Artisan Archive
Thread: In Testing.. Publish 10 Changes You Might Want To Voice Your Opinion About..
Guruweaver wrote:
I'm expressing my unhappiness with these numbers as well.
If you all could, could you cite for me, in this thread, any harm these item restrictions would cause your business, be specific, please.
I'm highlighting this thread to the devs.
Take care,
Guru
Will do, Guru.
Currently, my shop--The KhrisNea Company--is set up in a way similar to a mall, but it's not the kind where everyone just puts in a vendor and so on. I have a second account that I share with a friend who is a merchant (3-0-0-4) and we run it like an actual business. I'm a Master Tailor who has been a Master Architect as well and our Company is comprised of three RL friends who have combined their efforts into this business. Overall, our shop has a Master Tailor, a Master Artisan, a Master Droid Engineer, a Master Weaponsmith, a Master Bio-Engineer (who is working on Chef) and a Smuggler. His 6 vendors covers all of this (none of them are "illegal" vendors; he has the skill to manage all of them). On average, each one of these vendors has 500+ items on them. And none of this is "filler" items. It's rare that I get one of those little "auction ended" e-mails because it all turns over. I'm also the primary crafter and supplier for my city.
As a tailor, I have a ton of schematics and a color pallette of 255 colors. There is no way for me to show customers the range of items I have available unless I have at least on of each on the vendor, although I usually carry more of each item so people don't have to wait for a custom order and can get what they want right away. Even with a very well-stocked vendor, I still spend hours each day filling custom orders that keeps me from doing much else in order to keep my business profitable.
As an architect, I got burnt-out because of the huge number of "on-demand" orders for harvesters when a good spawn would come up. Getting several "I need 10 BER 10 harvesters....right NOW" when I was trying to enjoy my evening with friends finally made me quit the profession. I couldn't keep them stocked. I'd make several every day and they'd be gone in a few hours. Most of that was due to the hologrind, but I still see it happening to other architects now. On the flip side of that, I'd get gushing thank you's for actually having furniture and housing in stock....and items they may never have seen before because most architects didn't bother making them.
Long ago, I learned that so many crafters only carry the BEST items....the ones they can make the most off of. Not that there wasn't a demand for other items, it's just that most wouldn't bother trying to stock a vendor with them. More buck for the bang so to speak. So I carry those harder to find things. And make a decent profit off of it. Not a HUGE profit, but enough to cover my costs and make a bit on the side. I like crafting, so I'd much rather do that for credits than make SWG nothing more than an expensive FPS game when I need credits.
A huge part of my sales comes from component crates. Master Artisan items like Control Units. Droid Engineer storage compartments. Tailor items like synthetic cloth, reinforced fiber panels, and trim. All these things that other classes need, but generally have a hard time finding. A lot of tailors get annoyed when asked if they can make a schematic for synthetic cloth or armor padding....and often get offered nothing in return for them. I make a lot of sales by having these items pre-made and there on-demand. I make it ahead of time so I don't have to drop everything I'm doing just to make a few credits on a special run.
With an item limit as it currently stands, I'm out of business. I'll join the masses and become a combat junkie for credits. Even now I'd make more money that way, but I enjoy crafting.
With a slight increase of the cap, I'm still out of business.
If I could have a 500 limit cap PER VENDOR with the skills I have now, I can deal but it would still mean a major cut-back on the items I have to offer and would force me to spend even more time on custom orders. And custom orders are usually an e-mail saying "make me x, y, and z. Send me a /tell when it's done." Meaning 0 interaction with anyone else during the entire time it takes me to make said order.
With the other merchant changes (removing "illegal" vendors, removing empty and abandoned vendors) but no change on the item cap, my business will improve greatly. Less time for the customer running from one end of the planet to another (or from one planet to another) finding absolutely nothing makes everyone happy.
Summing up, I make people happy by having well-stocked vendors. I make people's lives EASIER by having well-stocked vendors. The ability to HAVE well-stocked vendors makes the game more fun for the buyers as well as for me the crafter (less "on demand" crafting when I might want to be doing something else cuts down on the burnout factor).
IN TESTING.......
-Vendor item limits will now be based on player skill. (Players over either limit will not be able to add new items for sale on vendors).
Artisan Business 3 Get (1) Vendor, that will hold (50) items, for a total of (50) items for all vendors
Merchant Novice Get (2) Vendors, that will hold (60) items, for a total of (120) items for all vendors
Merchant Management 1 Get (3) Vendors, that will hold (70) items, for a total of (210) items for all vendors
Merchant Management 2 Get (4) Vendors, that will hold (80) items, for a total of (320) items for all vendors
Merchant Management 3 Get (5) Vendors, that will hold (90) items, for a total of (450) items for all vendors
Merchant Management 4 Get (6) Vendors, that will hold (100) items, for a total of (600) items for all vendors
Merchant Master Get (6) Vendors, that will hold (110) items, for a total of (660) items for all vendors
Yes I know this is "in testing" and I know it says "These are the Test Center Patch Notes and are subject to change before publish 10 is pushed to live servers"" blah blah blah..
I'm not liking these proposed changes because I'm a Master Artisan, Master Architect and Master Chef. If I crafted every item I'm able to craft, it would abouttriple the (110) proposed max items per vendor. I have 300+ Deeds on my structure and 500+ items on my furniture vendor.. I would suggest to voice your opinions now before we become limited in taking care of our customers, cause I pride myself on my well stocked vendors
AloraElon wrote:
The general idea of the change is fine--good to remove all those empty vendors. But the item caps are way too low. I sell thousands of individual items.
If they must have caps, they should be about 10 times the caps listed.
Over the last year I've built a powerup business on Wanderhome. ON AVERAGE since the game began I've sold 66 crates of powerups per week. This last week I sold 254 cases. My business is spread across 4 vendors each with a selection of at least 21 items I've found to be good sellers. I try to keep 5 or 10 crates of each type of item in stock, though I've found though hard work that some items need to be stocked to 20 crates. I restock twice a week. My vendors have between 80 and 300 items on them depending on sales.
With the proposed change I will not be able to stock the variety or quantity that I do now. I will not be able to keep the vendors stocked even if I cut back on variety -- my four best selling items exceed the limits (127 cases last week) -- and I don't want to put more time into traveling to and restocking vendors than I do now.
I will be hurt when the work I've put into building a business is trashed by what is -- within the context of the game -- an arbitrary change. Being hurt isn't fun. Why put this kind of time into something that isn't fun?
C-Park Finner
Guruweaver wrote:
I'm expressing my unhappiness with these numbers as well.
If you all could, could you cite for me, in this thread, any harm these item restrictions would cause your business, be specific, please.
I'm highlighting this thread to the devs.
Take care,
Guru
Harm?
Lets see... reduce the amount of items that can be sold on a vendor and you make it hard to keep those vendors stocked fully. THis is because we cant store a lot of items in our houses... especially when there are multiple componants and resources to put into a item to make...... so now by capping vendors and such a horribly low level we have no where to store stuff we make and as such our vendors will go empty faster..
Nothing like removing stuff from the game.. maybe they will go loot based and just nerf crafting entirely..
I for one do not like having my purchasing power limited to this level, nor my selling power limited..
Maybe they just want us to sell direct to people instead of with vendors..
I think the economy is going to take a rapid nose dive as a result... sigh
Message Edited by Sytem on 08-07-2004 12:33 PM