Weaponsmith Archive
Thread: anyone else sorta pissed off about the merchant changes?
Page 2 of 2
AloraElon
Sun Aug 08, 2004 12:44 am
#14
I am not going to cancel my account, but this change will make it very hard for me to run my weapon business. I am a Master Merchant and Master Weaponsmith. 110 items per vendor is too low a cap. A good weapon merchant offers a wide variety of weapons in enough quantity so they don't run out of stock fast. How can we do this with the item caps so low?
d0qtrX
Sun Aug 08, 2004 3:15 am
#15
Sorta?
Dude, check the merch forums. They're losing their minds over there.
BrokenDrum
Sun Aug 08, 2004 4:25 am
#16
SOLUTION ONE (if this IS a server problem). Buy New Servers For Ever Quest And Leave The SWG Ones Alone.
Here is the text about Vendor Nerfing:
# Vendor item limits will now be based on player skill. (Players over either limit will not be able to add new items for sale on vendors).
Artisan Business 3 Get (1) Vendor, that will hold (50) items, for a total of (50) items for all vendors
Merchant Novice Get (2) Vendors, that will hold (60) items, for a total of (120) items for all vendors
Merchant Management 1 Get (3) Vendors, that will hold (70) items, for a total of (210) items for all vendors
Merchant Management 2 Get (4) Vendors, that will hold (80) items, for a total of (320) items for all vendors
Merchant Management 3 Get (5) Vendors, that will hold (90) items, for a total of (450) items for all vendors
Merchant Management 4 Get (6) Vendors, that will hold (100) items, for a total of (600) items for all vendors
Merchant Master Get (6) Vendors, that will hold (110) items, for a total of (660) items for all vendors
Artisan Business 3 Get (1) Vendor, that will hold (50) items, for a total of (50) items for all vendors
Merchant Novice Get (2) Vendors, that will hold (60) items, for a total of (120) items for all vendors
Merchant Management 1 Get (3) Vendors, that will hold (70) items, for a total of (210) items for all vendors
Merchant Management 2 Get (4) Vendors, that will hold (80) items, for a total of (320) items for all vendors
Merchant Management 3 Get (5) Vendors, that will hold (90) items, for a total of (450) items for all vendors
Merchant Management 4 Get (6) Vendors, that will hold (100) items, for a total of (600) items for all vendors
Merchant Master Get (6) Vendors, that will hold (110) items, for a total of (660) items for all vendors
So, my 3/4/1/0 merchant will be able to have 120 items TOTAL (Hmm I have about 500 Pistols for sale between two vendors).
Even if I drop the -/4/-/- part and hope my current customer base is large enough since I will have lost my World Marker, I would still only be in the Rifle OR Carbine OR Pistol business.with 600 items total.
I am already using combat macros of Attack, Peace and Burst Run. Where in the Hell do these coders reckon we will find skill points to do Master Merchant AND we still will reduce ourselves to just loading vendors each day.
BIGGER QUESTION: What The Hell Happens To The Other 4,500 Items In The Vendors !?!?
Ahhh, forgot - we can stick the extra stuff in out Storage Bays <roight>.
What Madness Has Overcome Them!?!
We have a saying at work P Y J D O I (say Proj Doy). Pretend Your Job Depends On It . The coders need to make a large sign that says this and post it above the quit time clock. If the crafters quit, players got nowhere to get Stuff. If they cannot get Stuff, they goto Doom or Unreal or Whatever. If I cannot maintain a few thousand items per vendor - I am getting a new galaxy to fart around in. I refuse to spend my Valuable Time being a Vendor Stockboy <nuff said>.
P Y J D O I
Drum wanders off mumbling "Bunch of cluess Sons a......."
Woodis
Sun Aug 08, 2004 5:01 am
#17
I like the idea of them trying to put a some extra umph into the merchant tree, which I think it badly needs.Even more than what they're offering here...I've been a Master Merchant nearly as long as a Master Weaponsmith now, and I think the idea of dropping your skills after you've placed your vendors is ludicrous.
However, as has been repeated through these posts, 110 per vendor is simply not enough! Maybe a trippling of that number, would be reasonable.
Also I want to say here that one week for items in the stockroom is simply not enough. I'm sure I'm not the only smith that has a bit of a constant flow of weapons dropping into the stockroom.Sure I try toenlist my weapons in lump intrevals, but its not realistic to relist everything everytime i run a new load of weapons. With this current method of a one week hold time in a stockroom, I can not leave the game for more than a week without worrying of valueable weapons (or any other wares) dropping off into oblivision. I think two weeks would solve this problem quite fairly.
Mind all I do is merchanting work and smithing, that and good guild fun, but even at master merchant this will require much extra stock work and inventory sorting, not to mention shorting my customers of any kind of variety with their weapons. I enjoy being able to offer scatter's at different damage and speedsor a variety of swords and melee weapons with low ham or extra condition...this is going to eliminate alot of that.
The Devs must reconsider this!!!
signed -Woodis of Millenium
roselil
Sun Aug 08, 2004 12:21 pm
#18
Yep, the prices will sky-rocket and not have the effect that is intended: to take money out of the game.
Also it will leave the crafter sitting on the floor next to his/her vendor, asking the customer: What u want?
and quickly restocking vendor 11 hours a day.
Uber-Weapons will no longer be sold on vendors and only to prices that will go into swg-history.
And when i think of all the unsatisfied customers comming to my vendors to look for their favourite weapon, only to find:
Someoneelse has been there already - vendor is empty...... They will leave and maybe come back one more time - then find another dealer or start spamming me in tell.
Dont go on vacation for more than 3-5 days - or get someone to log in on your account.
2-3 days can mean the end of your business.
And not to forget: The resource vendors..... Resources will no longer be sold in stacks of 10K-20K - only 100K stacks, which will mean that those selling smaller amounts on the bazaar, can sell any resource for a hiliarious sum.
This will ruin the economy 100% instead of helping it.
I can see before my eyes, players who wants to grind a new profession - not to mention newvbies: They will need an even bigger fortune to afford to buy the resources needed, since prices will skyrocket in everything.
But - this will only increase the amount of players who trade lots across the servers -for placing factories or houses for storage, meaning also that all the servers will gain more lag, due to increased amount of players on the servers - the cities and the spots available for building and placing harversters will be rare as RIS-ARMOR and Power-plants, causing a harvest-parking and this will end up in unbearable lag.
This will truely make an end to SWG-economy...... This revamp is worse than the Jedi-revamp......
Who came with that monstrouse idea?
Shagg22
Sun Aug 08, 2004 12:33 pm
#19
The empty vendor and emails, no. The limits, yes. They really suck.
Page 2 of 2