Armorsmith Archive

Thread: SOE Has Started the nerfing! Merchants Are Next!

EvilHomerSimpson
Tue Aug 10, 2004 6:11 pm
#14





Yay the devs.


The same folks who were opposed to harvester certs a while back of course oppose this needed limitation upon oligopolies. This should surprise no one.


The devs are finally starting to do right by the casual crafter.






Do you have to post your crap on every forum? Why don't you go marry a dev you're obviously in love with them. You go on and on about this Oligopolies. Did you just learn what that is in econ 101?I for one am tired of reading it. I wish there was an ignore poster option because you'd be the first person I do it to.




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Vermicious_Knid
Wed Aug 11, 2004 11:58 am
#15


That's ridiculous. You don't help the weak by hamstringing the strong. That promotes mediocrity. If you can't compete, you can't compete. Even with the limits, the smartest, most resourceful people will figure it out again shortly and go right back to waxing your ass.


No amount of well-intentioned "balancing" will keep the cream from rising to the top, it will just make the process more painful and cause people to quit, and drive up prices.








joined42904 wrote:

Yay the devs.


The same folks who were opposed to harvester certs a while back of course oppose this needed limitation upon oligopolies. This should surprise no one.


The devs are finally starting to do right by the casual crafter.









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Every time I log in I'm terrified they changed the game to Dance Dance Revolution without telling anyone after holding a "focus group"

johnnyboy827
Wed Aug 11, 2004 1:11 pm
#16






Mkappus wrote:

Some theorize that by limiting the items people can sell, people will have to chose to specialize in certain product lines.


A weaponsmith may choose to just do marksman weapons, another may do melee weapons, another advance commando bh and limited use schematic weapons. No one could efficiently do factory runs of all weapons and sell them on a vendor with an item limit of 660.


By forcing specialization you spread the wealth. Instead of the one 12 point weaponsmith being a multi-millionaire, you would have a few millionaire weaponsmiths.


Personally, I think we may eventually get to something like this. But I think the short term pain is going to be terrible. Hundreds of thousands of items will be deleted. People will be looking for merchants to sell their stuff before it goes away, but merchants will be struggling to get their own inventories within the limits. Resource prices will go through the roof. No one will want to stock grind quality resources with low profit margins. Some of the best most established crafters may just quit the game.


In the end it could be a good thing. But getting there is really really going to be horrible.




I think it was stated that if you have more than the limit, your items WILL NOT be deleted. Just you cant sell anything until you reach lower than the cap.




<GLA>
Adante Lordsburg
Pistol-Packing-Doggy





Fhtagn
Wed Aug 11, 2004 3:49 pm
#17






johnnyboy827 wrote:


I think it was stated that if you have more than the limit, your items WILL NOT be deleted. Just you cant sell anything until you reach lower than the cap.





sure they will... 30 days (or less) after the cap goes in, stuff will expire from sale and drop into the storeroom -- you either relist it, pull it off the vendor, or lose it after 7 days. with the caps, you won't be able to relist, unless you're under the limit and then you'll only be able to put items on sale up to your limit.


good luck finding a place to put the rest of your stuff before it expires and disappears....





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in-game name is also Fhtagn.
ManicMarauder
Thu Aug 12, 2004 2:27 am
#18

IT would seam the only GOOD thing about this revamp would be the getting rid of empty vendors. But, do we really think thats going to happen? I've seen several vendors with high priced 'read me's' on mellons. What I think will happen on what is supposedly the only good part of this is that we'll just end up with a lot of mostly empty vendors with expensive mellons standing around.
Gavvot
Thu Aug 12, 2004 3:19 am
#19



joined42904 wrote:
Yay the devs.
The same folks who were opposed to harvester certs a while back of course oppose this needed limitation upon oligopolies. This should surprise no one.
The devs are finally starting to do right by the casual crafter.





I was, and still am against harvester certs.
I'm all for vendor limitations.

Two things that have nothing to do with each other.

But I think current are too low.
100 items per vendor at novice merchant and 300 at master is much better imho.



--
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Naxet
Thu Aug 12, 2004 5:58 pm
#20


Lukeborgman hit the bullseye. This will make my weaponsmith almost unplayable, at least and have any fun doing it.



Master Weaponsmith, Master Artisan, Master Pistoleer - Ahazi

Master Rifleman, Master Creature Handler - Tempest
LukeBorgman
Fri Aug 13, 2004 12:13 am
#21


The Vendor Nerf is all about increasing a very profitable startegy for SWG unique among MMORPGs. Increasing subscriptions by encouraging players to buy multiple accounts. This encouragement started when they made combat and non-combat skill points come from the same pool. If that were more like EQ2, this would not happen, and the game would be way more fun for everyone. Please give us 250 skill points for combat and another 250 skill points for non-combat. Merchants like this (the way it is)though, because it allows players willing to pay more in real life to get a much better/more profitable deal in-game.


I don't know anyone who would play their only character as a Merchant/crafter. Before the Vendor Nerf we could fake it by surrendering Merchant for combat skills. I will not pay for another subscription for myself, and I will not deal with a middleman, so after Publish 10, I'll quit being a crafter. I think there's a lot more out there like me. More customers for fewer crafters.That means the few profit at the expense of the many. Sounds a bit too much like real life to me. Too bad SWG couldn't see the fun in letting crafters be in business for themselves without a middleman, but I guess that hope was lost when they created the Merchant profession and made Bazaar limits preclude any serious crafter commerce.


I also don't know anyone who's really gonna stay a crafter selling things to someone else (another player as opposed to another character)for retail either, so ultimately the supposed goals of this nerf will not happen. Only the profit motive remains true.



Message Edited by LukeBorgman on 08-12-2004 12:15 PM



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testing SWG again
Fuddleduddle
Sat Aug 14, 2004 12:04 am
#22

And I just made 500 pieces of blob candy!



Octali Isir on Radiant
Master Artisan
Stratege
Sat Aug 14, 2004 1:46 am
#23

Well really, now craft in SWG like work. And making that change will make it more, looks like work. Since you wont able to stock all items in vendor, so you will need to make item delivers to customers or you will need to quit normal crafting… sine you wont able to compete with crafters who have 2 only crafting accounts, even with one only crafting accounts…




Characters:Posic Emoskoca - Master Architect/Artisan
WildMaN Blackheart - Master Smuggler/Carbineer.
Vendors:
NsA Emoskoca's Resources Tools N Junk(Lots of Resources, Power-Up, Tools and ets.)  Naboo: 827, 6435
NsA Emoskoca's Construction(Lots of furniture for low prices)  Naboo: 876, 6483

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