Merchant Archive

Thread: Need to split the changes, we can't take the double whammy at same time

Mkappus
Mon Aug 09, 2004 7:40 am
#1

To me there are 2 distinct changes here - getting rid of vendor "exploit" of not having skills, and the new cap. If the devs are definitely going to do it, fine we will adapt, but there is no way we can take both changes at once.


By getting rid of "exploited" vendors that is going to cause a ton of products to need to be moved to real vendors. But if vendors are capped at 660 items there won't be any vendors with room to sell these.


If the devs make 1 change, then follow it up in 6 weeks with change number two, we could have a prayer of dealing with it. But there is no way in hell we can deal with both at the same time.


On a side note, if the devs are more concerned about the economy then database issues concerning vendors. Make the limit on the value of the items for sale, not the number of items. That way tailors and architects doing furnitue could have tons of cheap items, but folks selling expensive stuff would be limited.



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Mkappus
Mon Aug 09, 2004 8:15 am
#2

Also,


They



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Mkappus
Mon Aug 09, 2004 8:16 am
#3

Also, they are going to need to make it possible to look inside containers. With these small of limits we need to be able to look into bags since bags will be a must for many business.


Armorsmiths having whole suits, tailors having whole outfits, architects have house furnishing kits....



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
RebDestroyer
Mon Aug 09, 2004 8:19 am
#4






Mkappus wrote:

Also, they are going to need to make it possible to look inside containers. With these small of limits we need to be able to look into bags since bags will be a must for many business.


Armorsmiths having whole suits, tailors having whole outfits, architects have house furnishing kits....






Yes this is crucial, and i wish they would have done this BEFORE this hit TC



Novice Spammer
Happymob
Mon Aug 09, 2004 8:30 am
#5

Agreed. In my own little dream world, they would fix the exploits and other problems that devalue merchant (like empty vendors showing on the map) immediately and push the item limits to a later date. Getting rid of all the silly loot vendors from ex-merchants (the combat hologrinders) will help the database some.


Then they would implement variable quantity sales where we could stock by the crate (or full resource stack) and allow the customer to buy as many units as they want, splitting the crate/stack at purchase time. That change alone would largely solve item issues for every profession except for tailor (where the problem is not really the number of schematics, but the color combos). This alone should drastically decrease the database records. On some vendors, this would reduce the number of records by a factor of 5 or 10.


And after they make that change, if there is is still a database problem, they could limit items on vendors. With the above change, 110 item limits wouldn't hurt as bad since you would only be stocking in crates. Of course, they wouldn't need to go as low as 110 because the databse would already be improved.


Of course that's assuming that the database is the goal of this change.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


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