Tailor Archive

Thread: Vendor changes: a full report & feedback requested

SheIsYa
Tue Aug 10, 2004 10:15 am
#14






Alciril wrote:

Yap! I also like your take on things, NJ! But I think that putting a cap on the aggregate listed value of everything might be a better solution than simply raising the item limit. Not all items are equal. Limiting by the total number of items justdoesn'tdifferentiate between a 750 credit shirt and a 1 million credit weapon. I posted this on the big merchant thread, but I'm sure it's been lost to the spam:







I'm not a big fan of item limits as a restriction. As some people have suggested, why not give vendors a maximum saleable limit for all items being listed? For example, let's consider setting the limit at10 million credits for master merchants and 100k for business III. This allows:


  • Professions like tailors to list many small-ticket items.

  • Professions like architects and armorsmiths to list a reasonable number of large ticket items.

This discourages:



  • Business III dabblers from storing items in packs that cost more than 100k. After all, would you feel comfortable placing your vaulables inside of a pack that can be purchased by anyone for a mere 100k?

  • People from grinding to management IV, placing all the vendors they want, and then dropping their skills. They'll be left with somewhat useless vendors that can only hold 100k of stock at the very most.

You kill a number of birds with one stone this way. It just makes far more sense than limiting things solely on the number of items.





A change like this would be very tailor-friendly and would minimize the impact on professions that sold big ticket items. Tailors, architects, and weaponsmiths may have to restock more frequently, but then again, they make significantly more income to begin with. By my count, with a 10 million credit ceiling, an armorsmith would be able to stock 25 complete suits of armor if they were priced at 500,000 credits each.


I honestly don't think that the devs really mind vendors that have thousands of items on them, but only as long as they're items that people would like to buy. Well-stocked vendors with real merchandise are good for the game. Crafters and merchants are earning their living, and adventurers are able to find the tools they need to play the game. The squatters who grind their merchant skills, place vendors, drop their skills, and store thousands ofitems ontheir for 99999999 credits are ruining the system. This change would prevent that. And in the worst case where someone would store a backpack on a vendor for 10 million credits, at least they'll have paid their dues by dedicating points to master the merchant profession. But when it comes down to that, they'd have been better off storing things in a factory. In this scenario, the only reason to learn merchant skills would be tosellthings.








hello, i'm new to this board and all that has been going on has shocked me. i do however have a question about this. many merchants/vendors use at least one of their vendors for storage in say their workshop and they either jack the price of up 999999999 or they hide the vendor behind say a crafting station and put tons of things on them for say 1 cr. what do we crafters do for storage after this if they add say a 10mil limit?


i'm working on having at least a million in resources as it is. we will then be limited to our harvestors and have to use all our lots for housing to dump all of our stuff in and may lose the ability to have an adequate shopping enviroment. yes we can use merch tents but um...those things are very small and i don't want to cram 6 vendors in there. it's tacky and very unprofessional imho.


as i'm a new tailor, after hearing all of this i'm scepitcal to keep the profession. it's scary knowing that i've spent well over a million credits to buy resources and fund my tailor tree. so now, i feel like it was all a waste and i can't get any of it back. no i'm no longer wealthy in the game as i paid for all of that.


the cap to me is harsh. 660 items in 6 vendors? i'm not really sure how i feel about that. i think it should be raised can we get 3 pages of items per vendor? its 300 each vendor. for some this may still even be low but i'm willing to do that. i don't get much down time in the game as i'm working on dancer as well. and i can't craft and dance at the same time. so it makes for a hard time when i have to work all the time. if that come to pass, i will be forced out of the game before i even get to enjoy it :-/ and that is sad. i'm not threatening to leave, but i'm more like being forced out.


i don't want to weild a gun and go out in a blaze of glory. i don't care about becoming a blasted jedi. i don't care if i cant solo a krayt dragon. i just want to make a profittable living off of my tailoring career and dance a little to get some extra money giving buffs to my guild members and make some new friends in the cantinas when i'm online, without having to sit at my shop and say "uh oh, need to make another Eyesis Formitting Undershirt cause someone just bought one." or "hmmm i've sold 10 items off of Horus and 45 from Osiris. darn...i need to put them back on there and also add 5 revealing fleshwraps to Maat". that is just plain silly don't you think?


so anyway, i'm new :-) and you all see i feel the same way as most of you. i'm just concered that i won't have storage space anymore really or that i won't be able to make back the 2 mill i spent on getting up the tailor tree.


