Bio Engineer Archive
Thread: Why you can't find a BE on your server...
Ani_cul wrote:
Touchy touchy..
I would hate to see a new way things are bought and sold,
master merchant, we get enough 'lets fix this trade' over there already
But I am in favor in seeing something that lets crafters post what they are searching for
even if its server dedicated threads,
NOT the trade forums, these dont work for us this way.
I think Lloyd is just talking about a sort of reverse vendor, where items are advertised for and bought.
Currently vendors can be used in this way already, but people seldom do. A six-sided cube named "Will pay 100 cpu for any "Virdani" Naboo eggs offered to this vendor" can be placed on the vendor at a maximum price. Any customer reading the cube can offer the eggs to the vendor and the owner buy them. A vendor can even be named "Buying YOUR Goods" and loaded up with such orders.
I think all Lloyd was suggesting is a specific vendor type for this process.
Hylidex wrote:
I think Lloyd is just talking about a sort of reverse vendor, where items are advertised for and bought.
Currently vendors can be used in this way already, but people seldom do. A six-sided cube named "Will pay 100 cpu for any "Virdani" Naboo eggs offered to this vendor" can be placed on the vendor at a maximum price. Any customer reading the cube can offer the eggs to the vendor and the owner buy them. A vendor can even be named "Buying YOUR Goods" and loaded up with such orders.
I think all Lloyd was suggesting is a specific vendor type for this process.
thats exactly what I meant, however I was suggesting it as a format similar to the current Mission Terminals, but players create the mission.
For Example:
Mission for 10k of XXX Dath Carn Meat. Paying 30cpu.
Then it could be implemented that either as the meat is harvested it is collated for the mission in particular(a little complex to code), or that the mission contains details of how to drop off the resources.
This could be applied to other goods, for example:
Mission for 40 identical crates of +87 BSN paying 1mill.
or forPets:
Mission for cl10 pet >=9k Health, >=50% kin paying 200k.
It is something that would add to both the RP aspects of the game, and make better integration of buying and selling. BH Terminals already allow hunting of Jedi players on top of traditional missions.
Im not suggesting that players be allowed to take out contracts on each other as that would spoil the no-forced PVP which I feel is good, but theres no reason why the goods market couldn't be 'missioned'.
Message Edited by ArthurDentOnBria on 01-14-2005 11:17 AM
LloydPickering wrote:
That was why I suggested that Merchants could be required to help you put missions up...
Ive had an idea for the resource gathering though....
The mission gives a price and has a total amount buyable. for example max of 100k bought at 30cpu. The contractor automatically has the money removed from their account (3,000,000 in example) andeverytime someone with this mission collects the resource, they are automatically paid for the units harvested, and the resource is taken from them and added to the mission terminal for that player, like offers to a vendor, only on a mission terminal.
When the maximum amount is reached, the mission ends for all players, or if the contractor cancels the mission, they get the money not spent on resources back. They also get any resources that belong to them by retrieving from the mission terminal.
(Still wondering about the player made items...this couldn't cover it)
Hmmm. This sounds more feasible than the previous thoughts. Perhaps a cancellation message could appear in the hunter's e-mails:
"Only 10% of the money allotted for XXX is still available"
I don't like the idea of being able to withdraw the contract, though. I'm imagining a hunter getting buffed and armored to go out to collect Kimogila meat, only to have the contract withdrawn suddenly as he has killed one of three that he found. The contract should end automatically when the resource dries up.
Interesting thoughts....
Oh, and Arthur, you look good without a hat from time to time.
I mean even if you made excellent tissues and the buyer refused to take them you could still find someone willing to buy em, likewise them with a good meat spawn, so noone really loses.
I think all in its still genius =p
if this was implemented id reactivate my account tomorrow
DarthCosmo wrote:
It could work like this example:
1. The BE placesthe order for 10k units of "Auvirah" a Dantooine Scaley Hide at 30 cpu and deposits 300k into the Terminal.
2.The BEplaces a timeline of 1 week to fillthe order.
3. The hunter goes to the terminal and the mission for 10k units of "Auvirah" is displayed.
4. The hunter clicks on Mission Details:
a. It tells him that 80% of the contract is still available and he has 6 days to fulfill the order.
b. The hunter agrees there is some risk that the contract will be filled before he can fulfill the order.
c. The hunter accepts to hunt on this contract.
5. The BE and huntergetemails listing the names of people working on the order.
6. The contract goes into the Datapad of the Hunter and is a constant update of the amount of contract remaining.
7. The Hunter returns w/ 2k units of Dantooine Scaley Hide, because his datapad shows that only 30% of the order remains unfilled. Time to get back to the terminal and collect 60k credits.
8. At the end of the week the The BE collects the 9k of Hide that was collected and is returned 30k credits for the unfilled contract.
This is just an example that could work. The only problem occurs when the Hunter is left w/ excess resource because the contract was filled before he could sell it. Hunter's will have to understand there is a certain amount of risk, but should be willing to accept the risk because the returns would be profitable for them. The hunter will also get emails telling him how many hunters are working on the contract which can help him decide on the risk of accepting this contract.
Also, the Hunter has an email listing the BE they were working for and can always contact them to see if they are willing to buy the excessresources from them.
Anyway it works, it would be definately much better than the current system.
Good example, but I would have the resources diverted from the hunter to the mission terminals as they harvest, not when dropping it off. That way, they will know when the contract is fulfilled without checking their mission as it will start to accumulate in their inventory.
DarthCosmo wrote:It could work like this example:1. The BE places the order for 10k units of "Auvirah" a Dantooine Scaley Hide at 30 cpu and deposits 300k into the Terminal.2. The BE places a timeline of 1 week to fill the order.3. The hunter goes to the terminal and the mission for 10k units of "Auvirah" is displayed.4. The hunter clicks on Mission Details:a. It tells him that 80% of the contract is still available and he has 6 days to fulfill the order.b. The hunter agrees there is some risk that the contract will be filled before he can fulfill the order.c. The hunter accepts to hunt on this contract.5. The BE and hunter get emails listing the names of people working on the order.6. The contract goes into the Datapad of the Hunter and is a constant update of the amount of contract remaining.7. The Hunter returns w/ 2k units of Dantooine Scaley Hide, because his datapad shows that only 30% of the order remains unfilled. Time to get back to the terminal and collect 60k credits.8. At the end of the week the The BE collects the 9k of Hide that was collected and is returned 30k credits for the unfilled contract.This is just an example that could work. The only problem occurs when the Hunter is left w/ excess resource because the contract was filled before he could sell it. Hunter's will have to understand there is a certain amount of risk, but should be willing to accept the risk because the returns would be profitable for them. The hunter will also get emails telling him how many hunters are working on the contract which can help him decide on the risk of accepting this contract.Also, the Hunter has an email listing the BE they were working for and can always contact them to see if they are willing to buy the excess resources from them.Anyway it works, it would be definately much better than the current system.
Awesome! Any chance a dev can look at this? Food for thought.