Open - Other - Sell All Option For Junk Dealer | Star Wars Galaxies Restoration

Open Other Sell All Option For Junk Dealer

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Proposal
Adding a sell all option to junk dealers. One click and all your junk goes away while credits flow into your pockets.
Justification
This will simplify getting rid of all looted junk you wish to sell.
Motivation
Lots of junk drops on the server and this option would help speed up the process of selling junk.
A new player suggested a simple way to sell all your junk at once. Adding a sell all option to junk dealers.
 
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Always will be someone that clicks before reading. At least with junk you can buy it back if you accidentally sold something.
 

RoHRemis

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Always will be someone that clicks before reading. At least with junk you can buy it back if you accidentally sold something.
True. This will give staff another fun interaction with new players
 
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Instead of this, that no one will want to use apart from newbies who don't yet understand that, among other things they wouldn't want to sell, they probably also have valuable junk worth more to RE crafters than the 100 credits the junk dealer is giving them (and who will immediately cry foul about the existence of a sell all button when they realize), it would be nice if both the JD and the chassis dealer would sort their list according to your inventory, so selling actually becomes 100 times faster.
Pretty sure that the *new* player who suggested this, also falls into this category of not knowing that not everything the junk dealer can buy is actually "vendor trash" in game terminology.
Also if you sell a lot of stuff to the JD, you can't rebuy something back most of the time. -1 from me in the current state of the proposal.
 
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Addendum based on the above post, add the sell all button, but connect junk dealers to a store (like Wattos) where crafters can then go and buy the junk again
 

Aconite

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Addendum based on the above post, add the sell all button, but connect junk dealers to a store (like Wattos) where crafters can then go and buy the junk again
Wouldn't that mess up the entire RE market?
 

PhilmorALF

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I prefer a buyback option, and not a sell all option (I know - two totally different purposes). A lot of junk that can be sold is more valuable on the open market than to a junk dealer - so to me it's going to hurt new players. It takes a lot less thought to click a sell all button than sell items one by one so people can ask 'what is this for?' and then realize they can get 10-20x what the junk dealer pays from another player.
 
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I have no idea how the RE market works, I've never gotten to endgame. I just made a suggestion that would be immersive. If having those junk parts available from a centralized store even with a markup from the junkdealer npc's sell prices? I've no idea.
My initial thought to philmores comment is that true it would be inefficient economically. But the other option feels too bothersome until I can try and sell them myself in bulk with a vendor. Until then I'd rather just earn a quick credit and free up my inventory
 
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I have no idea how the RE market works, I've never gotten to endgame. I just made a suggestion that would be immersive. If having those junk parts available from a centralized store even with a markup from the junkdealer npc's sell prices? I've no idea.
My initial thought to philmores comment is that true it would be inefficient economically. But the other option feels too bothersome until I can try and sell them myself in bulk with a vendor. Until then I'd rather just earn a quick credit and free up my inventory

Like Aconite said it would mess up the RE crafter market economy which relies on said junk loot.
The point is that the junk dealer buys a lot of stuff that you really don't want to sell. Not only the useful junk but also jewelry stated clothes etc etc.

The only way I could see this working, is if the sell all button excluded all item IDs pertaining to RE recipe related junk AND also jewerly, statted and socketed clothing, 3stat junk armor and junk armor with a stat at 21+.
 
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Like Aconite said it would mess up the RE crafter market economy which relies on said junk loot.
The point is that the junk dealer buys a lot of stuff that you really don't want to sell. Not only the useful junk but also jewelry stated clothes etc etc.

The only way I could see this working, is if the sell all button excluded all item IDs pertaining to RE recipe related junk AND also jewerly, statted and socketed clothing, 3stat junk armor and junk armor with a stat at 21+.
There is already an option to exclude things from the junk dealer. It's just on your own head to remember to use it before sell all.

Still not sure how/why a store where RE-crafters can buy previously sold junk would break the economy though. If they buy for 100-1k credits and then sell for 2k-20k?(again, adjust as necessary I don't know the market) filthy casuals like me can clean inventory quickly for easy if little money, crafters get one place to watch for mats.
 
