Bio Engineer Archive
Thread: Contract Vendors a possible answer to the I need a vendor & can't spare the skill points issue
Well you used to be able to do this, but it was removed for the same reason the devs don't want to put it back in. Personal I would have rathered not having a skill requirement for vendors and letting anyone place one, but I can understand why this isn't so.
Message Edited by SomeUser on 06-10-2004 03:34 PM
Akelan wrote:
I was hoping the idea of the contract, and making the vending machine separate from the merchant's existing potential vendor pool would help further the merchant's abilities, though I do understand their possible reaction to it as trivializing the merchant's own vendors.
I do think there would have to be some limit on the number on the number of these a merchant could control whether it's part of the main vendor pool or seperate.
What about the possibility of vending machines that are empty also perhaps "re-deeding" themselves on the spot after a period of time with no transactions as well? Would that solve the "too many unused vendors" issue?
Actually, I think that's probably a good idea for any vendor.
I would also suggest that the vending machine not have a "stockroom" that could be used as "stealth storage", but that items being placed for sale on the vendor go direct from inventory to the "sales floor", and a hopper similar to the output one in afactory would collect the unsold items if they de-listed after a period of time, so they could be retrieved but nothing could be added to the vendor to store in the bin.
This actually isn't much of an issue and you'd have to be careful of this being used to bypass normal house storage limits. Much to my chagrin, I discovered that any items left in the stockroom get deleted after 7 days (Ilost more than a couple million dollars worth of merchandise this way) This in itself really cuts back on using vendors for storage.
Should BE's be given a template to make a Pet Vendor, that looks like a Sharupat with a whip and a hat that lights up and says "Lion Tamer"?
<shudders>
That's just wrong
See, to me the biggest problem is not the problem of making sure the merchant gets his cut, or how the sale is done, it is all about how one maintains stock.
There is the 25 item limit on "offers". There is the problem with the timeliness to which the merchant can list the items for sale (this problem is worsened by the fact that the merchant is never notified when things are offered, or when the merchant's vendors are not in close proximity to one another - i.e. on other planets). And of course when the merchant goes on vacation or takes some time off from the game, you as a supplier are completely hosed. May as well stop crafting. The other problem is that it is extremely desirable for you as a crafter to be able to pick up things from the vendor that others are offering to you (meat, etc for BE's). There is also a problem with returns or exchanges (not particularly important to a BE, much more so for a tailor).
The money thing is always something that can be worked out. These other things, I dunno.
SomeUser wrote:
2. The player would offer his item to the vendor at his price and agree to the % the merchant would receive.
ArthurDentOnBria wrote:
See, to me the biggest problem is not the problem of making sure the merchant gets his cut, or how the sale is done, it is all about how one maintains stock.
There is the 25 item limit on "offers". There is the problem with the timeliness to which the merchant can list the items for sale (this problem is worsened by the fact that the merchant is never notified when things are offered, or when the merchant's vendors are not in close proximity to one another - i.e. on other planets). And of course when the merchant goes on vacation or takes some time off from the game, you as a supplier are completely hosed. May as well stop crafting. The other problem is that it is extremely desirable for you as a crafter to be able to pick up things from the vendor that others are offering to you (meat, etc for BE's). There is also a problem with returns or exchanges (not particularly important to a BE, much more so for a tailor).
The money thing is always something that can be worked out. These other things, I dunno.
SomeUser wrote:
2. The player would offer his item to the vendor at his price and agree to the % the merchant would receive.
ArthurDentOnBria wrote:
See, to me the biggest problem is not the problem of making sure the merchant gets his cut, or how the sale is done, it is all about how one maintains stock.
There is the 25 item limit on "offers". There is the problem with the timeliness to which the merchant can list the items for sale (this problem is worsened by the fact that the merchant is never notified when things are offered, or when the merchant's vendors are not in close proximity to one another - i.e. on other planets). And of course when the merchant goes on vacation or takes some time off from the game, you as a supplier are completely hosed. May as well stop crafting. The other problem is that it is extremely desirable for you as a crafter to be able to pick up things from the vendor that others are offering to you (meat, etc for BE's). There is also a problem with returns or exchanges (not particularly important to a BE, much more so for a tailor).
The money thing is always something that can be worked out. These other things, I dunno.
Talthazar wrote:
Would these really count as offers though? I gather that the idea for this system is that the offers would go directly to a sale rather than sit on the "offers" menu waiting for the merchant to deal with it. Once it's on the "for sale" menu rather than the "offer" menu, I would think it would no longer count toward the number of offers for the crafter.
I assume there would have to be some final approval on the vendors... Could you imagine the grief potential there? All one would have to do is get a few crates of weapon power-up and offer them to the vendor one by one at some low ball price filling up a merchant's vendor with junk...
That problem would be made much worse if they add item caps...