Y'a - Ahazi, Platinum City - master tailor, novice entertainer, novice merchant





Y'a ~ Master Entertainer ~One Of A Kind ~ Keeping It Like It Used To Be ~ LIVE!!! And At The Keyboard


A'y ~ Dark Jedi In Training~Twin Twi'lek Sister To Y'a ~ Solo Grinder ~ All Hail The Emperor
Ahazi Rules!!!
Richmond24
Wed Aug 11, 2004 12:08 am
#15

Well, I pride myself in keeping a well stocked vendor and i get a lot of people telling me how glad they are that almost everything is on there. This includes 5 vendors, everything tailor related from crates to BE clothing to resources.


Its just silly, i have a vendor that only has non-enhanced tailored items. There are WELL over 100 tailor schematics and they're saying we cant have every item we can make on a single vendor?


My total vendor items count well over 1000, but im getting constant business from them, so its not going to waste.


If these changes go live, it will likely give me an excuse to cancel my two accounts and save myself $30 a month.



~~Ellena Delany
- Master Tailor
- Master Image Designer
Alciril
Wed Aug 11, 2004 12:27 am
#16






AllyaEcati wrote:





MayRee wrote:





Alciril wrote:

Yap! I also like your take on things, NJ! But I think that putting a cap on the aggregate listed value of everything might be a better solution than simply raising the item limit. Not all items are equal. Limiting by the total number of items justdoesn'tdifferentiate between a 750 credit shirt and a 1 million credit weapon. I posted this on the big merchant thread, but I'm sure it's been lost to the spam:







I'm not a big fan of item limits as a restriction. As some people have suggested, why not give vendors a maximum saleable limit for all items being listed? For example, let's consider setting the limit at10 million credits for master merchants and 100k for business III. This allows:


  • Professions like tailors to list many small-ticket items.

  • Professions like architects and armorsmiths to list a reasonable number of large ticket items.

This discourages:



  • Business III dabblers from storing items in packs that cost more than 100k. After all, would you feel comfortable placing your vaulables inside of a pack that can be purchased by anyone for a mere 100k?

  • People from grinding to management IV, placing all the vendors they want, and then dropping their skills. They'll be left with somewhat useless vendors that can only hold 100k of stock at the very most.

You kill a number of birds with one stone this way. It just makes far more sense than limiting things solely on the number of items.





A change like this would be very tailor-friendly and would minimize the impact on professions that sold big ticket items. Tailors, architects, and weaponsmiths may have to restock more frequently, but then again, they make significantly more income to begin with. By my count, with a 10 million credit ceiling, an armorsmith would be able to stock 25 complete suits of armor if they were priced at 500,000 credits each.


I honestly don't think that the devs really mind vendors that have thousands of items on them, but only as long as they're items that people would like to buy. Well-stocked vendors with real merchandise are good for the game. Crafters and merchants are earning their living, and adventurers are able to find the tools they need to play the game. The squatters who grind their merchant skills, place vendors, drop their skills, and store thousands ofitems ontheir for 99999999 credits are ruining the system. This change would prevent that. And in the worst case where someone would store a backpack on a vendor for 10 million credits, at least they'll have paid their dues by dedicating points to master the merchant profession. But when it comes down to that, they'd have been better off storing things in a factory. In this scenario, the only reason to learn merchant skills would be tosellthings.





I really like this idea. I think this would bea much better compromise to the vendor limits.






