<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Proposal: Increase Trader Vendor Item Cap]]></title><description><![CDATA[<p dir="auto"><strong>Summary</strong></p>
<p dir="auto">I’m requesting that the item cap for trader vendors be <strong>increased by at least 2x</strong> the current limit (estimated at ~8,000 items, including contents of containers). This will greatly help the few active traders who currently supply the majority of items on the Bazaar.</p>
<p dir="auto">[HR][/HR]<br />
<strong>Problem</strong></p>
<ul>
<li>
<p dir="auto">The current cap counts <strong>every item, even inside containers</strong>.</p>
</li>
<li>
<p dir="auto">Example: A single armor set in a backpack = 11 item slots.</p>
</li>
<li>
<p dir="auto">Selling kits, armor sets, or themed packs eats up space fast.</p>
</li>
<li>
<p dir="auto">Traders frequently hit this cap, limiting inventory and variety.</p>
</li>
</ul>
<p dir="auto">[HR][/HR]<br />
<strong>Request</strong></p>
<ul>
<li>
<p dir="auto"><strong>Double the item limit</strong> , OR:</p>
</li>
<li>
<p dir="auto"><strong>Exclude container contents</strong> from the item count.</p>
</li>
</ul>
<p dir="auto">[HR][/HR]<br />
<strong>Why It Matters</strong></p>
<ul>
<li>Supports the <strong>server economy</strong> with more available goods.</li>
<li>Helps <strong>active traders</strong> keep diverse, well-stocked inventory.</li>
<li>Reduces micromanagement and vendor juggling.</li>
<li>Improves <strong>Bazaar access</strong> for all players.</li>
</ul>
<p dir="auto"><em>Historical reactions: Like × 1</em></p>
]]></description><link>https://swgevolve.com/forums/topic/908/proposal-increase-trader-vendor-item-cap</link><generator>RSS for Node</generator><lastBuildDate>Sun, 16 Aug 2026 22:36:18 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/908.rss" rel="self" type="application/rss+xml"/><pubDate>Tue, 22 Jul 2025 06:45:31 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Proposal: Increase Trader Vendor Item Cap on Thu, 16 Oct 2025 06:14:29 GMT]]></title><description><![CDATA[<p dir="auto">Vendor item limit has been increased in chapter 5.8 moving to implemented suggestions.</p>
]]></description><link>https://swgevolve.com/forums/post/2821</link><guid isPermaLink="true">https://swgevolve.com/forums/post/2821</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Thu, 16 Oct 2025 06:14:29 GMT</pubDate></item><item><title><![CDATA[Reply to Proposal: Increase Trader Vendor Item Cap on Tue, 22 Jul 2025 17:02:09 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto"><strong>Tdeadly, post: 3235, member: 364 wrote:</strong></p>
<p dir="auto">I would argue that armor is a poor example. Since it’s readily available, players can easily send a message to crafters to assemble it. That’s exactly what I do. I don’t see much point in crafting numerous sets because they don’t like the built-in exoskeleton with the type of armor. It’s incredibly simple to craft on the spot. When I do put a few sets up, some stay for a while. Basically, if they don’t read and message on the bag to keep the vender running. So they can message the crafter. I sell my stuff at a great price, so making something for custom order would be profitable. Plus many people have a personal crafter.  Only need to buy cores. Most people are self sufficient.</p>
<p dir="auto">For weapons, food, and loot vendors, that’s good. Since it’s a different process about making it. All I see it you have a building with your overstock. When you sell you just add on. You also can have mad venders so make each kit different vender. Plus if someone really just going to single kits start make multi makes kits.</p>
<p dir="auto">For custom armor orders, please provide us with the details of what you’re looking for. We’ll send you a message with the price and possibly a special option for character pickup, which can only be purchased from a vendor buy a select character name.</p>
</blockquote>
<p dir="auto">When my group first joined the server, we struggled to get set up. We didn’t know anyone, and most vendors had very few items listed. I’m working to change that so new players can find what they need without having to rely on direct contact with others.</p>
]]></description><link>https://swgevolve.com/forums/post/2820</link><guid isPermaLink="true">https://swgevolve.com/forums/post/2820</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Tue, 22 Jul 2025 17:02:09 GMT</pubDate></item><item><title><![CDATA[Reply to Proposal: Increase Trader Vendor Item Cap on Tue, 22 Jul 2025 09:25:04 GMT]]></title><description><![CDATA[<p dir="auto">I would argue that armor is a poor example. Since it’s readily available, players can easily send a message to crafters to assemble it. That’s exactly what I do. I don’t see much point in crafting numerous sets because they don’t like the built-in exoskeleton with the type of armor. It’s incredibly simple to craft on the spot. When I do put a few sets up, some stay for a while. Basically, if they don’t read and message on the bag to keep the vender running. So they can message the crafter. I sell my stuff at a great price, so making something for custom order would be profitable. Plus many people have a personal crafter.  Only need to buy cores. Most people are self sufficient.</p>
<p dir="auto">For weapons, food, and loot vendors, that’s good. Since it’s a different process about making it. All I see it you have a building with your overstock. When you sell you just add on. You also can have mad venders so make each kit different vender. Plus if someone really just going to single kits start make multi makes kits.</p>
<p dir="auto">For custom armor orders, please provide us with the details of what you’re looking for. We’ll send you a message with the price and possibly a special option for character pickup, which can only be purchased from a vendor buy a select character name.</p>
]]></description><link>https://swgevolve.com/forums/post/2819</link><guid isPermaLink="true">https://swgevolve.com/forums/post/2819</guid><dc:creator><![CDATA[Tdeadly]]></dc:creator><pubDate>Tue, 22 Jul 2025 09:25:04 GMT</pubDate></item></channel></rss>