The trading stock and replenish rate can be painfully slow. For Jumptown 2, what potential changes (if any) without spoilers have been considered following similar indications from NineTails Lockdown where players were unable to adequately resupply Medical Supplies? This sometimes slowed the event to a boring stall, which negatively affected its quality, pace and the work that has been done by the team to make this event workasked by Kalrati
TL;DRFor Jumptown 2, drugs will spawn physically at a steady rate per server instead of shop stock, and for Ninetails the boosted medical-supply shop mods are being restored for 3.15.
I'm going to answer this question in two parts, Jumptown 2 and Ninetails.
For JT2, I'm actually (disclaimer: barring any unforeseen bugs) spawning the drugs physically, rather than having you buy them from a shop. The "inventory" then is less "300 boxes becomes available across all servers" and more "A box will be made available to spawn every 30 seconds on each server".
I felt this was both more interesting gameplay-wise as carrying the cargo out to your ship adds a layer of complexity (physicalized cargo will make this more standard across the game, but I didn't want to wait for that) and I felt that in a PVP-centered event, players on another server being able to take the boxes you are trying to defend/steal defeated a large amount of the gameplay.
For Ninetails Lockdown, some of you who participated in the very first Evocati test might actually remember there were shop mods that made it so the shops selling medical supplies had their sell inventories boosted, much like the station has its buy inventory capacity boosted. I was asked to remove those mods to emphasize the derelicts due to XenoThreat feedback. Thanks to the Ninetails feedback that has come in, I was able to re-hash that conversation and I have hooked the shop mods for sell locations back up for 3.15.