Business And Economy Archive

Thread: Should crafters be forced to be merchants?

pircio
Mon Jan 24, 2005 2:32 pm
#14

sorry i didnt spend a week making some of the best med supplies ever, and months of preparation and research for them, so i could trust my friend to sell things for me, hope that he is being honest, trust he is giving me the proper amount of money that we agreed on, or that he's giving me the money at all, wait for him to log at his convenience to pay me, not see who's buying what to maybe get in contact with them.


idk about you but that sounds fantastic. when i first started one character was enough, but i after i mastered doctor i wanted to craft, but i still wanted to master a combat profession, and at that point i did not have the skill points required to do that, so i'm paying the extra $15 to do it..mychoice to know what iam selling is being handled the way i want it. being a master doc/master anything combat means i cannot have ANY vendors with the alotted skillpoints i am given



Valcyn || IGN:: hexen - master architech, master artisan, businessman extraordinaire
Alt:: Seithe Moonstar - master swordsman, master fencer, master brawler, raging badass
New vendors coming soon, bringing you the finest in structures, homes, and vehicles
Khristen
Mon Jan 24, 2005 3:44 pm
#15

The vendor/merchant system needs some work before it's a viable system for reselling. With the current system, the merchant has to either have the cash funds up front to buy the item or the crafter has to wait not only for the item to sell but for the merchant to log in to get them the money and /tip it to them (keep in mind, too, that it's preferrable to do that in person because of the service fee on bank tips).


Building trust among players is a good thing, but a Novice Merchant is unlikely to have the funds or the credibility to run a successful resale business. With a few tweaks to the system (a consignment sale option, renting a vendor, setting items to forward the sale to another player, etc.) Merchant could be a much more viable profession in its own right rather than as a secondary thing to a crafter.




| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
DarkY0da
Mon Jan 24, 2005 3:49 pm
#16

Which is why isntead of asking to take away part of a profession so that they are no longer needed. It is much better to go out and push for additions to that profession that would better fit what is needed.

I have seen quite a few threads with the suggestion of giving Merchant a Reseller Vendor that would allow them to make a percentage of the sales while still giving the hands on control that crafters and loot sellers are looking for.



Oh-Orb Rizo Twi'lek
Just hanging out... watching with interest what changes do or don't happen.

I support the NDE. (New Drygo Experience)
Server Pop Snap-Shot Feb. 06 link















Kinshi
Mon Jan 24, 2005 4:10 pm
#17

Yes, the solution for handling not wanting to be a merchant requires no game changes, you just have to make a partnership with a merchant who will buy your goods at wholesale.

Then you dont have to worry about them after that point, it all becomes the merchant's problem, and unlike getting others to sell for you, you get paid up front.

You have to be willing to accpeting making your money on quantity as you cant wholesale goods at retail price to a reseller. Basically you have to make it so there is some money for the reseller to make.
IntoTheGarbage
Mon Jan 24, 2005 4:47 pm
#18


No they should not.


I have posted a solution many times. Give merchants the ability to access all vendors in the galaxy, advertised or not. If merchants had this ability, a crafter would not have to be a merchant as well. They could craft there goods, sell it wholesale on a basic vendor, and a merchant could then buy it and retail it.




___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
pircio
Mon Jan 24, 2005 4:56 pm
#19

are you not paying attention? I just made 6.63 mil worth of product


who is going to pay me my 6.5 mil to resell it? not many people... and i'm sure as hell not going to lower my price, thats 17k per enhance pack, and if you're wondering, its 28 uses, 900 power for 3.5 hrs, so that's cheap on most servers, and definately on mine. So whomever buys it from me is going to mark it up, and if enough people start doing this, we're inflating the economy and all of a sudden the price of a buff set for you is 20k and you're complaining.


i like the "shared vendors" idea... and whoever places the item for sale is the one that gets the e-mail, saying its sold, an whomever the owner is gets an email stating that 'so and so sold blah to this guy, you received X amount from the sale'



Valcyn || IGN:: hexen - master architech, master artisan, businessman extraordinaire
Alt:: Seithe Moonstar - master swordsman, master fencer, master brawler, raging badass
New vendors coming soon, bringing you the finest in structures, homes, and vehicles
Phaelyn
Tue Jan 25, 2005 12:42 am
#20






IntoTheGarbage wrote:


No they should not.


