Tailor Archive
Thread: Vendor changes
I don't like that idea, but why do you think that master merchant is needed? Seems to me that you can do good enough just with management 4.
They can say whatever they like, but we all know why they are doing this. The database is so massively overloaded by grinding materials, junk, etc that it is about to break. They cannot fix it, because their implementation somehow got an unscalable database. It is set and becoming so unwieldly that without drastic changes, we may start to see server resets every 12 hours, instead of 24 just for database maintenance.
Reducing vendor items will clean up the storage-bots that people are using. It will help SOE, but not us. It's cheap and easy for them to do. A better idea would be to have made a better database, or code a new database now. They will have another problem when more items fill the world up and people start using other techniques to hold things.
Soon everyone will have a house and 8 factories with the input hoppers filled with 100 items for storage. (Oops, did I post that for people to realize there is a better storage system than houses!!!)
The 6k cap increase is SUPPOSED to allow all those resources that are being sold on the vendor to suddenly become halved. If the prices for steel today are 1000units for 3000credits, they believe that it will become 2000units of 6000credits. But you will see that resources will start to become 1000units for 6000credits.
Bandaid solutions are temporary. Solve the problem, not the symptoms.
Yes. This is one of the most annoying parts I think. It doesn't affect me since I run enough harvesters to supply me with the materials that I need (but not enough to become a full time miner). People who don't mine their own resources won't be able to compete, though. That is unless we all decide to raise our prices!
RandDarkstar wrote:
The 6k cap increase is SUPPOSED to allow all those resources that are being sold on the vendor to suddenly become halved. If the prices for steel today are 1000units for 3000credits, they believe that it will become 2000units of 6000credits. But you will see that resources will start to become 1000units for 6000credits.
ArthurDentOnBria wrote:
Many tailors already price master level items below 6k. This is commonplace. What isn't commonplace is seeing them on the bazar however. But that, obviously is the next step.
I would expect that real tailor prices will rise as resource prices rise. It is the holo-tailors that I am worried about. They are ruining the market! The other day there was someone in my guild who mastered tailor to open his force sensitive slot. When he was done he had a lot of resources left which apparently he turned into factory components (about 10 crates each of synthetic cloth, RFPs, trim, jewelry settings and metal fasteners). He was taking orders to give away clothes to everyone in the guild who wanted them. I was wondering why everyone seemed to have new outfits and none of them were ones I had created.
Sergia/Midnight Sun
Wire3k wrote:I saw the announcement about bazaar going to 6k - I did NOT see anything mentioned about vendor limits - you finding a post I missed?
Here's the link:
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=21124#M21124
It doesn't say what the final caps will be, only that they'll be raised (I assume that means raised from the originally mentioned 150) and that the caps will be based on merchant skills.
And as far as Songe's idea about only needing Management 4 to get enough vendors for everything, keep in mind that the vendor limit mods may not go in the Management tree. I wouldn't put it past the devs to stick those mods into hiring or efficiency instead. So if it goes in a second skill line, anyone wanting to run their own well stocked shop would have to get enough management for the number of vendors they want, and then enough of the other skill to up their item cap to an acceptable level.
I'm also really unhappy that we'll apparently have to replace all of our current vendors with higher-limit ones. Since I'm very very picky about the placement of items and vendors, I'm going to need to move everything to several temporary vendors then destroy and re-make new high-limit ones. This is going to be an organizational nightmare. Not to mention that with the ability to keep most Merchant benefits after dropping the skills, all they'll really be accomplishing is to make everyone train Master Merchant, place the highest item limit vendors, then drop those skills.
What makes me angriest about all this is when I go into one of the threads on the topic and see posts like "how will this affect those of us who have given up our merchant and business skills?" or "omg!!! don't do this, I have thousands of items on my storage vendor!!!" I'm furious that these vendor loopholes weren't fixed before the nerf talk started.
So what happens to the vendors we have right now? will they force them to be under 200 items? what will happen to them if we have more than the limit on them
Should i craft like crazy and put 20 pages worth of items on all my vendors?