Merchant Archive
Thread: Limited Duration Listings: WHY????
Who would it hurt if private vendors were allowed to list items and have them STAY listed for as long as the vendor has maintenance?
I can't think of a single good reason to limit the amount of time an item can be listed on a private vendor.. all it does is add to the problem of empty vendors all over the place! People who run a store can't expect their entire inventories to sell within one month.
To deal with the realities of the vendor system some people try resorting to either stocking very small amounts of stuff on their vendors or stocking NOTHING on purpose so they can do all sales on an e-mail per order basis. There's no crafter in the world that can keep on going with the drugery of it all day in and day out indefinitely.. we need breaks.. we can't be logged in every single day to respond to orders! Not to mention the dreaded 'once a month' of re-listing hundreds of hundreds of items.. this is completely 100% unacceptable!!
Devs, I don't care if you have to rewrite the entire auction system (it's obvious there's only one system and it's the same for both private and the bazaar) to allow infinite time listings on private vendors.. just get it DONE!
If someone quits the game with their vendors paid up in maintenance for years and years and full of unlimited duration listings it still doesn't burden the database because the admins are going to start running regular character purges.
I would really like this problem to be added to the list of merchant issues (and really.. it should be very high on the list.. if not number 1!).
JodanLoo wrote:
It wouldn't burden the database if someone quit the game with a bunch of vendors chock full of unlimited duration listings: the maintenance on the vendors is going to run out eventually.. at that time the items can be destroyed.
If someone quits the game with their vendors paid up in maintenance for years and years and full of unlimited duration listings it still doesn't burden the database because the admins are going to start running regular character purges.
I would really like this problem to be added to the list of merchant issues (and really.. it should be very high on the list.. if not number 1!).
/second the motion
I really don't want to hear it.. serious crafters require tons of storage space as well as free lots to be able to go mine good resource spawns. I think there should be a way to get more storage than normal from a structure for crafters/merchants because they really need the space. I'm just lucky to have a friend to partner with me in my business and let me use up many of his lots to get me the storage I need. I haven't gotten into the whole lot trading thing because I'm paranoid. :-)
As for creating excessive load on the database servers.. I don't wanna hear that either. The database servers exist soley to service the players. If they're seeing loads that are too high then the hardware should be upgraded and/or the software should be optimized further. I can understand the desire to be able to quantify the maximum storage burden a vendor can place on the database.. easy solution: limit the max number of items that can be listed on a vendor including the contents of any listed containers (in the same way the players personal inventory functions).
Mkappus wrote:
If sales were unlimited time, what do merchants do? Running a vendor is the only thing merchants do in game. Changing the barking, changing clothing, and re-selling items that expire.
You want merchant to be that easy, that you can put things up for sale and forget about them? There has to be some gameplay required, some required time spent....
Running a vendor is the only thing a merchant does? You are kidding, right?
My merchant goes out and puts 1 credit on all of the harvesters, houses and factoriesthat my group puts out, to bring down the maintenance fee. My merchant puts out a barker droid at the spaceport in Theed, to advertise in turn what my group produces. My merchant is the one that figures out a good selling price for the goods that are put up for sale, which involves intensive searches on the bazaar and other vendors, in order to keep up with the economic trends.
And don't get me started about that dysfunctional system that we are required to use, for relisting an item on a vendor. It isn't enough that items keep being thrown back into the storeroom (which, in Japanese, means "the room where things go to be destroyed"), but when we go to relist them, the original selling price must be re-entered.
I'll be so happy when this game finally gets out of beta testing.
JodanLoo wrote:
It wouldn't burden the database if someone quit the game with a bunch of vendors chock full of unlimited duration listings: the maintenance on the vendors is going to run out eventually.. at that time the items can be destroyed.
JodanLoo wrote:
I can understand the desire to be able to quantify the maximum storage burden a vendor can place on the database.. easy solution: limit the max number of items that can be listed on a vendor including the contents of any listed containers (in the same way the players personal inventory functions).