Architect Archive

Thread: State of the profession

joesnuffy23
Tue Apr 13, 2004 4:10 pm
#92



I have not posted yet to any forums as I have been gliding through the professions that seemed amusing at the moment, but I have completed merchant and have a few comments to add, I just hope they aren't too late or displaced.


First, I just experienced my first glitch, the "Item not Available" bug wherein a customer buys an item, such that I can't see it, and reports he cannot recover it from the vendor. In this case it was about a million in credits lost in limbo to a recently placed vendor. I find it amazing a game based on a player economy can survive with slop like this.


Secondly, I'd like to say that merchant is a much un-loved profession largely because anyone at all can open a shot with business 3, let alone gain merchant skills (as I have) with the intent of dropping them (as I will when I move on to another). If the only profession in the game that even could have a vendor was merchant (and vendors/tents lost if the skills are dropped, I like the idea of a 10-30 day window before it poofs), and they could hire at least 12-15 vendors as opposed to 6, they would become a major commodity. As it stands a chef can make money well, and can get merchant skills, place the vendor, and reap the benefit...this is not how it should work. Said chef could be a merchant as well, losing most ability to be a combatant, but running her own store, which of course is not what many players want. If that chef were to be forced (by way of the merchants having the only vendors) to sell commodities to the merchant so the merchant gets a 10% markup and retails on his vendor, then both make money over time, both can pick up another profession, and the economy runs similiar to...an economy


I as a chef would be glad to be rid of the issues and take a 20-30% hit on pricing...I won't go broke, and things will roll along. Unfortunately, it seems the devs had a profession slot to fill and it was a friday evening...merchant skills are perhaps the most broken of any class I have played (or roleplayed) so far. Under the current guise it is possibly the most forgettable part of the in-game economy, which is a shame, I really enjoyed playing it for what it was worth.


I know I babbled waaaay to much here, and worse, that all I'm doing is preaching to the choir (though I'm sure the devs look in at the merchant forum every decade or so:smileyvery-happy, but I feel that this is a very important part of the in-game world and far to broken to be worth playing effectively...so there's my two cents with a bit of whine on the side, maybe the collective gripes will (someday) be heard.


Off to play with fire
Freckles
Sun Apr 18, 2004 5:02 am
#93


If the developers cap the limit on vendors, I hope it is at least 500 items. I like to load my vendors up and then go play the game. I actually have very few items drop off after 30 days. Since factories allow us to make a 1000 items, it is better to put it all on a vendor then to take up the limited storage space in a house. Also, armorsmith takes a lot of different resources that I store on a house vendor because there is not enough room in a house to keep it all. I guess what I am requesting is that if they put limits on the number of vendor items, that they make it high enough to make it workable or give us more house storage.



____________________________
Freckles/Susy
12 pt Armorsmith
New Aldera Mall, Dantoonie
AveryFarman
Mon Apr 26, 2004 6:40 pm
#94






snacks wrote:

in game calculator would be awsome






Probably the simplest, yet most useful request I've seen to date.




Filet O'Fish, Master Tailor/Master Bio-Engineer
Formless Realm Enterprises (FR) Bioengineering Specialist
Valcyn, Corellia, Keris Tava
Visit our factory outlet at -7415, -4900 for all of your armor, clothing, BE, chef, structure, furniture, pet, and resource needs!
splurg2
Thu Apr 29, 2004 11:16 am
#95

I second the calculator.


The thing I really want the most out of merchant right now is the ability to make a private vendor. My PA has an interesting system set up where everything is essentially free to anyone in the guild but it requires a guild warehouse and I really want a vendor in there so we can keep track of who takes/needs what.


My brother and I set the accessfee to as high as possible (49999 since we want it to stand out so people don't go after the building owner agrily,) put a normal housename on the building and hid the vendor in the back room. We still worry though... If someone should come in they could clean that vendor out and make more than they lost on that "little" access fee. All our guild members have admin so they don't have to worry about the fee. I know it's a silly thing... but I just have this feeling... even though the building doesn't stand out, the vendor is silent and not registered... someone is out to get us... Hehe.


As I see it a private vendor could be set up two ways. One by just removing the "Needs to be in a public building" requirement. And two, the previously suggested "preferred shopper discount" assuming you can make their discount 99.9%.


kujikiri
Fri May 07, 2004 11:00 am
#96

I'm not a merchant or crafter, but I am an evil landlord for a small shop. I read this forum often so I can relate to the crafters I work with.