This discourages people from selling valuable loot on vendors. Many pieces go for more than 10 million credits.







Yes, admittedly it would. But from what I've seen (on Starsider, at least), most super-expensive loot pieces are advertised and auctioned off on the trade forums or spammed in Coronet/Theedand exchanged in person or offered to someone's vendor. Aside from vendors with items stored on them for 99999999 credits, I rarely see vendors with 10+ million credit items listed on them.


While rare loot traders would be slighted by this, they're definitely in the minority. Ifeel that this change would be good forcrafters as a whole.It may also become a moot point because most rare loot traders are combatants and won't have any remaining skill points to learn merchant skills anyway.




Alciril, Master Tailor
"Alciril's Clothing Creations is located south of Coronet, Corellia at (-315, -5780)
"Tailoring-related components (fiber panels, synthetic cloth, trim) always in stock!
"Custom orders welcome! Please see me for any of your tailoring needs!

Vaygirl
Wed Aug 11, 2004 12:49 am
#17

Tailoring Feedback

Which changes do you dislike and why?

The vendor limits are entirely to low, especially for our class. Basicically it forces us to be Master Merchants because we're a schematic heavy profession and that seems unfair.


How will these disliked changes affect your playstyle as tailors?

If the limits stay as they are, I'd have to close up shop. I got into tailor for the freedom of creating many fun outfits and clothing kits (wedding, dancer, medic and such). It's a very creative profession, and this is like putting a cage around my creativity. I love to make clothes, but no so much that I want to spend all day at my vendor's feet, stocking what's been bought. I do have a life, outside my profession in the game and outside my computer, out of the game.

Globally, how will these disliked changes affect the economy at large?

If many tailors have to close up shop, no more hide being bought, no more BE tissues get bought, no more armor unless armorsmiths want to master merchant AND Tailor. You lose all the pretty colors, as those who are really sticking it out are forced to only stock red, black, or white.

What changes do you support and why?

I don't mind the empty vendor deletion as long as it's brought up to a month (ie: I don't want to go on a two week vacation and come back to find that my stuff has been poofed) I don't even mind a limit that is REASONABLE. The 1800Management IVlimit over 6 vendors posted above and others under and around it seemed workable to me.

Keeping in mind that the devs consider these changes beneficial, what counterproposals do you have.

I think they should add in a relist stock button, so that everything you have could be withdrawn enmasse and relisted right before you have to leave for say.. two weeks. Then they'd be fine for a month. I think the vendor item limit number needs to be raised dramatically, really, really, really dramatically.


How would your counterproposals affect crafters in general, tailors specifically, and the market at large? I think it can only help to have things easier to shop for, well stocked, and buyable when you need it.



l Proud to be a Tree-Hugger! l
l "We all had our reasons to be there. We all had a thing or two to learn. We all needed something to cling to, so we did." Alanis Morissette l
EmperoressPalpatine
Wed Aug 11, 2004 3:31 pm
#18

You covered it for the most part. I personally don't like that I'm going to be forced to become a merchant.


I also don't like that if I fill up a vendor (which is easy to do as a tailor), I'm then forced to push my stuff on people to buy it, just so I have the inventory room to make more stuff.


Tailoring will lose it's fun, when I'm no longer able to craft when I want to, but when other PCs want stuff from me.


Monopolys won't change, because those people tend to be on daily and can restock their vendors daily.


Anneke Rose (Princess of Sanctuary, Master Tailor)



_________ Anneke Rose, Princess of Naboo _________
Handmaidens: Eirtae & Rabe

Mayor of Jamilla's Retreat oNaboo/TheedoHome/Wedding Vendor [xxxx,xxxx]
KSF GuildoCorellia/Kor Spera oMuseums (xxxx,xxxx) (xxxx,xxxx) (xxxx,xxxx)
SC Mall oCorellia/CornetoTrade Domestics Vendor: Anneke Rose's Clothing [xxxx,xxxx] __________________________________________________________

Dag_Benhameen
Wed Aug 11, 2004 5:35 pm
#19

Well, I've been lax of late following the forums but when I ran across these changes I flipped my lid. Yes, I'm a master merchant but 660 items total... even that's a complete joke for any serious Tailor. I'm semi-retired atm but in my prime I kept 5 vendors in my shop w/ 300-400 items each and I still didn't represent a good deal of available items (though I had great color selection).