I have posted a solution many times. Give merchants the ability to access all vendors in the galaxy, advertised or not. If merchants had this ability, a crafter would not have to be a merchant as well. They could craft there goods, sell it wholesale on a basic vendor, and a merchant could then buy it and retail it.







But on the negative side, unless there were an addition to current vendor options that only Merchants could access, anyone could stumble onto the "Wholesale" vendor, buy the goods themselves, and start spamming tha they have the goods at X price. Now, if they DID add a "wholesale" section to vendors only Merchants could access, "wholesaling" could turn into the next big thing for crafters everywhere.



Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
darmokVtS
Tue Jan 25, 2005 5:51 am
#21



Kinshi wrote:
You have to be willing to accpeting making your money on quantity as you cant wholesale goods at retail price to a reseller.




And there we see the real problem. Greed and this approach just don't work together, and so many crafters feel "forced" to be merchants too (it worked btw fine when we had two merchants hosting vendors for several guildies, was basically the here already proposed approach, crafter offers item to vendor, merchant buys and resells it).




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
DocSavag
Tue Jan 25, 2005 9:56 am
#22

To me, and this topic is one that I have discussed probably 1000's of times in the past year and a half, the basic issue facing crafters and merchants is the lack of tools to help them work togehter. I think there are probably a LOT of crafters who don't particularly care about running a shop but they don't see a viable alternative that they feel provides them a safe and reliable method for getting their product to market and getting paid. The current system is either based on a huge up front investment from the merchant (which is a considerable risk and impossible for smaller merchants) or a consignment system that has no secure support by the system and thus makes the crafter trust another person without any controls or insurance to protect their time investment.

I have been involved in many business relationships in game from straight wholesale purchasing to customized consignment and in between and all of it can be done if the two parties are willing to work at it but the system is very weak in its support of these systems.

The merchant forum has put forth many suggestions over time about changes that would help things from our perspective and though we are decidedly biased on one side of the equation we do have a lot of crafter/merchants who visit and keep us at least a little honest. Some of those changes that I personally think would make a huge difference are:

1. Revamp of the Offers System to allow for more efficient offering of items in bulk, suggested retail prices , support for payment of the sales fee to the crafter upon sale of the merchandise.
2. Individual item Sales of items from crates and resource stacks which would allow quick and efficient restocking and tracking of items.
3. Sales reports and tools to help the merchant track their business and provide data to their suppliers and help make decisions about their businesses.
4. Revamp of the sales interface which would allow multiple items to be put up for sale with a few clicks. This would make restocking more efficient and allow a merchant to service his crafting suppliers much faster and with less effort. It would reduce the feeling of many merchants that these relationships are more trouble than they are worth for the small profit (usually 10-15%) we make from the sales.

There are some other ideas that would probably help. One of the more fascentaing ones that I have heard is the concept of a wholesale bazaar system that would allow crafters to sell their merchandice with no 6k limit but only allow merchants with the appropriate skill to purchase from the system. This would allow a merchant to shop for good merchandise at a price he could afford to make a profit in his corner of the galaxy and buy merchandise for resale. There are obviously some problems details to work out but something like this might help build a more robust model than we have now.

For those crafters who like running their own establishments or who just don't want to give up control they still have that option of getting those skills themselves and running everything solo.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



IntoTheGarbage
Tue Jan 25, 2005 11:00 am
#23






DocSavag wrote:

There are some other ideas that would probably help. One of the more fascentaing ones that I have heard is the concept of a wholesale bazaar system that would allow crafters to sell their merchandice with no 6k limit but only allow merchants with the appropriate skill to purchase from the system.



Wow that is way better than my suggestion to access vendors! I am a merchant myself, but I never cruise that forum, looks like I should start.


The only thing I can add to that is make those bazzar stations craftable.





___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
SmugglinZane
Tue Jan 25, 2005 11:03 am
#24

The point of the merchant profession was for a player to sell their or other players wares. I am a Master Weaponsmith, but my friend is a Master Merchant. He sells his ships and my weapons. Another friend and I mine all of the resources we need. It's a business agreement between a few players.

