Merchant Archive

Thread: DocSavage here is your solution to merchant nerf

OOJ-Zero
Sat Aug 07, 2004 7:44 pm
#1


1 Do not allow backpacks containing items to be sold on vendors. This will stop ppl from using them as storage.

2. Allow more room in houses. A large house should be able to hold 6 times more than a small.

3. Make ppl have to remove their vendors before unlearning merchant skills.

4. Raise the cap on the bazaar from 6K to AT LEAST 10K, and the amount of items from 25 to 40-50.

5. If you must impose a cap on vendors, make it at least 200-300 items per vendor, regardless of skill. More skills= more vendors. I have 200 items on my vendors, and I'm not even a crafter, just a looter.

6 USE OUR $15 A MONTH TO INCREASE YOUR STUPID DATABASE AND STOP PENALIZING US FOR YOUR OVERSIGHT.

7. Get the devs to actually play the game for once, so they will have a freaking clue!!!

8. Make merchant skills only cost 1/2 normall skill points, or make merchant a skill that you don't have to go through artisan to learn. I mean seriously, do you think Wal-Mart employees know how to make the products they sell? I'm about to be Master doc/swordsman, which won't leave me enough skills to keep even 1 vendor. Where am I suppose to sell my loot that is worth more than 6KRidiculous!


Wake up ppl, this is just a scam to get you to pay an extra $15 a month for a merchant account. My advice is buy everything you need now, cause soon it will be either sold out, or VERY expensive. If this goes live, my rescources just went from 3 cpu to 30 cpu. I'm not going to sit around babysitting my vendor for nothing. Also go ahead and throw everything you have on the vendor now before this goes live.


DocSavage you asked how this will affect our business, well I say it will put most out of business, because they will be to frustrated to keep being crafters. Which will lead to no available items, or at least no qualityavailable items, which will lead to the death of this game. So I say, instead of asking how this will affect our business, ask yourself how it will affect YOURS, if everyone quits playing!


P.S. The bazaar is going to blow up


P.P.S. As far as AFK macroing going away, it is very simple to get around. Run your macro as normall, tape your mouse to a vibrator, and go AFK. Problem solved.




000000000000000000000000000000000000000" Adventure,heh.
000000000000000000000000000000000000000
Excitement, heh.
000000000000000000000000000000000000000
A SWG player craves
000000000000000000000000000
000000000000not these things."-$OE
000000000000000000000000000000000000000 250 -3188 Corellia

DocSavag
Sat Aug 07, 2004 7:46 pm
#2



OOJ-Zero wrote:
1 Do not allow backpacks containing items to be sold on vendors. This will stop ppl from using them as storage.
2. Allow more room in houses. A large house should be able to hold 6 times more than a small.
3. Make ppl have to remove their vendors before unlearning merchant skills.
4. Raise the cap on the bazaar from 6K to AT LEAST 10K, and the amount of items from 25 to 40-50.
5. If you must impose a cap on vendors, make it at least 200-300 items per vendor, regardless of skill. More skills= more vendors. I have 200 items on my vendors, and I'm not even a crafter, just a looter.
6 USE OUR $15 A MONTH TO INCREASE YOUR STUPID DATABASE AND STOP PENALIZING US FOR YOUR OVERSIGHT.
7. Get the devs to actually play the game for once, so they will have a freaking clue!!!
8. Make merchant skills only cost 1/2 normall skill points, or make merchant a skill that you don't have to go through artisan to learn. I mean seriously, do you think Wal-Mart employees know how to make the products they sell? I'm about to be Master doc/swordsman, which won't leave me enough skills to keep even 1 vendor. Where am I suppose to sell my loot that is worth more than 6KRidiculous!
Wake up ppl, this is just a scam to get you to pay an extra $15 a month for a merchant account. My advice is buy everything you need now, cause soon it will be either sold out, or VERY expensive. If this goes live, my rescources just went from 3 cpu to 30 cpu. I'm not going to sit around babysitting my vendor for nothing. Also go ahead and throw everything you have on the vendor now before this goes live.
DocSavage you asked how this will affect our business, well I say it will put most out of business, because they will be to frustrated to keep being crafters. Which will lead to no available items, or at least no qualityavailable items, which will lead to the death of this game. So I say, instead of asking how this will affect our business, ask yourself how it will affect YOURS, if everyone quits playing!