The Wookiee only vendor I'm currently maintaining has 354 items right now and I was about to add more... am I now expected to need to use 4 of my vendors just to maintain of decent selection of Wookiee gear? Apparently. I hate to say it, but it's hard to see what the devs are thinking sometimes. I've been in the process of setting up vendors on multiple planets to maximize the business I'm still doing (mainly wookiee gear and BE clothes) but this change would make it possible to do this on 2 planets at most (at least 2 vendors per planet for wookiee gear and one for BE clothes) and at that, selection would be woefully under what I'd feel necessary to offer.


Personally I'd like to see limits start at 100 for business 3 and scale up 50 items per vendor (150,200,250... etc) to 400 per vendor for master merchant. As it stands nowI don't know what I'll plan on doing.


Not that the devs care, but part of the reason I'm semi-retired is the socketing nerf just killed me. I know it wasn't the end of the world but it just took the wind out of my sails and I didn't feel like crafting for a couple of months. Finally I get my alt to MBE and I'm gearing up to do some business again and this comes along. I don't know if I could take it, frankly.


That all said, now for the other points... I'll concur on the 2 week limit as well, 30 days sounds like it should work fine and fits right in w/ sale length dates. I also agree that empty vendors disappearing from the mapare fine and, in fact, is what the community has vied for.



------------------------------------


Chaka - Elder Merchant/Elder Tailor/Elder BE
Tredo Eiteinawo - "Officer"

Visit the Museum of Historical Fashion at scenic Enik's Plateau, Lok 4820 x 4891 - about 2k NE of Smugglers Luck (Sunrunner)
BULLROACH
Wed Aug 11, 2004 7:21 pm
#20

Needless to say that this idea is bad and ill conceived. We all know that at 1/1/1/1 we would have problems getting our items onto a vendor at the current proposed levels. I again propose a level of at least 1000 per vendor. I am a Master Tailor on Scylla. Do me a favor and if you have the time check out this post and reply if you feel the groove of it.



http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=41429




"See what is not what appears to be."
charliemurphy
Wed Aug 11, 2004 8:56 pm
#21

I would like to see the merchant profession removed completely and each profession be givena management skill included with one of the lines, probably in our case the Tailoring line since it really serves no purpose other than to give us colors at this time.


Each profession will have one line that will increase how much they can store on a vendor. So lets break it down like this:


Novice Tailor: 1 vendor 200 items

Tailoring 1: 2 vendors 500 items

Tailoring 2: 3 vendors 900 items

Tailoring 3: 4 vendors 1400 items

Tailoring 4: 5 vendors 2000 items

Master Tailor 6 vendors 3000 items


So then for each level you get the abilities to advertise on the map and reduced fees as well.


Every profession will have different limits based on the number of items they need to have in order to be profitable, tailor and armorsmith the most, while droid engineer, architect, and weaponsmith have less. BE's and Docs get their vendor skills as well but since I am not either of those professions I have no idea what to put for thier vendor lines.





Vaxo Onyss
Professional Killer
captenjonny
Thu Aug 12, 2004 12:03 am
#22

Tailoring Feedback

Which changes do you dislike and why?

The absurdly low limits set per vendor and aggrigrate. Master Tailors have over 120+ items they can craft this change would force all Tailors to be Master Merchants as well to be able to minimally sell thier product.

How will these disliked changes affect your playstyle as tailors?

It will force me to craft less, make less and eventually drop Tailor as a profession and probably the whole game.

Globally, how will these disliked changes affect the economy at large?

