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Merchants Inventory

Discussion in 'Release 9 Feedback' started by Beli, Aug 25, 2014.

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  1. Beli

    Beli Avatar

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    I hope next release you have all those elf bows and long swords and what ever everybody is selling them to stack. The tabs helped a lot though.
     
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  2. Bulveigh

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    And the merchants need some more filters...

    aaaand i hope the Player Vendors will have the bag inventar :D
     
  3. Lord_Darkmoon

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    I hope for merchants that don't sell everything. I want a blacksmith to just sell weapons, armor and crafting material for blacksmithing and the merchant in the marketplace to just sell food etc.
     
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  4. Greymarch

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    Perhaps merchants should only pay half and charge twice as much if the item is out of their "purview"?
     
  5. vinshero

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    took ages to update after buying or Selling when the darn inventory list of the merchant grew and grew without getting shorter...
     
  6. Browncoat Jayson

    Browncoat Jayson Legend of the Hearth

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    It would be nice to be able to sort by quantity of items. Most player-sold items would be in the low end of the stock, and items the merchant normally carries would be higher.
     
  7. Mata

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    Maybe you could make separately the seller and buyer?
     
  8. Jambot

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    You can actually. You can sort by any property of the item (name, price, qty, etc...) ascending and descending, it's just that the button to do so doesn't match the cell (you have to click on the far right of the word "price" or "quantity").

    Once again, just a poor interface, the idea is there ;)
     
  9. Shadoweaver

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    The ability to sort/filter player made goods would be a huge plus.
     
  10. Sophi

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    i found that if you double click the 'all' option and then double click the filter you want to use that it will work
     
  11. redfish

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    Isn't there a problem with stacking if the sale items are at different levels of wear, with different durability? They'd have to either stack by durability, or just have vendors repair items before they sell them.

    Currently, the vendor window has a tab system with some generic categories : Equipment, Crafting, Housing, and Consumables. What about generating tabs by what items the vendor is actually carrying? So if a vendor has 15 different types of swords and 15 types of armor, the game could generate a tab called "Swords" and another one called "Armor". If there wasn't a big group of items that specific it could just create the generic "Equipment" tab. And if there are specific groups, it could create an "Other Equipment" tab to specify everything else. Same thing for every other category; "Consumables" can be broken down into tabs like "Reagents", "Potions", and "Foods", if these are large, distinct groups.

    And generic tabs that are empty just wouldn't show up for those vendors. So a weapon vendor that doesn't have any consumables wouldn't have a "Consumable" tab at all. And of course, to simplify the interface, there could be a maximum number of tab groups that could be generated.

    "All Items" would also not be necessary, I think, if things were sorted this way.
     
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