Business And Economy Archive
Thread: Should Artisan = Merchant?
Master combat characters can go out and solo a variety of creatures with buffs/spice/armor applied, be sucessful in their profesions, and depend on noone except the weapon and armorsmiths.
Ford Motor Company does not depend on independant merchants to sell it's wares, it OWNS the dealships. Most people in the real world who hand craft their own items sell them on their own, they don't depend on Wal Mart to sell and market their creations. So either way, large or small items, I don't see a reason to complicate these two professions.
As for factories and harvesters, again... I, as a private individual, in the real world, if I had the inclination or money, could purchase a factory that makes widgets and not have the slightest clue what they are or how to make them. I could, if so inclined, purchase the means or equipment to mine and harvest a variety of resources without much hands on knowledge or involvement.
IF IT IS NOT BROKE, Don't try to fix it!
BTW, just out of curiosity, what is the preferred professions of the person who started this thread? Just curious...
My alt is Master Artisan, and im halfway through merchant...and i am hoping to go up WS...but at the same time i want to master pistols..
I am at a crossroads...the SP is getting low, and i have barely even dented WS! I have a few choices, all of which i dont like..
option 1:
Drop pistols, and and put the SP into WS, and finish up with merchant
pros: I get to do what i wanted, make weapons and sell them.
Cons: I cant enjoy any combat, its basically like being forced to go to bed, even though the its still light outside, and you can hear the kids next door
playing in the street!
option 2:
Drop a bit of artisan, and put the rest of the SP into WS, finish up with merchant, and pistols
Pros: i can make weapons, and i get all the selling tools from merchant, plus i can go out and fight, and have fun
Cons: I loose experimentation points, which are needed for me to make 99.999 repair tools...which outsell even the best resources i have for sale....(i thank it all to a conductivity:1000 spawn of copper!!!) plus bone armour, and i like to use voritor and kimo scales to make it better, it sells really fast.
Option 3:
Only dabble into merchant, and keep the rest of the SP for WS and pistols
Pros: I can do everything i wanted
Cons: my ability to sell, and compete against other crafters with mastermerchant is severly limited.
But eventually i will get a second account, which will be a Master merchant/ Master Armoursmith...that coupled with my Master Ranger, will be one hell of a money maker!!!
Message Edited by shilo2 on 02-09-2005 08:45 PM
Exhibit69 wrote:
/quote
Ford Motor Company does not depend on independant merchants to sell it's wares, it OWNS the dealships
/endquote
Actually thats not correct at all. Ford Motor company licenses the dealerships, they are indepentantly owned and operated.
And in our world, with the exception of the internet, almost all business's buy product from the manufacturors, and then resell it at a profit. After all when was the last time you saw a ScottTissue store or a Johnson&Johnson outlet?
The virtual economy is not like one in real life. You just can't compare them with ease. The most difficult part in virtual economy is that everything in it should have a fun factor, otherwise it's no no to be in game. There are some classes that are on the bottom of the economy chain (think about entertainer tree for example), they can produce something (musicians) that is usable to minority.
The idea of making merchant like a tier between consumer and crafter is not working in the virtual economy.Thecrafters would sell their goods on their own vendors easier than finding merchants to do the sales. The loot lords would rather use trade forums to do the "deals of the lifetime". Theonly suffering classes are the ones who can not afford (by skillpoints) the artisan and or merchant tree (field crafters: CM/DOCs, Smugglers, Rangers), they need to sacrifice their safety tobe able to own their businesses, or what is worse buy another account, which is outrageous IMO.
The simple removal of skillpoint requirements and prerequisite being in artisan tree (make it basic profession like politician), from merchant and eliminating business skills from artisan would make a huge difference. Artisan could use more usefull skills in 4 skillboxes (maybe repair skills). Everyone would be able to offer their goods at top rate service.
Don't forget, we are discussing all this to make the game more fun!
shilo2 wrote:
But eventually i will get a second account, which will be a Master merchant/ Master Armoursmith...that coupled with my Master Ranger, will be one hell of a money maker!!!