Whenyou remove choice - as you are doing - you artifically drive up price. Get ready for a big market of high end items. Who is going to market shoes, undershirts, simple pants and gowns? With these low limits I will not be abel to afford offering low cost items.

What changes do you support and why?

I support vendor limts because I fully understand the complications arising from so many unlimited vendors. But make the limits reasonable and enforce the connectin between skill points and total nuber of vendors. I wonder how much trouble you would have if instead of nerfing the whole class you just poofed vendors that were in existance without the appropriate numer of skill points in play.

Keeping in mind that the devs consider these changes beneficial, what counterproposals do you have.

Raise the proposed limits to 200, 300, 400, 500, 1000 per vendor per level to Master.
ENFORCE THE SKILL POINT / VENDOR USAGE RULE!!!!
Remove the price limit on the galactic vendors but keep the item number the same.

How would your counterproposals affect crafters in general, tailors specifically, and the market at large?

First it would allow for a reasonably large inventory for all crafters, I am guessing that the few tailors who stock 2-3000 itmes per vendor aren't turning that stock over very fast. I am more prone to belive that they crafted there fanny off once upon a time and are living on residuals. The few of them will have to adjust.

If the limits are engaged at a RESONABLE level there will be no effect on the market at large and with the price cap off the galactic vendors fewer people would need thier very own vendor.


Also feel free to comment on the merchant forum in this thread (original thread poofed so p



Captain Jonny
JunoXanadu
Thu Aug 12, 2004 6:43 am
#23


Hi there, i posted this on the merchant forums also..so excuse the describing of the tailoring profession


Please Devs, U can't do this to us traders.


I am a master tailor / master armoursmith.. and i am also mayor of a city on Starsider. I dropped all but the advertising tree in merchant so i could use a barker droid for my business and city reasons. I have all my stock on 2 venders (one clothing & one armour, makes sence) as i felt 6 when i was master merchant was a waste of money and time for me as i only really needed 2 coz i have a small shop. i didnt want to be too cluttered and i wanted ppl to b able to buy everything from either vender that they required. I am not a BIG business, I serve my city of 58 people and any customers that may pass through. I pride myself on keeping a good stock of clothing

(which there are over 100 items, each with a minimum of 15 colors, most with 50 colors up)

and WAS currently working on armour, until i read this thread...


I currently have about 1000 items on my venders, thats with out the armour... i have been a master tailor since december / January (actually got master on new years day) and i have worked damn hard to keep a business going, i didnt want to monoplise, i could have quite easily placed venders in Coronet, Theed etc.. but i didnt. I wanted to stay a player city tailor and stuck to my guns. I have never been guiltiy of storing my none sales on my venders, i currently have 5 houses where i store various items and to be honest i think it works better as i find everything i need straight away without having to make inventory space. one house for metals, one house for hides etc etc.


The planned proposal to cap venders will cripple me. simple as that. I will either have to give up AS or tailor in order to master merchant AGAIN, just so i can have a semi decent stock on my MANY venders in my oh so little cramped shop. I have to keep politician of course as the city needs a mayor. But whats the use in doing Tailor / Armoursmith or even any crafting profession if u cant even stock venders?? I do not want to drop any of the skills i have, I worked hard to get them (no macro grinding, all by hand) but all i can see is iminent doom for the crafting profession if this plan for the capping goes ahead. I will probably quit. Yes I do run 2 accounts so i have a crafter and a fighter, but i really dont want surrender myself up as a crafter after all the hard work and TIME i put into getting those professions and building a business etc etc...


Now i cant see why the crafting profession has to suffer and be victimised because of the DEVs putting in SO many resources and loots (most of which are rubbish) and where as most crafted items, especially from masters and even people who have ben in their trade since game release are far superior to anything the devs could drop in. The Devs created this world.. they should have seen what was gonna happen..


I know i have probably repeated alot of what others have already said.. this was just my 2 cents.. I dont want to go out of business.. This will surrly affect the small business rather than the larger NPC city based buinesses.. Please DEVS!! DONT DO THIS.. IT WILL RUIN THE PLAYER ECONOMY AND PROBABLY YOUR SALES IRL TOO! THINK ABOUT IT..


