Artisan Archive
Thread: PETITION! Trading Terminals in cities that list items on player owned vendors!
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Right now, unless you can price your item or split it so you can price below the 3K limit on the bazaar, SWG completely fails to provide a means to realistically connect buyers and sellers. Once you've graduated from the Bazaar, your forced back to networking, word of mouth, shouting in populated areas, and in short, complete BS methods of operating a market. It's this failure thats the reason why player owned vendors are being used for just about anything but as vendors they way the DEV's intended. As things stand, more that 90% of the player owned vendors will never be used for anything more than storage and mail boxes. The following is a solution to fix this problem.
Place new standard style terminals that look like the bazaar terminals but are a different color, possible blue or green, in all the cities near the red bazaar terminals. These are "Trading Terminals" which functions as follows:
1. Items can NOT be posted for sale or auction on these terminals. They only list items that are currently listed somewhere on a player owned vendor.
2. Items can be purchased but not retrieved from these terminals. Purchaser must go to the player owned vendor to retrieve the item.
3. The default filter for these terminals is planetwide. After all, there are no player owned buildings in the cities region and there for no player owned vendors or items for sale in the city's region. The only other filter option that can be selected is galaxy wide.
4. Items must be listable on these terminals with only the bulkly style terminals available to players with business 3 skill. It can NOT be gated by requiring Merchant skill. Sorry, wont fly using this to justify the existance of a broken profession that people can't afford the skill points to waste on. Especially given how tight skill points are getting and will be come even worse with the elite-elite professions that will be added.
5. The player crafted data terminals that can be placed in houses should function as these new trading terminals giving people access to the Player Vendor Network in their businesses and homes. Currently, these data terminals use alot of resources and electronics but do absolutely nothing except look pretty. Put them to good use.
Yep that's not a bad idea at all ![]()
I especially like the idea of having a terminal available for me to use in the shop so I can check prices throughout the planet.. Very handy - as it stands if I want to keep my finger on the pulse, I have to spend 2 days real time trawling through all the vendors on the planet, 90% of which are empty !!!
I'm not too sure what you meant by #4, with the whole Bulky vendor thing, but it could be that I'm still waking up
Other than my misunderstanding of #4, I really like the ideas you put up there.
/signs
Perhaps some Merchant skill could give merchants an advantage on this network, but nothing should gate non-merchants completely out of the network.
/gag
We merchants are the ONLY board that spends so much time worrying about non-merchants.
I have never seen a thread in Creature Handlers called "Maybe we should give other players a chance to steal our fire", or a thread in RIflemen saying "Let's nerf ourselves to be more in line with Carbineers".
We have every right to be unique and powerful just like any other 'elite' profession..and if people dont' like it..let them become Merchants.
Not too bad kinda like internet shoping. I know I wouldn't have one in my store but would love to be listed on this. I think two levels of content should be listed however ... as I am one of those anti casual vendor people screwing up my vendor fees type of people ...So I for one think merchants deserve the perks over the lowly artisan vendor...
- Create two seperate tabs, one for merchants one for casual sellers.
- Limit casual selling to items under 3000 credits. No limit for novice merchant and above.
- Charge casual sellers20credits per sale like bazzaar. Merchants20 credits reduced by any reducedby effieiency.
- Limit casual sales to specific planets. Allow merchantsaccess to galaxy.
-Make registering on the "vendornet" an option for vendors/merchants so they can sell like normal and not pay the 20cr per item.
- Allow owner of data terminal to charge a data terminal use fee... or at least a fee for selecting a shoping option in case they add more to the terminals later.
Tankus
Let's put things this way. More than 90% of the player population doesnt read the forums, doesnt open the vendor tab on the planetary map, and doesnt go wandering around trying to find player shops. To them, if it isnt on the bazaar, it doesnt exists. Most likely, the only shops they know about are the ones they happened to find out because the shop owner wandered by with their title turned on and the got a waypoint from the directly.
Sorry, but this word of mouth, shouting your shop location in cities, and all the other crap methods of trying to get the word out about your shop is just that. Pure crap! Why don't we all go back to the puke of hanging out in a designated market area like we had to in EQ? Sorry, I require SOE to do much better than that. SWG after all is a high tech setting. So why have a dark age market system? My turn to /gag!
ArdenStarmariner wrote:
It's important that the DEV's don't take this and then gate it by requiring that you have some skill under the Merchant tree to get your items listed. That would leave alot of crafters out in the cold that can't afford to spend skill points training Novice Merchant.
Perhaps some Merchant skill could give merchants an advantage on this network, but nothing should gate non-merchants completely out of the network.
Why should crafters automatically get skills which should be for merchants?. What rights do crafter have getting these skills for nothing?. Its like saying crafters should get Novice pistoleer skills because they have to leave the safety of their houses to get to their harvesters. I'm sorry but demanding a feature like this is made available to all crafters with Business 3 is total BS.
If a crafter wants the abilities of a merchant. They should have to spend the points in merchanting to get them...As a merchant I have to spend points in Weaponsmith If I want to craft weapons, Why should crafters not have to spend points in merchanting. >> ????
I also think that this should be a Merchant skill. It seems to me that it makes more sense to fix the profession rather than give up on it. This would encourage artisans to work with merchants, instead of making us completely pointless.
I really like the idea of using the in-house terminals. I also think it would be good if we could put these and our vendors on the porch, or in some other way differintiate our houses .:[Make another class of building for architechts, only usable by merchants!]:. from the riff-raff around us.
/sign
StupidApe
Altho some good ideas, why not just use the tools allready at our disposal.
Let me elaborate a little, as there may be some confusion to exactly what I mean lol.
At one point in beta, Vendors and bazar terminals had the options for regional, planet and galaxy. They both could/would display anything posted on the bazaar or on merchant vendors within each of those given categories. The only problem I ever saw listed about this setup, was that some people were exploiting this system. People would put items up for sale on their own merchants inside a private house. People at a remote location could buy their items, the seller would receive credits, the buyer would receive a waypoint to the shop where the item resides. The problem was in a private residence, you couldnt walk in to get your purchased item.
Now this was a problem at that time, but I do believe I have seen it stated that they are going to, or have allready made it so vendors could not be placed inside private residences. If this is the case,I would hope they would revert back to the old way of the markets.
Basically I dont see the need to reinvent the wheel, especially if the explot with vendors in private residences has been fixed. Just go back to how it once was, it was a great system, except for the few who spoiled it for us all ![]()
Trash
There is still a problem. Vendors can be placed in buildings with access fees. You buy an item for 200 credits, then find the shop is going to charge you 5000 credits to get inside. Unless buildings with access fees have their vendors excluded from the listing, or are marked in some way, it would be open to exploiting still.