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Moorgard Says No Change In Vendor System LikelyFollow

#1 Jan 02 2005 at 2:01 PM Rating: Decent
(stolen from the VN Tradeskills Forum- courtesy aeiou-y)


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There are many existing threads on this topic, so I'm locking this one.

But I will state once again that we are unlikely to change the way vendors work. While offline buying and selling is convenient, it makes items and cash move through the economy at a much more rapid pace than we'd like. Instead of creating an environment where you adventure for loot and interact with artisans to obtain gear, it creates an online shopping mall where anything you want is a mouse click away.

Our market system creates a middle ground between automation and standing in a tunnel shouting. If you're looking for a particular item, it may take more than one trip to the broker to locate it. We don't really see that as a bad thing.

Keep in mind that we plan to add the ability for artisans to flag themselves as "looking for work," which will allow those crafters who opt to avoid vendor mode a way to create and sell items to eager buyers.

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Moorgard
EverQuest II Community Guy
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Looks like what we have is their 'Final Answer'. Discuss....
#2 Jan 02 2005 at 2:07 PM Rating: Decent
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The question at hand is: when does policy have to change because something is so unpopular it is making people leave the game?

I do not think we are there yet or even ever get there but it has to be said this is one area that both FFXI and EQ1 where far better.

That and the interdepandancy, now that truely sucks as a casual player.
#3 Jan 02 2005 at 4:26 PM Rating: Decent
>nods<

I'd agree, tarv.

If you were into conspiracies, you could almost think that SoE wants everyone who intends to experience both areas of their game- adventuring and crafting- to buy a second account so they could make more money.

Nah...couldn't be that.....could it?
#4 Jan 02 2005 at 5:06 PM Rating: Decent
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That or take up the Station pass to get the extra 4 toons <i already have but since i got a month trial it woun't activate untill after that>
#5 Jan 04 2005 at 8:24 AM Rating: Decent
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Quote:
but it has to be said this is one area that both FFXI and EQ1 where far better.


No idea about FFXI except what I've read implying an offline selling mode, however EQ1 bazaar was just like EQ2 selling in that you have to be online to do it and cannot play on the account while selling.

In fact EQ2 is superior in many ways
  • No single horribly laggy zone for all sales
  • If you can afford it you can sell and tradeskill in your room
  • You have the option of buying from a broker anywhere (albeit at a premium)
  • The method of selling gives some point apart from just personal satisfaction for decorating your room

  • On the downside the search tool is rubbish compared to the one in EQ but that just goes with the item markings I guess.
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    #6 Jan 04 2005 at 12:59 PM Rating: Decent
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    i disagree Cobra, you could tradeskill in bazaar if you chose too and if you turned traders off <as i always did> bazaar was less laggy than PoK.

    Bazaar itself created a zone where you could ask for items and skills from people instead of just paying the going <extremely high> price.

    There was no snails pace crawl to the bank with 3000 copper pieces, you could buy stacks not singular items, the search engine was far far superior.

    The sales engine does not store previous prices nor put the same price on each stack of an item, it takes my wife 20-30 minutes to set her trader up every night, i don't bother because it's to much of a ain in the butt.

    There is no way to really have a dedicated seller since there is no central zone to collate your gear and the walk from bank to house takes 10 minutes.

    In EQ1 i would dump the items i was selling into my shared slots log on my trader and 30 seconds after i would be going to bed, in EQ2 i must stagger from the bank with all the copper from the night before and spend 20 minutes re-priceing all the new items regardless of wether i had sold the same item before or even if i still have another stack already priced.
    #7 Jan 05 2005 at 11:47 AM Rating: Decent
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    There is no way to really have a dedicated seller since there is no central zone to collate your gear and the walk from bank to house takes 10 minutes.


    This is indeed a design issue.

    I work out of Nettleville and all my characters have rooms there. The bank is in the Inn and you can bank from the spot you zone to when you leave the room. Starcrest Commune is the same. However I know that many, many other starting zones are very different.

