Business And Economy Archive
Thread: Browse all player vendors on a planet.
GlargTheKelfn wrote:
the logical way to do this is make merchant like pol is now, not take any sp. then anyone that wants to take the time can sell stuff.
Syrius_Windrunner wrote:
I don't understand how it sucks?
However, to play devil's advocate, going on a shopping spree for that one item you are looking for can be an adventure in itself (player created content.) One gets a chance to travel around to new places, kill some NPC's along the way and get some loot, and possibly even find some other things that are on the wish list. And finally a sense of satisfaction when that one item is found.
Deathtomelee wrote:Well, I am fully prepared to get flamed on this one, but I really don't care if I do to tell you the truth, and I apologize to all of those artisan types who have spent countless hours of their time making all of the usefull items out there.THAT BEING SAID.......The game has tried many things in order to lower prices and fix the economy, except one that actually works. Why do players get to dictate what something cost? GASP!!! you say? How dare you!!! Look, there are people out there spending 149 dollars in real life to get 20 mil credits in game. This has got to be the most rediculous thing that I have ever heard of. This is a game, people!!!! Not an excersise in macro economics and the GDP of various servers. Players should not have that kind of influence in this game to make a player feel the need to go out and purchase credits. The fix? Simple. Make every item available on a server provided vendor. In other words- if you want a DE-10, go buy one on the vendor that the game provides. Want some good oq ore? Go to the vendor and get some. Want some of those woolamander bones? To the vendor with you!!! Now, will this kill the artisan calss? Not at all. It might even make more people want to take that prof. Here is how:1. By having a server run vendor, the top price is fixed. It is going to be relatively high, but it will not be as high as what some players are asking for items that they know they are the only ones that are selling them. This makes players compete for the lower prices- I can make de-10 for X amount- Oh yeah? I can do that for even less!!! This is what drives the economy- Competition. The players aren't really competing as it is now- they ask around for what something is going for, and that is what they charge. The big money goes to he who can produce more for less.2. If say, for instance, a character needs something right now in game in order to advance, (a BH with seeker and arakyd droids for example) he is forced to rely on another player to advance. What if for some strange reason, those two items had not been made for a while? Now the BH has to go search out another player that is willing to make them. This just doesn't sit well with me. Another player should have no dominion over the ability of someone to advance in the game. If worse comes to worse, said BH should have the option to just go buy it from a vendor that will always have them- i.e. the server. It should be for a price that is higher than what most players would be willing to make them for, but so what. We as players would be garunteed an item at a fair price, and not one that we are forced to go out and spend rl money to afford in an auction. Remeber guys, as much as some of you hate to admit it, there are kids that play this game who do not have access to that kind of money.alright....let me have it!!!! lol
you are nuts. fixing prices would make most crafter types leave. look, you can be just like everyone else, and have exactly the same money. seems lately there are a lot of misinformed people pushing a comunistic style economic control structure. obviously these people have no clue what the end result of such a system is; everything sinks to the lowest common denominator.
prices are what they are because that's what buyers are willing to pay. and the game was built to force interdependance on each of us. that's why weapons / armor / damn near everything is player crafted, not npc provided or looted, ala diablo.
If worse comes to worse, said BH should have the option to just go buy it from a vendor that will always have them- i.e. the server. It should be for a price that is higher than what most players would be willing to make them for, but so what.
Deathtomelee wrote:
Well, I am fully prepared to get flamed on this one, but I really don't care if I do to tell you the truth, and I apologize to all of those artisan types who have spent countless hours of their time making all of the usefull items out there.
THAT BEING SAID.......
The game has tried many things in order to lower prices and fix the economy, except one that actually works. Why do players get to dictate what something cost? GASP!!! you say? How dare you!!! Look, there are people out there spending 149 dollars in real life to get 20 mil credits in game. This has got to be the most rediculous thing that I have ever heard of. This is a game, people!!!! Not an excersise in macro economics and the GDP of various servers. Players should not have that kind of influence in this game to make a player feel the need to go out and purchase credits. The fix? Simple. Make every item available on a server provided vendor. In other words- if you want a DE-10, go buy one on the vendor that the game provides. Want some good oq ore? Go to the vendor and get some. Want some of those woolamander bones? To the vendor with you!!! Now, will this kill the artisan calss? Not at all. It might even make more people want to take that prof. Here is how:
1. By having a server run vendor, the top price is fixed. It is going to be relatively high, but it will not be as high as what some players are asking for items that they know they are the only ones that are selling them. This makes players compete for the lower prices- I can make de-10 for X amount- Oh yeah? I can do that for even less!!! This is what drives the economy- Competition. The players aren't really competing as it is now- they ask around for what something is going for, and that is what they charge. The big money goes to he who can produce more for less.