I think 500 to each vender would be a good plan.. also put a cap on how much u can put a thing for sale at, hence storing stuff rather than selling. make back packs viewable so u can see whats inside.. then if someone does use for storage, still gives the person viewing the option to buy, the sellers tough cookies for storing and not using the vender for what its meant for. a cap at 500k would be good then ppl like me can still sell armour..


I think i have ranted enough.. and u will have heard it all before, but i am one more voice who is against this proposal... it will be the END of SWG if u take awy the whole driving force of the economy.


PS. i also think the idea of a cap on money is a good idea too.. 10million. i could keep the few suits of allsorted armour that i do.. and also the HUGE range of clothes that are avalible, and should be avalible.


Gyopi
Thu Aug 12, 2004 8:13 am
#24

I think that with tailor having no experimentation (wookiee pillows don't count) and with variety, taste and customer service being what distinguish us from each other that they need to realize that tailors and their clothing are a special case. The limits need to be raised for everyone because no serious crafter can really operate with the limits as they are now, but for tailor things should be a little different. A tailor vendor with several thousand items is not even close to a monopoly with the variety of items we can make. I also don't think that clothes are a big strain on the database. It is really the enormous amount of loot and resources that seem to be the problem. What I would propose is that clothing except for storage items (backpacks, satchels and cargo pockets) should not count towards the vendor limit and that items in backpacks *should* count towards the limit if they ordinarily would. That would allow us to have stocked vendors (an advantage in exchange of not being like any other crafting profession) but would prevent the current abuse of vendors by preventing people from storing bags of 50 resources or loot basically for free. Suprisingly, the system now on TC allows for anyone with Business III to *still* get 2500 spaces of free storage.

Message Edited by Gyopi on 08-12-2004 11:14 AM




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--

Gyopi
Thu Aug 12, 2004 8:19 am
#25



charliemurphy wrote:
I would like to see the merchant profession removed completely and each profession be given a management skill included with one of the lines, probably in our case the Tailoring line since it really serves no purpose other than to give us colors at this time.





Asking for an entire profession to be eliminated is a dangerous thing. First of all, there are people who *like* to play merchant and it would be unfair to take that away from them. Also, it sets a bad precedent. What if later on they decide that making clothes is kind of useless since they don't help much in battle, so they get rid of tailor and give all the schematics to armorsmiths instead (to spice up their armor). I don't think any of us would like to see that happen.




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--

RandDarkstar
Sun Aug 15, 2004 4:53 am
#26

First, hello all. It's been awhile and I took a nice vacation from the game.


This whole vendor limit seems silly. Placing items on a vendor for storage, or having empty vendors to rack up merchant xp is the root cause of this insanity. The real answer is not a vendor limit, but a vendor seller. Have merchants SELL vendors. If only a merchant can make a vendor, then place it and transfer ownership to someone else, then they control vendors. The devs can also make a value limit for a vendor. If you want to place an item worth overa million credits on the vendor, perhaps charge 10% storage fee (recovered at sale)


That way, you won't see any vendor filled with backpacks worth 9999999999 credits. Because they would need a billion credits to put it for sale on a vendor. I like the idea that n'Jessi had about cost limit on vendors. say that a vendor cannot sell more than 100 million credits worth of stuff at master merchant. That might be 2 skill tapes.... or every item a tailor sells.


Another option is to have Master Tailors to have advanced item sales on their vendors, as they are obviously going to need the extra space on it for the doubled colour options and their focus on clothing. I think that Droid Engineers also have a very wide range of options to their wares that requires a significant amount of stock to be on their vendors. They have so many different modules to mix and match to those cute little droids.


The merchant class needs more than just the ability to have better vendors. Everyone should be able to sell theentirety of their wares. Merchants should be able to do it BETTER. That's all.




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

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