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The store/resell option doesn’t seem like a bad idea to me as a RE. Right now I buy mechanical junk anywhere from 1-1.5k. Seems like even marking up that stuff to 2k would leave room for player-player junk sales, add an easy way to offload junk if they didn’t care to find a RE or save up bulk, and a convenient way to buy junk for RE (at a slight markup) when in a bind. The markup would also pull credits out of the game over time.
 
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There is already an option to exclude things from the junk dealer. It's just on your own head to remember to use it before sell all.

Still not sure how/why a store where RE-crafters can buy previously sold junk would break the economy though. If they buy for 100-1k credits and then sell for 2k-20k?(again, adjust as necessary I don't know the market) filthy casuals like me can clean inventory quickly for easy if little money, crafters get one place to watch for mats.
The problem with the exclude option in the JD is that it is specific per item. It excludes one specific item in your inventory. It doesn't exclude every single item you'll ever get of that type. If you have to use that, before you use sell all then you're essentially doing the exact same thing as manually selling. Only now you also have to press a "sell all" button afterwards.

Regarding the shop, you have to understand how economy works. Certain junk are needed for certain recipes and since all that is loot, shortages or abundances of junk types dictate prices etc etc. If you just drop them all in a shop, you remove that element entirely and messes up the entire system.

For casuals, it makes even more sense not to use a "sell all". You're essentially selling stuff that are worth eg 15k for 1k credits and stuff that are maybe 1-5k per piece, depending on shortage, for 50-100 credits per piece. Your total loot could be worth 50k and you'll get get 3-5k out of it, to put it into perspective. How does that help a casual player who doesn't have countless hours available to farm? Don't have a vendor? Put it on the bazaar. Ask on discord. RE crafters buy them in bulk and most often have a vendor you can just go and offer all of it and get your cash fast.

The main issue here though is that while it is your prerogative to opt-in to sell 50k worth of loot for 3k, the majority of newbies will not see it that way. They will assume "sell all" sells all your "vendor trash" and, like I said earlier, when they figure out they've been selling loot for pennies, for days, they will most certainly not be happy and will be asking why "sell all" sells valuable loot to begin with. Not to mention this will also create shortages in the junk market as well which, as I understand, is already short on junk loot.
 
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Whether or not a store is attached to the function of a "Sell All" button isn't something I feel any particular way about, but I would definitely benefit from the addition of a sell all function. Regardless of what these items are worth to other people, if the ability exists to bulk sell items I don't want, I'd like the option to use it not be based on whether or not another player would pay me more for it. Sometimes it's just easier to sell to the junk traders because they're always on, they're always in the same place, and I don't need to negotiate or coordinate a sale with them.
 
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My assumption is that most (casual) people will not carry 20+ items the junk dealer wants, that they want to keep, but they may well carry 60+ pieces of legit junk. And yes, it's inefficient to waste the money, but spending those 10-20 minutes finding traveling to and selling/listing junk items one by one for market prices is also inefficient when I could just move on with a quick sell and do more quests.

Another thing might be that the "junk" list indeed needs some refinement so RE materials are sorted differently. One does not exclude the other.

I'm starting to think we're working under a point of miscommunication as well.

What are the RE materials?

The looted clothes/armor guns?
The trinkets/meds/rifle scopes?
Random organs, broken datapads and other paraphernalia?

I'm mostly thinking of the last category with a bit of the second. The first is so darned rare it's barely relevant to the discussion, could be reclassified if so and then still be handled with a RE-junkdealer. But cat3 really clogs up the inventory
 
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The problem with the exclude option in the JD is that it is specific per item. It excludes one specific item in your inventory. It doesn't exclude every single item you'll ever get of that type. If you have to use that, before you use sell all then you're essentially doing the exact same thing as manually selling. Only now you also have to press a "sell all" button afterwards.

Regarding the shop, you have to understand how economy works. Certain junk are needed for certain recipes and since all that is loot, shortages or abundances of junk types dictate prices etc etc. If you just drop them all in a shop, you remove that element entirely and messes up the entire system.

