Tailor Archive
Thread: Vendor changes: a full report & feedback requested
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
AllyaEcati wrote:
MayRee wrote:
I really like this idea. I think this would bea much better compromise to the vendor limits.
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.
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.
Which changes do you dislike and why?
Globally, how will these disliked changes affect the economy at large?
What changes do you support and why?
Keeping in mind that the devs consider these changes beneficial, what counterproposals do you have.
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.
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
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
Message Edited by Gyopi on 08-12-2004 11:14 AM
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.