I have to say that #1 on your list is most important. the argument against it sounds like political somantic spin. Arguing if the skill is to PLACE or to USE a vendor is to miss the whole intention of vendors in the first place. We all decide where to put our skill points to create a skill set we would have most fun with. To decide between spending the points to have a vendor or to pay a fee to some other player to sell your goods is the same as choosing to spend the points on doc so you can self buff or paying some doc at Coronet to do it in my book.

Losing all those xtra vendors might also fix that database problem so that the current merchants out there can continue to have a large selection. I have certain merchants I go to for each of the things I use because I know they keep a full vendor, I dont care about paying a bit more I have a relationship with them. If you cut back their inventory so I can't always find what I need you will destroy that relationship.

Evicting a vendor has never been an issue for me so far, but I can certainly see how it could be. It would be nice as a landlord to have the option to charge something on the maintenance of other peoples vendors, for instance let me recieve Xcr/hr from each of them as rent instead of having to track them down to remind them its rent day.
Areriye
Sun May 16, 2004 10:59 am
#97

This may sound kinda stupid, but shouldn't a merchant get additional lots added? I mean, if we're meant to use our lots for tents or stores inside of traditional houses in multiple locations (if we are successful), shouldn't we get an extra lot or two to use harvestors or whatever else fuels our business? Maybe not all merchants have other artisan skills (a scout can sell organics and anyone can sell 'loot') but 95% of the merchants out there need resources to cover their crafting profession while expanding our business.


I do think the extra lots should be in merchant as merchant is a lot of skillpoints invested for a very particular purpose.


Also, why do we get no experience for selling something? Merchant is insanely slow to start off with no means of attracting sales outside of spamming in a populated areas (which normally only irritates people) and our vendors give no experience if they do not currently 'exist'. This only encourages afk macroing for 'unattended experience'.


I don't want merchant to be a cakewalk, but I've now concluded that merchant experience is more painful to get than bounty hunter experience.





-
Chilastra: Areriye Tsion, 47th IEF Squad Corporal

Starsider: Dackelrra, Dragoon (Master Pike/Tracker)
aazatgrabya
Mon May 17, 2004 4:51 am
#98






Areriye wrote:

This may sound kinda stupid, but shouldn't a merchant get additional lots added? I mean, if we're meant to use our lots for tents or stores inside of traditional houses in multiple locations (if we are successful), shouldn't we get an extra lot or two to use harvestors or whatever else fuels our business? Maybe not all merchants have other artisan skills (a scout can sell organics and anyone can sell 'loot') but 95% of the merchants out there need resources to cover their crafting profession while expanding our business.






I'm not so sure I agree Areriye. If everyone were able to be self sufficient there would be no call for merchants at all. You may want to make some business associates, find a supplier of a certain resource or item and make a deal with them offering discounts or services for their product. There are issues with these kind of associations, with the bulk of the transfer relying on trust it can be a little daunting for some to get involved with. Hopefully, this will be addressed in the future.


Then advertise, advertise, advertise. Make items with your shops waypointin it's nameand sell it on the bazaar and other player vendors. Get a barking droid and also hang out around areas where your major custom base is - cantinas and the like. It's not hard to advertise, but it is hard to get customers if your vendor is hard to reach or does not sell what people need.


I've recently heard many people complain their Merchant XP gain is incredibly slow. I found the opposite, but like any RL business you need to do a little research in your chosen business. If you're a budding weaponsmith, there is little point opening a new weapon store next to a Master weaponsmith, unless you see they are not taking full advantage of their vendor. Make sure you're not too far away from a shuttleport. If you lose your shuttleport in your local town, move house or attract people back to your town asap.


Sorry for the long response to your post, but I hope you get a few ideas on how to make a thriving business. But please, I implore the Devs not to increase our number of lots. We need assistance making business relationships not any hand in allowing completely self-sustained players.


DocSavag
Mon May 17, 2004 1:12 pm
#99

Practically every profession has a reason why they should have extra lots. The devs don't want the number of lots in the game any higher than it already is so the chance of this happening are very slim.





