Business And Economy Archive
Thread: Galaxy Wide Vendor Search on TC POLL
Scudder wrote:
Hey, I might even start a crafting profession and fill the positions that some of you are going to vacate when you leave.
Scudder wrote:I was here when the holocron craze took over. And yes, a lot of people left. I doubt it can all be attributed to that one aspect of the game but it doesn't really matter what the reason is.You're missing one vital difference between this update and that one. That one came without any notice and without any input from the community and the response to correct the problem was much too slow. This one was posted for all to see, pulled back into development and then reported and published to the Test Center.No, they have not given Merchants everything they asked for. They also didn't give consumers everything they asked for either. One thing that is certain is that there is no way they could possibly make everyone happy. The best they can do is try to come to a middle ground.Exactly where do you think the Merchants are going to wind up if people get so fed up with the extreme prices and empty vendors that they quit the game. Have you not even noticed that this is happening already. Has this trend completely escaped your galaxy?My guess is that this is an attempt to address some of the issues that have been plaguing them for the last two years. I'm gonna give the benefit of the doubt. Hey, I might even start a crafting profession and fill the positions that some of you are going to vacate when you leave.
It's not being test on TC-Bria, right?
maigy wrote:
Scudder wrote:
Hey, I might even start a crafting profession and fill the positions that some of you are going to vacate when you leave.
Trust me if you have any kind of monet currently it wont be worth your time
I don't play this game to make millions of credits. Why would I need millions? I mean, I collect some stuff because that's a quest in itself. I do the theme parks and seek out the NPC mission givers. I go to the adventure planets and try out the different missions there. I explore the POIs and even some parts of the planets where I assume many people have never been. I chat with my friends and I plan events. I guess maybe that's why I've lasted so long. I refuse to grind anything. I don't need to be "the best" at anything. I became Force Sensitive months ago and have only been to the village once. It's probably about time I took a crafting profession just for the heck of it. Most importantly I know one very simple fact: you cannot win this game. If you need to win you're playing the wrong genre of games. To me, the value of doing something in this game is not to make more money... it's to have fun.
Scudder wrote:
maigy wrote:
Scudder wrote:
Hey, I might even start a crafting profession and fill the positions that some of you are going to vacate when you leave.
Trust me if you have any kind of monet currently it wont be worth your time
I don't play this game to make millions of credits. Why would I need millions? I mean, I collect some stuff because that's a quest in itself. I do the theme parks and seek out the NPC mission givers. I go to the adventure planets and try out the different missions there. I explore the POIs and even some parts of the planets where I assume many people have never been. I chat with my friends and I plan events. I guess maybe that's why I've lasted so long. I refuse to grind anything. I don't need to be "the best" at anything. I became Force Sensitive months ago and have only been to the village once. It's probably about time I took a crafting profession just for the heck of it. Most importantly I know one very simple fact: you cannot win this game. If you need to win you're playing the wrong genre of games. To me, the value of doing something in this game is not to make more money... it's to have fun.
Whether intentional or not, you've commented that you've no experience either running a business in game, nor coordinating the activities of a large group that do.
To me, it's the selfish one that is willing to destroy my play so you can see what comes out. I build communities in the game through a combination or RL/game interactions. A huge portion of that is based around the economy in this game. If it were not for a large portion of crafters on Tempest there would not be things to collect and experience on Tempest. The littleworth you place in your fellow MMORPG player's value indicates to me you would not be a player in my communities, ergo the same is reflected right back at you.
Don't push your blandness on the community mate. There's enough underachievement in RL.
Fivo Asia
Message Edited by Cafa on 03-16-2005 03:10 PM
Message Edited by Cafa on 03-16-2005 03:34 PM
Message Edited by Cafa on 03-16-2005 03:35 PM
Scudder wrote:
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5. Crafters willcan see where the market supply of a product is low and craft to meet the demand. For instance, there is a schematic that's all over the place for a technical console and yet it can be difficult to find. I assume that this isbecause some crafters probably believe that the wide spread availability of the schematic must mean that the item itself is wide spread. Now they will know for sure whether or not this is true.
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Ledao wrote:
Drecki wrote:
Ledao wrote:
With zero cost (i.e., using resources that are already sitting in my factories -- not even using resource kits), I can produce easily a billion credits worth of product. Not instantly, for sure, but it doesn't take as long as you might think. If I keep my 40 or 45 factories humming, I can certainly produce 1,000 sets of buffs and 20,000+ stimpacks every week. Are you going to buy them all and mark them up for resale? And if you do succeed in cleaning my vendor out one day, what's to stop me from lowering the price further?
What stops you doing that today? I mean, if you want to undercut your competitors today, you can do so. And if you do that for a while, almost every player on the server will know: Your shop sells buffpacks for 50% of the cost of others and of course they will buy it from you. But you don't do it, do you? So, why would you do it, when global vendor search is active? Just because it's a bit more effective in ruining other crafters? Maybe some will do that, but I doubt for longer than 1 month, then they will become bored about producing for a permanent loss.
Actually, my prices are already lower than those of everyone else on my server producing comparable product. Not across the board, but pretty nearly so (based on the findings of one of my competitors who did a survey recently).
My buffpack prices start at 9k these days, and only that high because I don't want to drive everyone else out of business. Even so, I get regular queries from the smaller docs on the status of my going out of business sale (I haven't crafted anything for public sale since the resource kits came out -- however I'll be selling off current inventory for at least another month...).
The caveat is that I don't advertise in-game at all. Although I have a vendor in my server's most highly trafficked player structure, most of the customers of that vendor have no idea that I have vendors on other planets. So right now, there are Doctors on my server making a living selling lower quality products than mine at higher prices.
At any rate, the important point that you're missing or ignoring is that there is no "permanent loss". When the resource kits came out, the roughly 800k units of Avian meat in my storage factory dropped in value by more than 50% -- I already took that loss.
Right now, my costs are zero. Nil. Nada. Without planting a single harvester or using a resource kit, I can produce 40,000+ buffpacks. Even if I sell them for 5k a piece, I'm making more money that I would make selling the meat (if I could even sell that much meat). To go along with those 40,000 buffpacks, I can produce stims until the next ice age. Also for no cost.