2. If say, for instance, a character needs something right now in game in order to advance, (a BH with seeker and arakyd droids for example) he is forced to rely on another player to advance. What if for some strange reason, those two items had not been made for a while? Now the BH has to go search out another player that is willing to make them. This just doesn't sit well with me. Another player should have no dominion over the ability of someone to advance in the game. If worse comes to worse, said BH should have the option to just go buy it from a vendor that will always have them- i.e. the server. It should be for a price that is higher than what most players would be willing to make them for, but so what. We as players would be garunteed an item at a fair price, and not one that we are forced to go out and spend rl money to afford in an auction. Remeber guys, as much as some of you hate to admit it, there are kids that play this game who do not have access to that kind of money.
alright....let me have it!!!! lol
It seems that you have very limited experience playing MMORPGs. The term "game" must be used very loosely when describing them because this type of game has more in common with a job in real lifethan a game. Games have winners and can be beaten. Jobs, real life, and MMORPGs cannot be beaten and don't have winners. MMORPGs reflect real life more than many of us want to admit. Their intricate economies that blur the lines between reality and virtual reality prove that fact quite well.
MMORPGs have items and credits selling for real money on Ebay and people who will level your account for you if you pay them either in game or real cash. They have people getting married and people committing crimes and fraud. There is actually a company that employs about 100 people in 4 shifts that simply picks up and delivers in game items and cash for all the major MMORPGs!
Now you say that since this is a "game" that people should all have the same access to the same things so that their advancement is never impeded? I not only disagree but I would also argue that this simply is not possible because this type of "game" cannot really be classified as a game at all. Have you ever heard of a non-MMORPG game where one player will pay another player, in the game currency, to go out and hunt for something for him/her? Did you ever hear of someone paying their friend to level up their characters in Final Fantasy 3 or find rupees in Legend of Zelda 1? Have you ever heard of anyone referring to a non-playoff game of Madden as "the grind?"
The reason that people play these games the way they do is because they are just barely considered to be games. Go check out all of the "special services" that Ultima Online offers to its players, for a fee of course, and you will see what I mean. Some people play as a job. Some people play to meet people. Some people play it as a pure game and some of those people decide that they want to spend their in-game time playing and enjoying the features instead of "grinding" to unlock those features.
You cannot request that a MMORPG be more like a single player game because it's just not feasible. The whole popularity of the MMORPG is founded in playing a game that really does have some real-world connections.
Message Edited by TJMaverick on 02-03-2005 12:22 AM
1. Quality
2. Price
People will have to make better and better quality products and prices will get lower and lower. This will be amplified on the Bazaar because their will be immediate comparisons. However, there was a wonderful thread regarding the state of the economy where it was shown there was no inflation of prices. In fact, people demand the high quality (the best) for the lowest price. What this will do is squeeze out all but the players with the best quality items. For items that do not require quality, prices will begin to be slowly shaved to lower and lower costs. This will definitely benefit the Customers because they can buy for cheaper, but it will hurt the game significantly. Nobody will be able to buy resources; they will only be able to harvest them themselves because a 1 cpu (rounding up) to harvest versus a 2-3 cpu to purchase is a huge difference when you are trying to shave overhead expense. Therefore, it will become increasingly necessary to get a second account to play (for increased mining).
On to requiring Master Merchant. For most crafters, you need to be a Master (Insert Crafting Class), Master Artisan (for subcomponents) and now Master Merchant. Right now, they can get away with 3000 Merchant to advertise and still have 3 Merchants. With that, they can still master one of the combat professions (e.g. Pistoleer/TKM/Rifleman/etc.) I for one, again, do not want to pay for another account. Also, what about those people that want to have multiple crafting professions? They could not do that and be a Master Merchant.
People without Master Merchant would rarely get any sales (unless they got around by word of mouth). They would only be able to advertise in their little hut or spam at the starport. And because everyone JUST wants to use the Bazaar, why would they want to think about checking the map (ctrl+V) or check a couple vendors when they can do one-stop shopping! The rest of the Merchant Branches becomes useless. However, at the same time, I do agree that nothing short of Master should be allowed for this ability because it would be very powerful.
Changing this would hurt a lot of crafters. They would be forced to drop one of their crafting classes (for multi-crafters) or remove almost all ability for combat! Again, forcing people to activate a new account.
I know this might not be a popular belief for non-crafters, but please take my argument under consideration.