Architect Archive
Thread: Message to the Merchant... From the Crafter...
Padre
Dropped all Merchant skills just to say hello to my little friend DocSavag
Dvnce wrote:
Answer this question.. What would have to be added to the merchant profession to make you as a crafter want to use another player merchant to sell your goods..?
-If the Merchant were able to drop there vendors within Static Cities, It would be of benefit for me to outsource my products to them.
- I would have to be able to Not have to rely on said Merchant to have to possess huge amounts of Capital in order for them to first BUY my product from me and then HOPE to resell it. It would be better if, as you stated, the iteams were put upon his vendor by some sort of "admin" function by myself...and then the Merchant who OWNED the vendor would simply recieve a cut.
How many Crafters tho arent already Merchants Tho? Of my 4 accounts, 3 of which are Crafters, Two of them are also Master Merchants.
The dumped the Industrialist, and Mining Professions...and made it actually very easy to be a Self sufficient Crafter/Merchant. I am not sure that They can sucessfully make it a viable aspect of the game now for people to specialize in such a degree. People simply refuse to specialize, unfortunetly.
Baccarat wrote:
You know, the mall concept, where a master merchant (or maybe some other tier merchant) places a structure, within which crafters place vendors, and pay a commission to the merchant, is effectively identical to having the merchant have sole control over vendors. The only difference is in this case the crafter controls the vendors and sets the prices. The merchant would set the tax rate, and could potentially offer other incentives (centralized location, advertising etc). We could add incentive by limiting the number of vendors in regular structures to, oh say, 3 or so.
Maybe we could give merchants control over player city bank structures.. this obviously has lots of potential for abuse... but I could imagine merchants running "banks" where players can invest money, and the merchant can use the money to speculate on resources, etc.
A merchant is a figure that should control some grander scale aspect of commerce. I can see merchant more as a class akin to politician, where maybe each city has a merchant, who does advertising, taxation, and other financial aspects of a player city.
What about if master merchant got a structure ( Mall) that had say 8 rooms in it.. and these rooms each had a terminal.. the merchant could in a sense sell admin rights to these terminals.. once a crafter was given admin rights to this terminal they would be able to work it like a vendor.. add items set their own price on it etc.. the merchant would then be able to do the advertising of the mall.. building.. and set a % "tax / cut" of sales.. like the player city sales tax system.....?
Baccarat wrote:
You know, the mall concept, where a master merchant (or maybe some other tier merchant) places a structure, within which crafters place vendors, and pay a commission to the merchant, is effectively identical to having the merchant have sole control over vendors. The only difference is in this case the crafter controls the vendors and sets the prices. The merchant would set the tax rate, and could potentially offer other incentives (centralized location, advertising etc). We could add incentive by limiting the number of vendors in regular structures to, oh say, 3 or so.
Maybe we could give merchants control over player city bank structures.. this obviously has lots of potential for abuse... but I could imagine merchants running "banks" where players can invest money, and the merchant can use the money to speculate on resources, etc.
A merchant is a figure that should control some grander scale aspect of commerce. I can see merchant more as a class akin to politician, where maybe each city has a merchant, who does advertising, taxation, and other financial aspects of a player city.
A great deal of what your suggesting is along the lines of the once proposed Craft of Industrialist. They would own structures and charge others to use them. I actually still have industrialist xp LOL but sadly Like the mining Profession..It was never to be =( and now it is all comming back to haunt them.
If they went back and revamped the merchant class to do both the "industrisalist type things once proposed..as well as what Merchant currently provides...then you would have a solid profession.
The Merchant would possess Factories and "malls" / open air bazzars, and charge others time on them. Its an idea..tho maybe not my best one. Lol
Message Edited by ThothTheWise on 06-10-2004 09:31 PM
Dvnce wrote:
What about if master merchant got a structure ( Mall) that had say 8 rooms in it.. and these rooms each had a terminal.. the merchant could in a sense sell admin rights to these terminals.. once a crafter was given admin rights to this terminal they would be able to work it like a vendor.. add items set their own price on it etc.. the merchant would then be able to do the advertising of the mall.. building.. and set a % "tax / cut" of sales.. like the player city sales tax system.....?
Well, I found the last thread to be silly with semantics being used to justify a clear exploit of a game bug.You only need to read theagreement when you log into see what is defined as one.That being said, I applaud your attempt to make a constructive discussion regarding options to resolve the issue.
Key Understandings:
1. I have the same concerns as everyone else that Merchants don't have the tools to deal with crafting and player community requirements.
2. The reality is, the player base is accustomed to using their own vendors even though it wasn't intended.This requires the Merchant profession to evolve to the new realities of the current player economy dynamics.
My thoughts:
(1) Master Merchant profession to evolve and able to contract out (sell) Vendors:
- Allow Master Merchants to sell vendors... or more accurately, act as a temp agency for the NPC vendors and sales/leasing agent for the terminal & droid merchants.A 'hired' vendor can be purchased from a Merchant by anyone, no matter the class.However, their would be some restrictions and particulars:
(a) These vendors cannot be advertised via the global map
(b) Instead of maintenance, you would need to purchase weekly/monthly "contracts" that must be added to the vendor - similar to adding power to a harvester.These "contracts" are crafted by a Master Merchant and can be purchased from them. (like batteries for droids)
Alternative to (b) - instead of maintenance, a percentage of all sales on that vendor goes back to the merchant.However, my concern with this suggestion is that I can see it being grossly abused where a small number of players will 'take over' the market.
(c) Once initialized, the hired vendor cannot be moved.If moved, the merchant client needs to hire/buy another one from a Master Merchant
(d) The player who hired/leased the vendor does not have to rely on the Merchant for anything else other than purchasing it (keeps things simple)
(e) Restricted to only 3 vendors per player.
Last time I brought this idea up; I got a lot of grief from statement (e).The reason I'm suggesting this many vendors (3) is that it creates a large, viable market for the merchant.The merchant will have greater opportunities to contract out/ lease merchants and sell volumes of maintenance contracts.If you were to reduce the number of available vendors (to 1 for example), you would severely reduce the merchants' market opportunity universe.
2. Allow NPC vendors to be altered by an Image Designer.This provides more revenue opportunities for that class plus alleviates the issues of having unlimited number of variances as is now.
3. Existing vendors without the Merchant skill have to go. But, there would be a 37 day grace period to allow those players to purchase new vendors and move or sell through their stock.I chose 37 because that’s the maximum you can have something on the vendor without losing it so players who don't act, can't say "Hey, I lost all this inventory!" ... because they would have lost it anyways.
4. "Crafting" (for lack of better word) Vendors for Master Merchants.This part, I'm a little stumped on right now.There needs to be a process implemented that forces Master Merchants to somehow 'craft' a vendor.It can't be like how the current professions work (purchase materials + craft) but can't think of any ideas right now.Please feel free to add suggestions.
5. Consignment system for the Master Merchants for current 6 vendors.I don't want my proposed ideas to suggest that a merchant will stop being a merchant and still will require richer tools to perform that job.
NOTE: This augmentation of the Merchant profession does not take away any of the current advantages a Master Merchant would have over a hired/leased vendors given to their clients.They will still enjoy a larger number of vendors, lower cost maintenance, and ability to advertise - but now they'll have even more tools of commerce.
Something like this is what I would like to see - or variations of it. This accomplishes 2 things that would hopefully make both sides happy:
1. Makes the Master Merchant elite profession credible in that you have to keep it to take advantage of it
2. It allows ALL players, crafters or non-crafters, to have vendors to sell their wares or loot (which I think is the main desire)
Anyways, it's not a perfect idea but it's my 2 cents