Artisan Archive
Thread: Anyone Explain the Price limit on Instant Sales on Bazaar?
Raising the price cap on the bazaar would kill vendors. You might as well just take vendors and merchants out of the game. And honestly, at that point, you'd take 95% of artisans out of the game because the playstyle would be nothing more than click and list. The fun of being a craftsman is running your own shop, having people stop by, finding them what they like.
Be glad for what you have, the elitists in the "pure merchant" community want to take away the vendor from Business 3 to force all sales to go through them.
Perhaps, the cost of doing business at the Bazaar would be.
20 credits per sale up to 3,000
50 credits per sale up to 6,000
100 credits per sale up to 10,000 (and that being the price cap)
I think 3,000 is a bit low, since aquiring a house, and vendor istoo high for the new players who didnt have the option of building a slightly better CDEF weapon for 2k, or bone plate armor for 5k.......when the game first came out. When the game first came out, so I hear, artisans had it on easy street, and now they have a monopoly on market driving miners into the dirt and newby artisans into eating dirt.
For a resource seller (I am one), the limit on the bazaar tha matters in number of sales you can have active at once. Right now I'm working on achieving business 3 so I can have a vendor. At that point I'll sell on the bazaar with notes to attract business, and put other items on my vendor to avoid the bazaar number-of-sales limit. I will probably sell at *less* than 3000 per set of resources at that time, since I won't be trying to pack all of my resources into as few offers as possible.
So, there are two limits here, both of which encourage personal vendors. For high value items, it's the 3000 credit per sale limit. For commodity items, it's the number of sales limit. Both make sense (although it's harsh trying to get general crafting experience when you don't craft, but only do business.
<i>I think 3,000 is a bit low, since aquiring a house, and vendor istoo high for the new players who didnt have the option of building a slightly better CDEF weapon for 2k, or bone plate armor for 5k.......when the game first came out. When the game first came out, so I hear, artisans had it on easy street, and now they have a monopoly on market driving miners into the dirt and newby artisans into eating dirt.</i>
A monopoly isn't possible in this game. I can start a new character on any server and within about 5-6 hours have enough cash/resources to grind my way into any artisan elite profession, and within 2-3 days get to the point where I've got a shop, vendors, etc. Yes, people who've been playing longer do have an advantage, but that advantage isn't insurmountable. The *only* advantage that is insurmountable isn't one of time, but of reputation: if you are a jerk, you won't do well regardless of how long you've been around. If you're decent to your customers, you'll do very well, even if you're new.
Oh, and, to get back to the original point of this thread: the limit makes perfect sense - it is the justification for the merchant class, as well as the justification for several money sinks.