Business And Economy Archive

Thread: Bazaar Price Caps and the Irrational Fear

DarkY0da
Fri Jan 21, 2005 10:38 pm
#27

I think it would work out though. I mean selling an item for 1mill the person selling still makes a profit. If the merchant sells for 5 mill and it sells. It wouldn't take long before the merchant would end up paying 3-4mill for the item to then turn around and sell it at 5 mill.

And if a Merchant has extra capital they are more likely to take risks on buying items. I can't tell you how long i have had some items on my vendors that I end up repricing every time I put it up until it's so cheap it sells or I just give it away to get rid of.

If a merchant buys a bunch of loot at 5 mill a pop hoping to turn around and make a profit of some sort. And the shop next to him suddenly is selling the same items for 3 mill. She either lowers prices to try and sell or keeps the price up in the hopes that once the other merchant sells out the 5mill items would sell.

Now that part of merchant could very well use some work. But I think in it's current form in game if USED. It could be very effective in doing what I think a huge part of merchant was supposed to be from the start.



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ObiQuixote
Sat Jan 22, 2005 8:08 am
#28

Removing the price caps would probably hurt loot vendors. At the very least it will substantially cut into their margins. But with something like loot, vendors might not be the best business model. Although loot vendors might have an easier time stocking by just picking out bargains from the bazaar.

There would be benefits to crafters in general if there is suddenly a one stop shop for loot crafting enhancements and organics. With more and more things like avian meat tissue and cubes out in open auctions that an entire server can see, they will become more like commodities and end up with lower prices. At least visible high prices will encourage more people to bring more in, lowering prices.

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