P.S. The bazaar is going to blow up

P.P.S. As far as AFK macroing going away, it is very simple to get around. Run your macro as normall, tape your mouse to a vibrator, and go AFK. Problem solved.






You guys do realize I dont' get paid for this gig right?

/sigh



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



HyKsOs24
Sat Aug 07, 2004 7:47 pm
#3

selling armor in backpack is a HUGE plus to us AS



Every man dies, not every man really lives.

Coldghost ~ Master Slayer

Valin Horn ~ Master Tank

Amosis Sowo ~ Master of the Force

Barris
Sat Aug 07, 2004 7:48 pm
#4

Really, I think that merchants would have much less of an issue if the cap was much higher (as you stated, there will be a cap). Also, if they removed merchant costing SP, since it has no real use outside of venders and sales of items, along with a very small and unused bit of advertising.
OOJ-Zero
Sat Aug 07, 2004 7:51 pm
#5

Or if you do not have a vibrator, taping down a keyboard button like backspace or something would also probably work.



000000000000000000000000000000000000000" Adventure,heh.
000000000000000000000000000000000000000
Excitement, heh.
000000000000000000000000000000000000000
A SWG player craves
000000000000000000000000000
000000000000not these things."-$OE
000000000000000000000000000000000000000 250 -3188 Corellia

OOJ-Zero
Sat Aug 07, 2004 7:53 pm
#6

Sorry DocSavage, I didn't mean to imply any of this is your fault, I'm not blaming you personally, I'm hoping you can make the devs realize what a horrid mistake they are making. When I said you, I was refering to SOE. Sry for the confusion.



000000000000000000000000000000000000000" Adventure,heh.
000000000000000000000000000000000000000
Excitement, heh.
000000000000000000000000000000000000000
A SWG player craves
000000000000000000000000000
000000000000not these things."-$OE
000000000000000000000000000000000000000 250 -3188 Corellia

Mor-Dan
Sat Aug 07, 2004 9:03 pm
#7

not letting people sell things in a container was already suggested and defeated many moons ago. and oh by the way, i don't put my storage stuff in containers, i just put them up on the bazaar so people wanting custom weapons can pick out what loot they want used in their weapon.

also, your post doesn't address any of the dev concerns, so it isn't viable. if you want to truly offer something to them, you have make sure you are addressing their concerns as well as yours. THEY DON'T CARE IF YOU DON'T HAVE ENOUGH SKILL POINTS FOR A VENDOR! if you want to sell loot, sacrifice part of a combat prof and get the skills needed.



Vendor Locations:
-1560 120 in Soal Valley, Corellia
-4700 5600 north of Theed, Naboo
Elyssa
Sat Aug 07, 2004 9:08 pm
#8






DocSavag wrote:
You guys do realize I dont' get paid for this gig right?




You should ask for a raise then.
They really hung you out to dry on this one.




------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

DocSavag
Sat Aug 07, 2004 9:10 pm
#9



Elyssa wrote:


DocSavag wrote:
You guys do realize I dont' get paid for this gig right?

You should ask for a raise then.
They really hung you out to dry on this one.






No more than any of you. I've known the details a bit longer and I've had more time to think about it. I don't usually react to this sort of thing with anger anyway I react to it by trying to batter their logic with my own..so far I've had limited success on this issue btu I keep working on it.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



amh9876
Sat Aug 07, 2004 11:09 pm
#10

Doc, here's my proposed solution to the vendor changes...


I'd be interested in any feedback why it wouldn't work as I've written it so I can continue to refine the suggestion.


===




The Artisan limit should remain very low. It should only be a way to get you into the merchant tree, not a viable way to sell your wares full-time. Business 3 should be 1 vendor, 75 total items. This is enough that you can keep a meager inventory and build XP to get into Merchant.


Once you get into Merchant, you should get additional items for each box you buy. There should be no vendor limit - just your personal limit. If you wish to put that all on 1 vendor, that's fine.