    While the layout differences definitely add variety it does mean that you can have a trek ahead of you to get from your room to the bank. Places like Greystone Yard with rooms on an upper floor must be particularly annoying.

    In Nettleville I do actually have a "bazaar mule" who sells everything.

    The real nightmare is storage. Being able to buy a 10-slot container (Trader Satchel)for the equivalent of 10 silver was a real boon in EQ. It is so easy to get totally clogged with harvested items and dropped saleables that you can barely go out exping for lack of bank space.

    And I agree about the price retention. It is not so worrying at the moment because the market is so volatile I quite like having to check and reset prices. After a while I guess it will calm down and I will wish it retained them.

    I also don't mind having stacks priced individually. Sometimes if I have a lot of something I will price in steps and then I can see where the buying stopped instead of just having it all either sold or left.
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    #8 Jan 07 2005 at 3:32 AM Rating: Good
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    I'm sorry Tarv but I am seeing some inconsistancies in your comparisons. Your claim that the prices you set are not saved in EQ2 is completely untrue. Even more, those prices are saved serverside along with all other UI settings so you can use your bazaar from any computer without needing to reprice. This is a vast improvement over EQ1. Also, most people who had a bazaar mule left it on overnight or even had a separate account to sell with. In that respect EQ2 makes no changes to this system.
    You are of course entitled to your opinion but please, if you are going to state the facts, you should make sure they are accurate. If players think this is worth leaving the game for then that is their choice. I cannot imagine many people taking it that seriously though. Just my opinion there.
    #9 Jan 07 2005 at 3:47 AM Rating: Decent
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    I'm sorry Tarv but I am seeing some inconsistancies in your comparisons. Your claim that the prices you set are not saved in EQ2 is completely untrue. Even more, those prices are saved serverside along with all other UI settings so you can use your bazaar from any computer without needing to reprice. This is a vast improvement over EQ1. Also, most people who had a bazaar mule left it on overnight or even had a separate account to sell with. In that respect EQ2 makes no changes to this system.


    No Tarv was right in what he said. You must not be selling much Smiley: smile

    In EQ if you priced an item, sold it and then replenished stock the item price was retained (clientside as you say) so that the new stock went on at the same price you had sold for previously. This was not always helpful but it was quick.

    In EQ2 if I go out harvesting and come back, price up all my stacks of Tuber strands etc and sell them then those stacks are sold and when I return from my next foray I have to set prices all over again. Personally I don't mind this but have to concede that it takes longer.

    Of course if I have that copy of Minor Heal App III in my bags that nobody wants to buy then the price is retained forever.
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    #10 Jan 10 2005 at 2:08 PM Rating: Decent
    So they talk about how it may be inconvenient for the people buying to use the market system... what about the people who are selling? Unless we have crafting stations in our room (how do we get those, again?), then we just have to sit there until someone buys from us!


    Unless I'm missing something very valuable.
    #11 Jan 13 2005 at 2:29 PM Rating: Decent
    Something does not quite sit well with me. I’m mostly a casual player… I’m playing about 2 or 3 nights a week and even then hardly ever longer than a four hour stint. However I’m logged in and have one of my characters sitting in my Inn room trying to sell what meager items I've acquired when out adventuring or crafting. I mean, why would Sony want me logged in for almost 24 hours a day taking up system resources? Often I’m away at work or just off watching TV... or even sleeping! I’m not making a choice between adventuring/questing and selling… I’m just wasting electricity on both the client and server. I’m not sure their goal is in alignment with what they are creating. And I’d be that no one is having fun staring at the inside of their room… no matter how well it is furnished.
    #12 Jan 14 2005 at 2:53 AM Rating: Decent
    Ok I can see their point of not wanting us selling offline... but why do we have to sit in our rooms staring at the wall? I think they should have it so you can be out adventuring and still selling. For instance, you put all the items you are selling in the sellers board (they stay there to save space) and for as long as you are online, you can go out do quests, harvest, ect... then come back to your room and collect what you earned.
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