Architect Archive
Thread: Very Important Question for Architects... and I guess any crafter.. or anyone with something to sell
rofak wrote:I wonder. I am still pondering why people think they can have everything and not pay for it. I want 110 items, but I couldnt bare to drop master rifleman. Why should you get 6 vendors, Master Architect, and Master Rifleman? You can't do everything.
Stop and read for a moment. Many / most of us fully support the other parts of this. I like the idea of empty vendors disappearing off the map. I like the idea that if someone drops the skills they no longer get the benifits. Many of us made our choices to get and *retain* various merchant skills so we could play without doing things that that were clearly (to us) against the spirit of the skill system.
****IF**** there were a *viable* Merchant profession that could provide the appropriate infrastructure necessary for merchant to work in a viable manner, I would applaud very hard. I would then have a choice to make to retain the merchant skills that I have (3044) or contract with a merchant to sell my goods. I'm ALL for social interaction in the game and I constantly deal with suppliers and customers.
BUT - not only do we NOT have the infrastructure (e.g., consignment sales, vendor rental, etc) that the poor Merchants have been asking for for a year, but the vendor limits are such that even IF I wanted to hand my stuff over to a Master Merchant to sell, I would have to retain *two* of them to cover all of my merchandise.
That's the real problem here - they are making some changes that will *help* the merchant class, and then they are doing this absolutely asinine limits thing that will cripple any crafter or merchant who moves any amount of product at all.
rofak wrote:
I wonder. I am still pondering why people think they can have everything and not pay for it. I want 110 items, but I couldnt bare to drop master rifleman. Why should you get 6 vendors, Master Architect, and Master Rifleman? You can't do everything.
You are confusing 2 different things here. The majority of the uproar in the Merchant forums is the item limits - NOT the fact that you will now have to have the skill boxes to have merchant.
I am a Master Merchant. The proposed limits are painfully too too low.
OHafi wrote:
What is really funny about this whole thread is that WE are all right, and the DEVS are all wrong and not ONE of them answers this thread. In guild chat, people are saying no Dev will answer because they will get slammed. Now, I have really believed that this game DOES, in general, listen and respond favorably to the customers. That would be US..the paying customers. I mean, what do they really care about our little 15 dollars a month? It is not gonna break them. So heretofore, they have always been responsive. I am HOPING they will be again.
I too logged my crafter in, looked around at the whole TOWN I built, and customized to be a roleplay refugee town, paid for, plotted and planned. And all I could feel was depression. We have only a handful of vendors, not all mine. We dont have or want a shuttle. The few vendors we have supply the needs of the town because they are always well stocked. They will not be able to be well stocked anymore. So the town will have to shop elsewhere? I cant keep medical supplies, housing supplies, food, clothes, harvestors, smugglers supplies all on one vendor, the trading post. They will only be able to stock maybe 50.....
SO another ghost town appears and disappears on the map....A roleplaying town...but after all, this isnt REALLY a MMORPG....its a MMOCJG.....combat jedi game....c'est la vie?
Bah.
signed
Disgusted enough to go back to UO
1. I'm merchant since January 2004 - First Master Merchant -Now 1414
1a. NO, i'm too Architect and i have worked hard for give to the citizens of Gaia (and much others) a complete list of items i can make with my skill (some from artisan Dom Arts like simple food). Only my structures & furnitures vendor have 1500 item in stock, my "resources" vendor have near 150 items, the other two (one weapons and one armor) near 400 each.
2. No, if the 110 limit goes live i will drop all my crafting skills.
3 & 4. Like the answer 2.
I think that for keeping with crafting and merchant with funlike nowi need at least 1000 item on each vendor i have (i mean at master merchant)
Crimsonsplat wrote:
Quit NOW. Then maybe they'll get the point. You can still play until the sub expires, which will give you time to find out if they do or not.
I agree.
Click the link in my sig!
1) Will you pick up merchant?
I am already a Master Merchant and have been since before I mastered Architect (I think, they were mastered very close together). I am also a Master Artisan and Politician 2/4/2/1. My husband's alt is also a Master Merchant. Should it be necessary, I have access to three other accounts in our guild with free skill points left to Master Merchant, before I have to ask others of our 17 member crafter community to also pick up Master Merchant.
1a) Will you have enough with the item limits to hold your viable business.. ?
No. Not even close, not even if all 17 of us have Master Merchant if we wish to offer a wide variety of goods and constantly stocked vendors which draw the repeat customers to make not only our overhead, but profit. Our overhead runs almost a million a week now, wait, make that 1.5 million. I just contracted out for a delivery of 700k of power each week to run our harvesters and factories rather than having to place our own fusion generators. I'm thinking of contracting out our ore needs now as well, and free up the need for dedicated ore harvesters.
2) Will you find a merchant to sell your stuff?
No.
3) Will you give your items to that merchant and have them pay you as they sell? 4) Will you make the merchant pay you first?
My entire guild keeps a look out for good deals on other vendors, or word of a reputable crafter needing a new sales outlet. Recently, I approved 1.2 million credits to buy out a vendor that had stocked a high quality product at a price that utterly insulted the architect profession. I've already made profit off that very hostile acquisition. Other times, I have bought items as a test purpose to see if they sell, how fast and for what amount. If it's viable, I will contract out and buy up front in larger quantities. However, it has taken me eight months to get to the point where I can drop a million or two a week and know that I can at least make it up with little effort. If I am actively seeking deals, I cannot keep up with the transactions (often having three-four people in my business with personal transations to do at a time) to the point where I have a time limit on when I start doing such transactions and I know that if I start too late at night, I'll be on til server shut down. But, these also can bring in 1-5 million for a few hours work. (Of course, it can also see our guild bank account drop by 1-5 million depending on if I'm buying or selling that day.)
