Tailor Archive

Thread: Backpacked Items Are Going To Count!

Mystyrys
Fri Aug 20, 2004 10:42 pm
#1

From the Merchant Forum. Items listed on vendors in backpacks count as 1 item now, but that is scheduled to be "fixed."







AFK is not OK
Clicky - AFKers are disruptive to my Gameplay - Clicky
**************************************************
Qitu &Tabu
T
ailor &Entertainer
**************************************************
*May your future endeavors prove to be
interesting and rewarding experiences that
fulfill your dreams and enrich your life.*

Wire3k
Sat Aug 21, 2004 1:17 am
#2

Well, maybe I'm the only tailor that not only sells clothing - but full runs of cloth - in bags, among other things.


Just another nail in the coffin - those that aren't being invited to leave due to chronic pushing back of 'fixes' and neglect to half finished systems, are being disenfranchised and pushed out by a poorly designed database that wasn't built to service an entire system built around massive resource requirements and mass manufacturing.


If that doesn't tick you off enough to leave, they'll just ban you if someone decides to spend illgotten gains in your shop.


I missed SWG over the summer when I took time off for RL and a long overdue visit from my son, but at the moment I'm REAL glad I had that time to break my normal routine - hopefully it won't hurt as much as it would have, when I have to turn the lights out and walk away.



www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
Syzygy-Gorath
Sat Aug 21, 2004 5:09 am
#3






Wire3k wrote:

Well, maybe I'm the only tailor that not only sells clothing - but full runs of cloth - in bags, among other things.


Just another nail in the coffin - those that aren't being invited to leave due to chronic pushing back of 'fixes' and neglect to half finished systems, are being disenfranchised and pushed out by a poorly designed database that wasn't built to service an entire system built around massive resource requirements and mass manufacturing.


If that doesn't tick you off enough to leave, they'll just ban you if someone decides to spend illgotten gains in your shop.


I missed SWG over the summer when I took time off for RL and a long overdue visit from my son, but at the moment I'm REAL glad I had that time to break my normal routine - hopefully it won't hurt as much as it would have, when I have to turn the lights out and walk away.


Nooooooo! You are not allowed to quit SWG until after I do—SWGBio is my fave tailor site to refer people to and I don't think I could live without it!




œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Gyopi
Sat Aug 21, 2004 7:02 am
#4






Wire3k wrote:

Well, maybe I'm the only tailor that not only sells clothing - but full runs of cloth - in bags, among other things.






Doesn't this just mean that you will have one extra item on your vendor (a pack)? It would be nice if a backpack was just a way of effectively making factory crates of 1000, but we all know that the devs (at least so far) are against this idea. It wouldn't suprise me if that changed just like starport waits did, though. Right now the only really valid storage problem that I can think of is that DNA takes up a huge amount of space. They really need a solution for that.


Anyway, even though it is going to cause me some difficulty, I am *so* glad that they are changing vendors. I am getting really tired of the "loot culture" in this game. For a game that is supposed to have a player economy based around crafting, it is not good at all that so much of the economy revolved around loot and completely bypasses most of the crafters in the game.








Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Wire3k
Sat Aug 21, 2004 10:59 am
#5






Gyopi wrote:

Doesn't this just mean that you will have one extra item on your vendor (a pack)? It would be nice if a backpack was just a way of effectively making factory crates of 1000, but we all know that the devs (at least so far) are against this idea.







Up to now - 40 crates in a bag counted as - 1. The newest item limits were accepted based on that still working.


Was it still a workaround for storage - ayup, but also had many many legitimate benefits for sales.


Again, they are stripping functionality without replacing it with alternative game mechanics - like larger crate sizes ESPECIALLY for components.


I make cloth runs to sell as ONE ITEM, I sell them as ONE ITEM - they should sell and store as ONE ITEM.


Tailors aren't the hardest hit with actual storage or resources - but that in itself is a huge problem, the entire game is prefaced on huge resource supplies and mass production. In my opinion - OUR biggest problem in economic flow has been the lack of decay for product for repeat business. Whole huge hunks of things in the economic model are not working and they are only looking to slash and burn as much as possible to avoid addressing their own shortcomings in not designing a DB that can handle the system they designed and implemented.