----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



SeaRaptor
Tue May 18, 2004 3:09 am
#100

The simplest way to fix many of the storage issues is to do away with the moronic 100k cap on a resource stack. I can't tell you how much space this would save a great many master crafters.



Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
DocSavag
Tue May 18, 2004 5:01 am
#101

*sigh*


You guys have to realize that the number of items you can have is very powerful in this game. Any change to this game makes your ability to make more items exponetionally easier..that isn't their goal. It isn't supposed to be a cake walk you are supposed to have to work hard at being a huge crafter in this game. They aren't going to make changes that will give you 10x the space you have now.




----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



SeaRaptor
Tue May 18, 2004 10:17 am
#102






DocSavag wrote:

*sigh*


You guys have to realize that the number of items you can have is very powerful in this game. Any change to this game makes your ability to make more items exponetionally easier..that isn't their goal. It isn't supposed to be a cake walk you are supposed to have to work hard at being a huge crafter in this game. They aren't going to make changes that will give you 10x the space you have now.





So... wait a minute. Let me get this straight. It is not a goal of SOE to make being a master crafter easier? Just who is supposed to run their vaunted "player economy" then? A flock of geese?


Understand that I'm not frustrated with you, Doc. You have done a great job since taking over the reigns from marqie. But time and time again we have been told that their back-end database is over-stressed because of all the things players are crafting. To me, the fact that so many people are continuing to craft (or are picking up crafting professions) is a sign of a very healthy economy. Why SOE would not want to encourage this is beyond me. So when we come to them with suggestions to lessen their database problems -- increasing stack sizes is but one example --we're told that it is not their goal to make our lives easier? I could list a myriad of reasons that weaponsmiths have obscene storage requirements, but I'll spare you the list. I've gone over it with our WS correspondent already, re-hashing it here accomplishes nothing.


However, because I feel the merchant forums is the appropriate place to do so as it crosses all the crafting professions, I will say this: being abig-time crafter in SWG would still be a major pain in the ass even if our storage problems were alleviated. Storage is but one issue a crafter has to deal with. Others include complete lack of privacy and ability to play uninterrupted (aka "tell hell"), undereducated customer-base, buggy vendors, pathetic vendor interface, inadequate marketing tools... I could go on.


You'll have to forgive me if I sould a bit peeved. I am. To hear that SOE doesn't want to make our lives easier makes me sick to my stomach. I bet if they actually sat down and looked they could find a few hundred people on each server that provide the bulk (I'd guess over half) of all crafted items available. It is in their interest to give these people the tools to own and operate a highly successful in-game business without being driven away because they don't actually get to play the game for being bombarded with tells and e-mail.


That all came out as more of a rant than I wanted, and for that I apologize. Hopefully I got my point across in there somewhere.




Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
DocSavag
Tue May 18, 2004 10:24 am
#103




SeaRaptor it isn't their job to make it easier for you. It is their job to make it a challenge and funto play. They have to also balance that with the fact that if they make it too easy for you it will seemlike fun for a while but then you will get bored and go do something else. I'm not trying to tell you that they have the perfect balance right now. I am telling you they aren't going to make changes that make it easy for you to craft 10x what you do now. They consider that bad for the economy.






----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



SeaRaptor
Tue May 18, 2004 10:33 am
#104






DocSavag wrote:



SeaRaptor it isn't their job to make it easier for you. It is their job to make it a challenge and funto play. They have to also balance that with the fact that if they make it too easy for you it will seemlike fun for a while but then you will get bored and go do something else. I'm not trying to tell you that they have the perfect balance right now. I am telling you they aren't going to make changes that make it easy for you to craft 10x what you do now. They consider that bad for the economy.






I don't see where helping us (and helping themselves) fix everyone's storage issues for resource stacks makes it easier for me to craft 10x what I do now. A lot of other factors keep me from doing that, not the least of which is that I don't particularly want the game to feel like more of a job than it already does.


Are you trying to tell me that the reason we don't have 1000 count crates is because SOE doesn't want us crafting stuff in bulk? If you were to come at it from that angle, it would make sense, and I can see the argument. I agree, in fact. How that argument applies to resource stacks is what I don't get, though.


That still does not excuse SOE from hopefullymaking our play time more enjoyable by giving us the ability to better operate and manage our vendors and to shut out the public when we need some time away from our businesses (a simple "do not disturb" command that shut off incoming tells would solve this handily).





Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
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