5) I always have contingency plans. But this major of a change to how vendors work, would require a decision of the entire guild on what we do. Options include but are not limited to, having more of us Master Merchant (nothing less than Master Merchant), giving up crafting/merchanting business and going to all combat to support our RP guild and just supplying ourselves. However, because I already have a catalog listing our services and products, I could also just as easily go to a mail-order/delivery only business. More work for me in some ways, less work in that less time will need to be devoted to managing vendors with awful interfaces that suck out time I could be spending role-playing with my guild instead.
:
auses as that last bit sinks into her brain:: You know... that just might work. I don't have PC slaves for nothing. The business house could be taken down and replaced with storage facilties... And, I wouldn't need Merchant skills at all. Instead, I could use those skill points for shipwright later, and master politician. Put the 24 lots we have left as a guild reserved for harvesters to storage, buy all our resources from those that need to dump inventory from their vendors.
Okay, new answers with new battle plan in mind should the 110/660 cap go in place, or another equally undesirable outcome...
1) Will you pick up merchant?
No, we will be dropping those skills entirely.
1a) will you have enough with the item limits to hold your viable business.. ?
Vendors will not be needed with alternative plan should the vendor item limit go in.
2) Will you find a merchant to sell your stuff?
No, I will become a Master Merchant without having the need to put skill points to the title. Me and my guild will get richer and more popular, ultimately becoming one of a few monopolies on the Bria server due to having the resources in place before hand to do so and lack of any competition to the market. People will come to me to sell their goods because I will be able to pay up front and sell for a mark-up and still deal in volume and multi-million credit deals. Newer crafters/merchants will never be able to get a foot in the door, not with the availablity of at least one if not more, live merchants on staff from server start to shutdown, able to go into the 'backroom' and get anything that is needed.
3) will you give your items to that merchant and have them pay you as they sell... ?
Hell no, I'm in a position to take over the galaxy and wield more power than the Emporer if these changes go in. They will come to me!
4) Will you make the merchant pay you first?
No. I will pay them first up front a pittance of the price and my mark-up will be enough that I will...
Hum, what? Oh sorry, must have fell asleep there. I had such a lovely dream though. ::shifty eyes as she hides the employment applications she already had written up for scouts/rangers that she could edit to apply in a more general level::
Honestly, I could do a person to person business. I have the free time, the know-how and the resources to do it. I don't want to though, because I'd rather have time to play and not work. Once the game becomes 'work', I will shut down my business. With my business shut down, the need for multiple accounts in order to have two characters on one server so I can both fight with my guild and still craft, will become unnecessary and they will probably become cancelled in time. Our primary accounts may soon follow suit, or they may not.
Without having experienced the changes, it is very hard to predict exactly what will happen. I am however, fighting the proposed vendor item limit change. It will make the rich richer, and the poor poorer, and new crafters/merchants will never be able to compete with established names/business - with our without vendors - from those of us with a will and a way to suceed despite such changes.
Mistress Kyphi Makarha
New badge available... :has read and understood the rambling posts from Mistress Kyphi Makarha.
Dvnce wrote:
Ok... So .. If things with vendors Should happen to stay the way they are presented now...
1) Will you pick up merchant?
1a) will you have enough with the item limits to hold your viable business.. ?
2) will you find a merchant to sell your stuff?
3) will you give your items to that merchant and have them pay you as they sell... ?
4) Will you make the merchant pay you first?
If none of these questions fit for what you are planning on doing what will you be doing?
Ok .. Please No flames.. just simple answers... thanks ... and be as kandid as you can be....
Message Edited by Dvnce on 08-07-2004 11:43 PM
The solution here is really very simple. Use the current limits for novice merchants, give master merchants a reason to actually go master. If they actually gave master merchants the ability to increase storage space(significantly) it would give people a reason to master and give master merchants the ability to actually run a vendor business. Increase master merchants ability to store items either in houses or on vendors, or even both. This would give the merchant class some sort of scope and purpose for being a master merchant and would actually allow master merchants to do worthwhile things in games, instead of the current alt being partial merchant just so you can post up items on a vendor to sell.
Will pure merchants have a hard time getting started, yes probably, and it should be this way. A merchant will need to build a relationship with a crafter before selling his goods on a "commission" basis. This will allow a merchant to be what most would picturea merchant as, someone who deals with the consumers on the frontline while the crafters can focus on crafting on the backend. The key to making this work is that Master Merchants must be able to store goods, and with the current system no one can store any worthwhile amount unless they have either picked up more than one account or used cross server lot trades or uses a friends lots, etc... This is just my opinion one that I think would give SOE the ability to use their current system while at the same time making merchant a whorthwhile profession that would have purpose.
Dvnce wrote:
Ok... So .. If things with vendors Should happen to stay the way they are presented now...
1) Will you pick up merchant?
1a) will you have enough with the item limits to hold your viable business.. ?
2) will you find a merchant to sell your stuff?
3) will you give your items to that merchant and have them pay you as they sell... ?
4) Will you make the merchant pay you first?