I believe Master Merchant should get unlimited items on their vendors, but that isn't going to happen, so I suggest 3,150 items. Here's how you get to that number:


Business 3 - 75 items

Novice Merchant - 75 items

Merchant Level 1 box - 50 items

Merchant Level 2 box - 100 items

Merchant Level 3 box - 150 items

Merchant Level 4 box - 200 items

Master Merchant box - 1000 items


Let's take a look at the XP costs and the rewards for them:


5k (Novice Merchant) gets you 2 vendors and 150 items

100k (Management 4) gets you 6 vendors (faster merchant XP) and 650 items

120k (all Level 2 boxes) gets you 3 vendors and 750 items


Master Merchant is a big reward - with 50% more storage than a non-master. This is a big carrot and will satsify nearly all merchant requirements.


The biggest issue with the way Merchant is built is that Management is the really only desirable tree. Everyone wants 6 vendors and it's the fast track to mastering the class. Most planet maps are littered with advertised vendors, so there's little upside to the advertising tree. Give incentive to spread your wings. Who cares about listing something on the bazaar for 16 credits rather than 20? Who cares about picking a particular TYPE of NPC vendor? You can keep deleting & recreating until you get one you like. Make these boxes WORTH something.


If they insist on keeping a per-vendor limit, then I suggest eliminating that requirement once a player takes his 2nd level-4 box. This should show he's at least considering being a true merchant and if he's not, you've taken your pound of flesh in the form of a significant number of skill points to allow a little leeway here.



===============================================
Fenster

Visit Grehe's Tent in Riverlands (just off the shuttle)
Millions of Resources - all 3cpu or less!
Loot items at VERY reasonable prices!
Powerups stocked at less than 2k per full crate!
VarnaxDespin
Sat Aug 07, 2004 11:11 pm
#11


A simple question...


How doesanvendor item limitenhance or balance we the Players general game play?



Until this question is answered I cannot see why we are discussing made up numbers as to what we each of us think is reasonable amount of items to have on our vendors.


What is reasonable to you is not reasonable to me, all the numbers, reconfiguring of skill trees etc..are being discussed AS IF this change must take place in order for us to play... well as far as I am concenred, vendor item limits has not been a player issue since the number became infinite.



We as players do not need to solve data space issues, or code problems. We as players pay to enjoy the game, ifthe Dev'stake our enjoyment way, or further hider it to a point the fun does not outway the enjoyment, we will leave.



Varnax Despin
amh9876
Sat Aug 07, 2004 11:21 pm
#12






VarnaxDespin wrote:


A simple question...


How doesanvendor item limitenhance or balance we the Players general game play?



Until this question is answered I cannot see why we are discussing made up numbers as to what we each of us think is reasonable amount of items to have on our vendors.


What is reasonable to you is not reasonable to me, all the numbers, reconfiguring of skill trees etc..are being discussed AS IF this change must take place in order for us to play... well as far as I am concenred, vendor item limits has not been a player issue since the number became infinite.



We as players do not need to solve data space issues, or code problems. We as players pay to enjoy the game, ifthe Dev'stake our enjoyment way, or further hider it to a point the fun does not outway the enjoyment, we will leave.







I'm fairly sure that the per-item vendor limit is simply to reduce the people who use vendors to get around the storage limitations imposed by housing & your safety deposit box.


Some software development tips for you budding programmers...


During the design phase of any software project, you have to consider the storage and performance requirements of the software. You give best estimates based on the rules you've put in place. That some clever user found a way to circumvent those rules and completely blew away your initial estimates doesn't invalidate those estimates.


Contrary to popular belief, you cannot simply add more diskspace to an environment and expect it to behave perfectly. When, all of a sudden, you have orders of magnitude more data than you were expecting, you either rewrite all the access paths to the data or you reduce the data being held.


Folks can complain all they want about the poor database design or whatever, but that doesn't change that there's a problem that needs to be solved. More diskspace isn't the answer here.




===============================================
Fenster

Visit Grehe's Tent in Riverlands (just off the shuttle)
Millions of Resources - all 3cpu or less!
Loot items at VERY reasonable prices!
Powerups stocked at less than 2k per full crate!
d0qtrX
Sun Aug 08, 2004 1:19 am
#13






OOJ-Zero wrote:

Oh yeah I forgot one, though I'm sure it's been said before, and probably won't happen since it would invole a lot of new code, but anyways...


9. Vendor item stacking. If you have 20 identical items on a vendor for the same price, instaed of 20 listings, have it listed once with a x20 available.







Because


1. It makes sense


2. It would be really slick.



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