Artisan Archive
Thread: Bazzar fees sould be percentage based.
Bazzar fees should be percentage based, especially this on early in the game.
Right now, the market on Starsider is dictating around 20-30 credits per weapon... unfortunately, the bazzar fee is at (around) 25.
What's the point of making a weapon, only to throw it or give it away? Just my 2 cents
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No way you should be charging so little for your weapons. You have to fact that some people just aren't going to want to buy beginner weapons--others will. I had several requests for weapons today.
Do you experiment on your items? If you do (and you should), make sure to put the stats in the name or description. for example: CDEF Rifle (range, damage)
I guess that's the limit of the local market. I can't really head off to areas of high demand until I get more cash. I guess I understand the reasons for the flat rate... just with the understanding that it will only hinder the supply side on the onset, and reward the demand side as the game grows more complex (and as monies slowly stay in the system).
I just think that the % based system would benefit the economy at all levels of maturity... keeping inflation down at a mature stage, and keeping the supply side healthy on the onset. Again, just my few cents. ![]()
What they want you to do is either become a merchant or sell your items to a merchant who will then turn around and sell them on their vendor.
I see. So then, the overall point of the bazzar is to help the supply side on the early stages of the game? How dissapointing... granted, the community benefits by interacting, trading one-on-one, and such... Acoulpe of months down the line, cities and merchans will rule, but what about now? I mean, in the overall shorter term?
10,000K limit on bazzars means that they are meaningless 1 month into the game. If they put such a high fee on the bazzar, there's only a short window for opporunity (roughly 3 days - 14 days into release). Course, that could all change with the mission monetary restrictions...
All I'm saying, is that a % based fee would curb bazzar use at all times of the economic cycle. Right now, I can't sell my weapons for a profit. I may be able tomake a cleaning about 13 days in, but (assuming that the devs cant keep monies flowing out)Imay reach a ceiling of 10,000k on any item, regardless of it'strue economic value. Doesent make sense, economically. If anything, bazzars should begeared to the early stages of the game...
Bah, bazzars were so buggy during release, mabey it's a god's send.
. GL all. And thank you for responding to my post.(This game is the bitchinist!!) ![]()
CDEF weaps on Lowca go for about 250-500 creds depending on the damage.
-Z
NeoHelios - That's a great idea!
They could use the Bazaar fees for:
- civic monuments (more statues or fountains...ok maybe not fountains, FPS leeches that they are)
- holiday fireworks displays
- a plain old lottery
Or anything else that contributes to the atmosphere of a living breathing world, and not just a Bazaar fee as a control mechanism
Trying to formulate economic policy around CDEFs is not a good idea. The problem with the CDEF is that it's obsolete out of the box -- every Novice Marksman starts out certified for better weapons (which can't be produced until Weaponsmith is reached). As such, the market for them is inherently limited, except at the beginning of the game.
A percentage-based bazaar fee encourages crafters to lowball their items for quick turnovers and low bazaar fees, cutting our already thin margins even more. If anything, I think the fee needs to be raised to 50 cr and enforced as an absolute price floor -- do not allow anybody to sell at a loss.