Open - Other - Sell All Option For Junk Dealer | Page 2 | 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.
 

PhilmorALF

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Note: the system shop I suggested would draw only from what was sold to junk dealers, not generate infinitely.
Correct - but you'd still have a system that is now dictating the price of an in game item that is normally determined by the market. It's not how the game should operate.
 
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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.
If the dealer sells for a few k, why wouldn’t I rather buy them from players for 1-1.5k? If the junk dealer only pays a couple hundred credits for them, why wouldn’t the farmers continue to sell in bulk to RE who pay more?

*edit* not trying to derail the sell-all option of the original post. I will admit I could be totally wrong- was just offering a different perspective.
 
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If the dealer sells for a few k, why wouldn’t I rather buy them from players for 1-1.5k? If the junk dealer only pays a couple hundred credits for them, why wouldn’t the farmers continue to sell in bulk to RE who pay more?
What we mean is that the shop's price would dictate the maximum price for RE junk instead of players, supply and demand. Also the player who actually sold it, would get a miniscule amount of that price. That's the opposite of player driven economy. Eg the shop sells for 2k. Then the maximum price for that junk is 2K no matter what. The shop is essentially controlling the market instead of the players. In my real example from two days ago, I would have never paid 5k for that Vocab module if my RE crafter could just go buy it for 2k. Not sure how I can explain it any better.
 
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What we mean is that the shop's price would dictate the maximum price for RE junk instead of players, supply and demand. Also the player who actually sold it, would get a miniscule amount of that price. That's the opposite of player driven economy. Eg the shop sells for 2k. Then the maximum price for that junk is 2K no matter what. The shop is essentially controlling the market instead of the players. In my real example from two days ago, I would have never paid 5k for that Vocab module if my RE crafter could just go buy it for 2k. Not sure how I can explain it any better.
I wasn’t thinking in terms of setting a maximum price, that’s a good point.
 
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If the dealer sells for a few k, why wouldn’t I rather buy them from players for 1-1.5k? If the junk dealer only pays a couple hundred credits for them, why wouldn’t the farmers continue to sell in bulk to RE who pay more?
Farmers would absolutely do that.
As a casual untill I do get my toons fully leveled, not worth the time for me even for more credits.

But okay, we want to recategorize the junk to not include the RE "junk" items (which is what I'm kind of looking to *wear* right now) then somehow incentivize making the effort of selling the stuff to crafters for filthy (and lazy) casuals like me but that''s a separate issue.
The sell all button is still not a bad idea as long as it's either only selling the true junk or possibly giving a popup if you're about to sell stuff that isn't pure junk(or just "hey, are you sure you want to sell ALL?")
 
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I don't think it would mess up the RE market much, or at all, tbh.

If you are wanted to sell 'junk loot' to the vendor for 200-300, you can do that.. but you can sell it for 1k-1.5k to a player in bulk.
The Sell All option would just let you sell all in one go, which the 'stat loot junk' or the 'organic junk loot' like hearts and ears and stuff which are AFAIK completely useless items (other than selling to junk vendors) and it's even worse than they don't stack past 3 or 5 so you are constantly deleting them.
 
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but yeah, ideally i'd love to put all my junk loot in a bag, put the stat loot of 18+ in a bag, and then sell all the <18 to a vendor but it's such a clunky process that I just delete them instead
 
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Raising my hand as another new player, coming from other games (like WoW, SWTOR, etc.) where loot is classified and categorized differently, and therefore handled differently by NPC / game vendors (not player owned vendors).

I think the basic issue here is that new players (like myself) don't understand what 'junk' really means in SWG terms, because the natural inclination is to assume 'junk' means 'trash' or 'useless' and therefore we should sell it. It's not SWG's fault we have that assumption, there are a great many other games that set that expectation and reinforce it with 'sell all junk' and 'sell all trash' buttons, because in those games that is how you make money at low levels.

So what do we do? How do we help new players understand that 'junk' in SWG is not actually 'useless'?

I understand we have player built resources in the wiki and with guilds. But the first interaction a new player has with the game is the game itself, when they first start, get sent on their starter quest, and start killing enemy NPCs and collecting loot, which includes junk. There is absolutely no indication in the game of what is valuable to keep vs sell.

Furthermore, the included Prima Guide PDF (which is a fantastic resource, BTW) does not cover this distinction either. Or if it does, it's not in the obvious sections of Junk Dealer or Looting.

So I recommend a few different options:

1) change the name 'junk' systemically, game wide, to something more intuitive -- this has many many implications to the entire game, so I don't know what the appetite is for this

2) make a prominent section in a new player guide -- like the Prima Guide PDF -- that explains what 'junk' really is and is not, and how to think about it when managing inventory and deciding what to sell

3) as for 'sell all', given the above, I wouldn't limit it to a particular category of item, but instead force the player to select what category of item they want to filter and sell -- junk, armor, weapon, component, etc., the same categories used in the bazaar. You cannot complete the transaction until you select a filter.

Just some thoughts and a different perspective of what the real problem here is, to me. Thank you for your consideration
 
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My suggestion was to actually have the "sell all" automatically only sell what is actually "vendor trash". Monster parts etc etc. I do like the idea though of having the ability to *consciously* add to it items that are not "vendor trash" by utilizing toggleable filters that default to off and clearly warn you that you're opting in to sell stuff that are worth a lot more on the player market.
Such a system would achieve all goals. Allow you to quickly sell the useless stuff. Hint you that you have stuff that you may want to check what they're worth and where to sell them. And also allow those who want to make a conscious choice because they can't be bothered and just want to vendor everything regardless if they get much less credits by doing so.

And still I would like to see both the JD and the Chassis Dealer, sort their lists identical to your inventory view. This change alone would make the best QoL change when it comes to vendoring actual trash.