My point in all this is that the profession, and the interaction it brings, is working as intended. You do not have to pick up merchant to sell your goods, but at the very least you'll have to find someone to sell them for you. Personally I like it how it is, and it's one of the few things that work like it's supposed to. If you choose to pick up the business tree, or some merchant, then you won't be able to do some of the other things out there... but then again, you're not supposed to be able to do everything out there all at once.



"Jedi claims of being "broken" are like saying "But my TV isn't widescreen! It's broken! My TV can't show high-def pictures in 1080i, it can only do 720i! It's broken!" Meanwhile, crafters are saying "We'd really like to have a TV that's larger than 12" and gets more than 4 channels and doesn't constantly lose vertical control", and entertainers are saying "Can we get some color instead of this B&W piece of junk?" And smugglers? We're listening to radio programs of "The Shadow" and "The Abbot and Costello Comedy Hour" and hearing FDR's Fireside Chats. We don't even HAVE a damn TV, much less a broken one or a "broken" one by Jedi standards. I'd LOVE to be as "broken" as they are." - The Legendary Solo4114
Shadine
Tue Jan 25, 2005 3:12 pm
#25

Answer to the question posed in this thread is no.


But you must accept the fact that if you don't want to be a merchant but want to sell your products. You have to be willing to not get "market value" for them.


Greed is rampent on my server, and it's not always a bad thing. I have tried to get several tailor friends to form a co-op of sorts.I offered to do all of the manufacturing for them,in exchange for a small % mark-up of their goods. This would have been benificial in many ways, but none of them wanted to do it.

saying"I want to keep costs down", "I think that would be to much hassle", "I don't want to have to wait days for my products" and a few others comments.

all of this kind of thinking hurts the economy. It keeps crafters small and in a tight market.


This is an simple example of why things are hard to run as a pure merchant. I'd love to do manufacture & and maybe a little retail.To sell things do i need to takeup a craft? I find it difficult to find people willing to "work together". So i've come up with some fixes that i think would help steer people that way.



  1. Create a Marketplace in NPC cities.

  2. Give Merchants the ability to place 1 vendor in this marketplace. This should be located away from the Starport (to reduce lag).

  3. Have seperate sections for weapons, armor, etc, but include some seperate areas for resources organic and inorganic seperately. And seconday production. This last one is the biggest part, allow merchants to place secondary products so that people can actually get things wholesale, such as fiberplast panels for tailors and other craft pieces.

  4. The NPC Marketplace should not allow barking of advertisements, droids would still be permisable, but vendors would ju cause to much spam in a setup like this.

  5. Each section is restricted to what it sells. If you place a vendor in the weapons section, don't expect to be able to sell you adheasives & other loot drops on the same vendor. Half the headache of vendors is many tend to be peoples personal junk shop.There would be a "Misc" area that you could put an anything for sale vendor, but for the most part we want things to be kept orderly.

  6. Communal Storeroom. (Master Merchant Only) The storeroom becomes a shared inventory for all vendors that merchant owns. This allows them to have a common area to price and list all their items. There would be no need to pick up items if they were on a different planet or anything. The merchant can then have a private shop & a public vendor in the market place that would list all his applicable wares for sale. *Note: same rules would apply as in section #5. So if someone with a vendor in the weapon section of an NPC marketplace, that vendor would only list all weapons for sale in his storeroom and not crystal collection that is for sale in his private shop.

With these kind of options it might just make merchant a very useful tool to the market in general, and unclutter some of the bazaar for those who don't have the merchant skills, and hopefully lessen some of the shops in far off and hard to reach places.


these changes won't free up the artisan slots for business, but if trust is found and good merchants abound. Then there will be less Mom & Pop stores and more like wal-marts to be found.



Feel free to pick and choose what you like from this. Hopefully some of it might make it into the game.

Nakrima
Tue Jan 25, 2005 3:21 pm
#26






Gooney wrote:

Obvious solution to this is to simply "buy" the items from your friends, then "sell" them on your vendor. Hmmm wholesaleing...sounds like something a profession could do....hmmm which one though .





I agree.


This is what I do actually.
I have someone buy my weapons off me, then go sell them.


Even though I have a merchant, it helps alot.
Maji (flurry) does the same. And is the most proficiant AS composite seller.

If only more people would do it....


-Kano




/-\KanoRainIkehor/-\

MasterSwordsman:-:MasterBrawler

"Thereisproperlynohistory;onlybiography."

-RalphWaldoEmerson


Page 2 of 2