Weaponsmith Archive

Thread: Possible Merchant NERF that greatly affects us . . .

LLJK_Griz
Sat Jan 10, 2004 6:57 pm
#27






boceifus2000 wrote:


What databse issue will this fix if crafters have to keep backstock to keep their venders filled? NONE. There will still be databse problems with the limit of 150 items because of the backstock. SOE is wrong in assuming it will fix database problems, I think we can agree on that. I do disagree that it is entirely a databse issue.


Changeing the loot tables won't change anything because most people destroy these wothless items anyway.





Vendors and bazaar are on a different database than inventory and house items.


Most people probably destroy the crap loot, but there's still so much of it being dropped that there's tens of thousands of these useless items cluttering up the bazaar. And thenthere's the tens of thousands of five-unit resource sales, 17-35 CDEFs, default color casual shirts, survey tools, etc.

Increasing bazaar listing fee, even to 100-200 credits, woulddiscourage people sellingfrom this trash and have a much greater impact on database size than vendor item limits would.



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bobalonius
Sun Jan 11, 2004 1:46 am
#28

i would suggest posting your thoughts on this in the official thread for it, you may not be heard here.


http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=18573





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bobalonius
Sun Jan 11, 2004 1:50 am
#29

sorry for the double post, when i hit submit it took me to the official thread and i thought i clicked the link instead.



Go to exotic places,
meet interesting people,
and kill them.



Master Weaponsmith,
Master Artisan,
Master Merchant,
Former Master Rifleman,
Former Master Droid Engineer,
Former Master Entertainer,
Former Master Musician,
Former Master Marksman,
Former Master Commando


Semper Fidelis
boceifus2000
Sun Jan 11, 2004 7:04 am
#30

Did anybody see the word "useless" anywhere in my post? If it is implied then it wasn't meant that way. I merely pointed out the ONLY reasons to haveing multiple venders. I believe there should be more than just spreading on multiple planets or catagoirzing items. There should not be an infinate number of items allowed on a vender. Just because a limit may be imposed on the amount of items you can put on your vender doesn't mean your shop can't run efficently, or you can't spread to other planets, OR you can't catagorize your items.


I like the purge idea and raising the credit fee on the bazaar to go along with the higher bazaar credit cap.




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Balanor Gadian
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Kershakk
Sun Jan 11, 2004 3:17 pm
#31






boceifus2000 wrote:

Did anybody see the word "useless" anywhere in my post? If it is implied then it wasn't meant that way. I merely pointed out the ONLY reasons to haveing multiple venders. I believe there should be more than just spreading on multiple planets or catagoirzing items. There should not be an infinate number of items allowed on a vender. Just because a limit may be imposed on the amount of items you can put on your vender doesn't mean your shop can't run efficently, or you can't spread to other planets, OR you can't catagorize your items.







Perhaps not the exact word but it implied a certain "uselessness" or of limited point. I apologise seeing as that was not your intent, I just interpreted it that way. I still disagree that this is not enough though, I believe those reasons are strong enough as is.


Some of us aren't dead against a limit per se, but the 150 limit is terribly low. And this is looking beyond our profession here; it affects all crafters. I see this hurting tailors and armoursmiths the most - the sheer amount of things a tailor can make is staggering, then for both, throw in the various colours.


I'm afraid it does mean you can't effectively spread to other planets especially if you are a tailor type person. None of us really want stores which are halfway - it becomes pretty close to impossible to keep a fully stocked vendor the more locations you want to be available on. It is bad enough still, as weaponsmiths.

magroth
Sun Jan 11, 2004 3:48 pm
#32

id just like 2 say that while it seems like a good idea 2 raise the bazaar fee from an established players point of view, 2 get rid of the 150c cdef rifles etc, id ask that ud consider the noobs.


they start w/ a handfull of creds and the cheap cdef's on the bazaar r usually their 1st weapon. (5 months on i still remember a mate of mine showing me the bazaar and buying my 1st cdef rifle 4 me at a whopping 200creds :smileyhappy. a novice marksman starts w/ a pistol which is no use at all if u want 2 b a rifleman. novice brawler starts w/ a knife, again no use 2 a wannabe 2hswordsman.


a noobsonly option is the bazaar.


if the bazaar fee is raised 2 200c-300c as suggestednobody will put crappy cdef's up 4 sale as it will cost more than they can charge. if this happens what would the noobs use?





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Midot
Sun Jan 11, 2004 6:43 pm
#33

everyone needs to calm downa little. I agree this does kind of make things more difficult but I wouldn't have thought of this as a problem at all if it was always this way. They need to stop implementing things like this 6-7 months after they realeased the game. It makes sense for it to be this way but why wait so long?




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