Merchant Archive

Thread: Item Limit on Vendors is a very, very, very bad idea

JeCy
Fri Jun 18, 2004 4:46 am
#1

Im not gonna make this long,,,


Its the worst idea ever,, the only thing its gonna do is stop anyone from selling anything but crates of stuff and whats not in crates will be gone right after restock


No one is going to sell food singles, power ups singles, med singles, tailor vendors are gonna blow big time. You wont find cdef's bone armor, crating tools,, servey stuff..


No more droid batteries, crates of power ups,, Furnature, lots of low end weapons, mabari armor..premade droids in anything but combat R'3's and probots..


the list is endless,, this is not going to make some one say ohh wow im gonna pick up artisan and just sell power ups.. this is not going to let some start up chef get buy selling drinks on the bazzar..


Its hard enough to find anyting to by as a newbie as it is.. and to force people to buy crates cuase the person only has enough points to get one vendor,.. they dont care they will just stock crates of bi's and screw the rest.. This is hurting legitemnt merchants as well as the one vendor crafters. I know tons of crafters that have about had it with storage as it is.,, by screwing us on the way we sell things with an item limit will be the last straw... Good crafters are hard to find,, after this they will be non existant..


To have to have master merchant just to have a well rounded store just offering a wide vareity of itmes from a single profession is rediculus...


Master merchants should be like wall mart.. not like a well stocked gun shop...


Je'Cy Dax
LonelyGhost
Fri Jun 18, 2004 7:58 am
#2

I truly expect that they will make it scale pretty well. I have seen people posting that they have literally over a thousand items on a single vendor, but I imagine that is pretty rare. I ran a big mining operation AND I still run a powerup business. My resource vendor has had up to about 800 line items on it. My powerup around 600.


One of the things I are hoping for is that identical items (resources, crates) will not ALL have to be listed, and that the new vendor interface will allow for a single "line item" for the product, and give the customer the option to buy more of the item out of the Stock Room. So I could load up 40 crates of a powerup, set the price and description, and have only a single line on the vendor about it. This would reduce the need for more "lines" significantly.


Tailors would still be the hardest hit, but if the top cap is around 500 or so items, it will be fine. There is literally no information about what the cap actually will be, but it should at least be 500 for a Master Merchant. I really hope they increase the number of vendors we can have too. Make it around 20 at Master Merchant.



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
JeCy
Sun Jun 20, 2004 7:54 am
#3

Hmm i like the idea about identicle items being listed once, would really reduce the clutter, i always use the sort tabs,, but when i hit misc crate sort ends there /frown


I was just looking at my vendors the other day... there would be soo much stuff droped with a vendor limit it would be amazing.. i sell lots of small resorce blocks 1k-5k, master artisan stuff, and tons of stuff that goes months with out selling and when it does i usally get an e-amil or a tell saying im soo glad i found your vendor..


right now im a 4-3-0-4 merchant.. i change from time to time to redress vendors, or set up newones, i liked being a master merchant but as a master armorer, Droid engineer, aritsan im just flat outta points. This merchant nerf has me soo worried.. if its as bad as i think its going to be i know ill quit, who needs to waste pionts having a vendor when you can just post minerals on the boards and make millions with bascily no effort from stationary harvesters. Right now my ecltectic collection of goods is to cover my mining costs and i make about 500k a week.. basicly covers tons of factorys, houses,storage houses.. im hoping starships will be fun to make. But this storage, merchant bussiness is getting a bit old, as it is i have 20 storage lots.. over 250 items just to make droids.. its a bit crazzy..I always think why do i bother,.,. i could drop 20-30 lots all storage and factories which cost a ton of money and make millions selling resorces, and keep all my money instead of being a true money sink..