For casuals, it makes even more sense not to use a "sell all". You're essentially selling stuff that are worth eg 15k for 1k credits and stuff that are maybe 1-5k per piece, depending on shortage, for 50-100 credits per piece. Your total loot could be worth 50k and you'll get get 3-5k out of it, to put it into perspective. How does that help a casual player who doesn't have countless hours available to farm? Don't have a vendor? Put it on the bazaar. Ask on discord. RE crafters buy them in bulk and most often have a vendor you can just go and offer all of it and get your cash fast.

The main issue here though is that while it is your prerogative to opt-in to sell 50k worth of loot for 3k, the majority of newbies will not see it that way. They will assume "sell all" sells all your "vendor trash" and, like I said earlier, when they figure out they've been selling loot for pennies, for days, they will most certainly not be happy and will be asking why "sell all" sells valuable loot to begin with. Not to mention this will also create shortages in the junk market as well which, as I understand, is already short on junk loot.
The junk dealer is just an option, not a requirement.
Also, if it goes into a store how is it being removed entirely? It’s doing the opposite by making it available again, in contrast with the current setup where it is actually not available.

In any case the store thing may not be worth the development effort, I’m just providing different opinions for the sake of discussion.
 
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That's the thing that out of the 60+ items more than half of them may not be vendor trash. This is why I said that the only way I could see this work is if the RE related junk was excluded from "sell all". Because while you may want to sell them anyway, the majority would not if they knew they are worth more than that and what they're good for.

Clothes and armor with a stat at 21+, clothes and armor with 3 stats, datapads etc etc.
See here: https://www.swgjunkyard.com/loot and here https://swgr.org/wiki/reverse_engineer/

These are the items that are used in combinations to create the SEAs (Skill Enhancement Attachments) that you put on your armor, clothes and weapons to enhance your stats (I understand that you're not familiar with the system). Without them in availability RE crafters can't make the SEA you would want to put on your armor's sockets for example. So encouraging a system that destroys them is bad for everyone, including you as at some point you'll want to have some made for yourself. Also dumping them into a system handled shop, removes them from the player economy. For example 2 days ago I ordered an exotic SEA from the player who I usually order them from. I wanted unarmed speed skill mod on it and he told me he didn't have the required bit for it (specifically a Mark X Vocab Module). There were none on the vendors as well. I managed to find it from another player and paid 5k for it because he knew there were none in the market (usually they go for 1-1.5k). That's the player driven economy. Considering I needed that to have my SEA made, I could even pay a lot more for it than what I did. Had he asked for 50k just for it, I'd pay it. JD buys it for like 80 credits.

In my opinion, the problem here in communication is that you are not familiar with these game systems in SWG. This is why I suggested that if we're having a "sell all" button, make it not sell the RE related junk automatically. Frankly I'd prefer it if the JD would stop buying all RE related loot entirely than having a "sell all" button that includes them which will create a multitude of problems for RE crafters, SEA consumers and newbies not realizing they're selling more valuable stuff for peanuts.
 

PhilmorALF

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To swing back around to the original post - a 'Sell All' button is not going to kill anyone. At the end of the day - the person has to know if what they have in their inventory is valuable on the open market or not. 'Sell All' would probably help people more than the people that would click it and accidentally sell something they shouldn't have. They could do that without the button too - so it is what it is. If this option is added - I'd encourage a 'Buyback' option as well. Problem solved.

On a separate note - I think the 'store' option is an absolutely terrible idea. It doesn't really benefit anyone because junk is readily available via other players. A piece of RE junk ('This item can be sold to a junk dealer' type Junk, excluding hearts/brains/body parts and other select non RE'able items that fall into this category..) sells for like 45 credits to a junk dealer. I buy junk for 1,000CPU and some people pay 1250CPU openly. No system design should be selling lootable items - especially at the overwhelming expense of new players who can get 20x+ on the open market.

It's would not be market 'breaking' - it would be market 'controlling'. Bad idea
 
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The junk dealer is just an option, not a requirement.
Also, if it goes into a store how is it being removed entirely? It’s doing the opposite by making it available again, in contrast with the current setup where it is actually not available.

In any case the store thing may not be worth the development effort, I’m just providing different opinions for the sake of discussion.
Just saw this, but I think I already explained it above? A system shop is not player driver economy, it's system dictated. The system shop will regulate prices instead of players/supply and demand.
 
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Note: the system shop I suggested would draw only from what was sold to junk dealers, not generate infinitely.