If you want or need to convert from a mass production model to a smaller handcrafted model - you have to start at the BOTTOM of the production chain - not the final endstage of distribution. Identical requirements on schematics needs to go. Any subcomponent should stack to substantially larger sizes - or even full runs, since they can always be split. Many items should be looked at in the sheer amount and number of resources required for their construction. IMHO - the entire and complete resource spawning system needs considerable examination and probably an entire revamp.


You don't do these things LATER - you do them NOW, to remove the need, before you remove the tools the players have used to compensate for the lack of them.





www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
Gyopi
Sat Aug 21, 2004 11:09 am
#6






Wire3k wrote:

Any subcomponent should stack to substantially larger sizes - or even full runs, since they can always be split. Many items should be looked at in the sheer amount and number of resources required for their construction. IMHO - the entire and complete resource spawning system needs considerable examination and probably an entire revamp.







I agree with this! Even if they don't increase resource stacks, factory run stacks should be *much* larger! This won't happen until they get over this idea that it will cause huge monopolies, though. Right now they are just looking at the numbers and seeing that a few crafters are making most of the money and have most of the sales. They are not noticing that almost all of the other crafters are also making as many sales as they really want most of the time.






Momoko--Master Tailor near Kaadara on Lowca--
Come to Sitateya boutique at (5083 5804) on Naboo for elegant fashions, accessories, cute outfits, uniforms or any other clothing needs.
Eimi -- Master Bioengineer - Master Image Designer on Lowca--
Eimiko--Master Image Designer on TestCenter--

Dayre
Sat Aug 21, 2004 11:28 am
#7

I agree that factory stacks should be much larger. If I can store a suit of armor in my pocket, a private munitions and cutlery depo in my pack, as well as a bantha, LE repair droid and landspeeder in my wallet... I think we are capable of cramming more than 25 peices of cloth in a box.

/shrug



Dayre Realm || The Broken Compass || Mayor - League City, Dantooine
LXB || My Family
Rayze Realm || Eccentric|| Reluctant
NJ62
Sat Aug 21, 2004 12:57 pm
#8

Well GOOD!

Sorry but the whole point of hte vendor limits was to make sure that people didn't use the vendors as storage.

I realize this backpack counting may put a damper on selling things in "sets" or as custom orders, but it shouldn't really be too bad considering the limits are much more reasonable now.



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Wire3k
Sun Aug 22, 2004 12:01 am
#9






Syzygy-Gorath wrote:

Nooooooo! You are not allowed to quit SWG until after I do—SWGBio is my fave tailor site to refer people to and I don't think I could live without it!






Well, I appreciate your kind words, and am glad folks found it useful.


Not sure what I'd do with the site - yet, it doesn't cost all that much a month to host, but if I don't play anymore I wouldn't be able to keep it updated, it's already slightly out of date on bandoliers - but I wouldn't kill it without some warning.





www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
www.swgbio.com/myadvice.wav
RandDarkstar
Sun Aug 22, 2004 7:32 am
#10

Waaaah! I love that site. It's the core of my afk message!!!



Jame'thiel Dreamweaver
Master Tailor, Colonel - Rebel Alliance, Gorath Server

Mystyrys
Mon Aug 23, 2004 11:35 am
#11


Okay, Newmoon brought up a good point over in the Intrepid forum on this topic. Tailors or any merchant that deals in "Factory Packs" or "Bulk Sale Packs" with other crafters and merchants will be hit hard by this not so much because of the overall vendor item limits but due to the Offer Item Limits! We ran through a few scenarios of how we will have to work with this in the future. One word. YUCK!

Message Edited by Mystyrys on 08-23-2004 03:25 PM



AFK is not OK
Clicky - AFKers are disruptive to my Gameplay - Clicky
**************************************************
Qitu &Tabu
T
ailor &Entertainer
**************************************************
*May your future endeavors prove to be
interesting and rewarding experiences that
fulfill your dreams and enrich your life.*

NJ62
Mon Aug 23, 2004 11:49 am
#12

The offer item limits are lame, and I think are an issue for the merchant revamp.



n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Raijen_ArDesh
Mon Aug 23, 2004 1:18 pm
#13

It has been brought up once or twice allready, nothing either from DocSavage or TH about it though. Personally I'd hope they'd increase it before they throw it in (Mabye have offers count towards the limits or something).



--
Raijen Ar'Desh - Master Artisan/Merchant/Tailor, Not Qute Master Yet Architect, Yellow Pen
Tolaris Ar'Desh - Master Medic. Doctor and Aspiring Fencer, Purple Pen
"Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer."
- HalasterTheBlack

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