I also use my vendor for storage.. Why?? ease of use. I dont feel like spending an hour running around to find every thing i need or stuff that i use rarely. Sure i could set up 20 more houses and add to the hundreds that are already in our city that are Purely storage and screw up spawns.This item count in house is total bull.. its hard to even make a nicly decorated house/ cantina with the number as it is.. forget using a nicely decorated house as storage.. Its pretty pathetic when a dancer needs a whole storage house just to hold clothing. This storage limit has done nothing as to what it was intended to do.. limit what people have.. Cross server lot trades, and renting lots from combat classes is such an easy way around it... about all it does do is add tons of junk and lots of lagg to player cities when trying to spawn the 300 storage houses that could easily be elimenated with larger banks or higher item counts in houses..


Why should i have to set up a damn entire house to hold 75 cdefs that i sell maybe 5 a month, they are not in crates,, cuase they are all max sliced,, i know for a fact im the only merchant on radiant that sells 100+ damage CDEF's its not a great sellier but it sure is nice for the people that want it. i can store itin a pack on my vendor in the stock room and when they sell out or get low i restock.. i do the same with power ups, sheidl gens, guns,, tons of stuff.. to me this is not an exploite,, its called stock.. if they end this i would need to set up 5 houses just to store crates of crap to restockthings of this nature.. thats not fun its just bull**edit**.It doesnt help the little guy it hurts them.. all these changes are just going to push out the little guy even more. the one that doesnt lot trade, have the time to run around and spend hours sorting things.. All it is going to do is make larger and larger corperations that sell 1000's of guns a day.. trust me,, i know some that make about 50 million a day and lots of little crafters have quite cuase they just cant keep up, harvest, store, and make money on there 10 lots and have fun.I know im going off topic a bit, but i think you get my point


I realy hope SOE takes this into consiteration.. as ive said before I know tons of crafters that WILL quit.. but why the hell not.. let us all become the self centered holo grinders that everyone loves, that is what makes this game work right???



Je'Cy Dax
hakk
Sun Jun 20, 2004 8:31 am
#4

I'm going to write the same thingI wrote in another thread about this issue. (Copy/Paste)


Ithink It's good with a 30 days limit. Or else a crafter don't have to do anything at all (except for crafting thing). What I would like to see as a change is that when you want to put your items back for sale you should just have to mark the item and press "sell item" and it will get back on the sale list with the same price. Then you can mark every item and with only two clicks you will have all your items back for sale at the same price.



mabajsass @ chimaera
Bounty Hunter>
Credit Is my faction

Purgatorii
Sun Jun 20, 2004 8:48 am
#5

Folks that can place a vendor actually need more space on their vendors to place items for sale.If someone would delete all the vendors that were placed and never removed when someone dropped merchant this probably would not even be an issue.Someone should seriously fix this.By allowing this to happen folks are actually gaining access to an attribute that is gained from skill points they have given up.


Purgatori
MingisFawn
Sun Jun 20, 2004 3:24 pm
#6

D'oh! Sorry JaCy, I accidentally one starred your post and I meant to five star it. Because I agree with you totally! I dread the implementation of the vendor limit.
p4Samwise
Mon Jun 21, 2004 11:35 am
#7

Make it a credit limit instead of an item limit. Neatly solves the problem of using vendors for storage, doesn't penalize bulk sellers.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
Happymob
Mon Jun 21, 2004 11:59 am
#8






p4Samwise wrote:

Make it a credit limit instead of an item limit. Neatly solves the problem of using vendors for storage, doesn't penalize bulk sellers.




That depends on what they are selling.


I will admit that I am leary of item limits because they seem to disproportinately hurt certain crafting professions, like tailor. If they scale the limits properly, it probably won't kill anyone (except perhaps the business-3 only merchant).


Credit limits, on the other hand, clearly discourage the use of vendors for storing high value items, such as that +25 weapons experimentation skill tape (though I don't think I'd be putting that on a vendor anyway). But now it potentially punishes high dollar crafters, such as architects (or resource merchants or sliced armor vendors, etc). But again, I suppose that this could be scaled, so any merchant who must deal in high dollar items would have to pay the skill point cost.


In the end, if any limit affects my own business, I will simply scale back my business to meet the caps and probably live a lower-stress existence in SWG.





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


DocSavag
Mon Jun 21, 2004 11:59 am
#9






p4Samwise wrote:

Make it a credit limit instead of an item limit. Neatly solves the problem of using vendors for storage, doesn't penalize bulk sellers.







That penalizes big ticket sellers like Architects and Armorsmiths and it smacks of price controls.


I don't support vendor item limits but I know we are going to get them eventually in some form or the other because "unlmited" is just not going to last. I hope it isn't as bad as they have proposed in the past and I hope that the change creates opportunities for independant merchants to take up the slack in selling items.




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



p4Samwise
Mon Jun 21, 2004 2:09 pm
#10






DocSavag wrote:





p4Samwise wrote:

Make it a credit limit instead of an item limit. Neatly solves the problem of using vendors for storage, doesn't penalize bulk sellers.






That penalizes big ticket sellers like Architects and Armorsmiths and it smacks of price controls.





I agree, the price control aspect is undesirable... but I don't think it's all that unfair to Architects and Armorsmiths. Presumably they sell a smaller number of high-ticket items, and it'd more or less balance out with the higher numbers of small-ticket items sold by other crafters.


If this is not the case (and one crafting profession inherently tends to make more money than another in a given period of time), perhaps some balancing needs to be done elsewhere in the game.




"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
HPSFDuece
Mon Jun 21, 2004 3:05 pm
#11

I agree that having a number of items limit on a vendor would be a very very bad idea. I have mastered merchant but currently reside at 4-4-0-0 because I use one vendor for selling everything. Normally I have over 3000 items in stock and expect my customers to use the sort tabs to sort by the catagories they would like to use. If I got limited to only listing 1000 items or some small number like that, on top of all the other existing problems with merchant (like no resell button or mass selection to sell from stockroom) I would probably just give up on crafting altogether. It is discouraging to see SOE working on breaking things that currently work rather than improving on the things we need=(


Trouser


Merchant on Radiant

Master Weaponsmith

Master Artisan

Several other crafting trees!



4 original accounts including 2 full template Jedi

3 cancelled due to changes in game

Duece - Jedi and Allik - BH


DocSavag
Mon Jun 21, 2004 3:55 pm
#12






p4Samwise wrote:





DocSavag wrote:





p4Samwise wrote:

Make it a credit limit instead of an item limit. Neatly solves the problem of using vendors for storage, doesn't penalize bulk sellers.






That penalizes big ticket sellers like Architects and Armorsmiths and it smacks of price controls.





I agree, the price control aspect is undesirable... but I don't think it's all that unfair to Architects and Armorsmiths. Presumably they sell a smaller number of high-ticket items, and it'd more or less balance out with the higher numbers of small-ticket items sold by other crafters.


If this is not the case (and one crafting profession inherently tends to make more money than another in a given period of time), perhaps some balancing needs to be done elsewhere in the game.






In the end it is unfair because you either severely limit the ability of say an armorsmith to do business or you give the Tailor carte blanche to have 1000's of items. I don't think the limit will work based on sale amount even though I do understand the goal is to limit the 9999999999 items.








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



p4Samwise
Mon Jun 21, 2004 4:11 pm
#13






DocSavag wrote:

In the end it is unfair because you either severely limit the ability of say an armorsmith to do business or you give the Tailor carte blanche to have 1000's of items. I don't think the limit will work based on sale amount even though I do understand the goal is to limit the 9999999999 items.





Again, if a "fair" system needs to allow the Armorsmith to sell 1mil worth of stuff per day while a Tailor can only sell 10k worth of stuff per day, I think there are other imbalances in the economy - all elite crafting professions, having invested the same number of skill points, should have roughly the same earning potential as a function of time (at least, that's the way it seems to me).


If that's not the case, credit caps on vendors would actually serve as a balancing factor, since it'd motivate crafters of overpriced goods to drop their prices a bit (or to strike deals with more skilled merchants, either way).




"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
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