Business And Economy Archive
Thread: Devs, things I want as a Master Merchant
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mpdivo
Thu Feb 17, 2005 11:06 am
#1
1. I want my customers to be able to see my vendors and my vendor's items on Bazaars. I do not want them to be able to purchase from bazaars.
2. I want Recyclers parts to be less rare. I still haven't not been able to purchase one or build one. If we make vendor's good searchable on bazaars, I might be able to find Recylcer parts easier.
3. More advertising methods available to Master Merchants.
4. Get rid of being able to charge prices to enter stores. The only thing people use this for is gaining XP. It will be used as an exploit if you ever implement searchable Bazaars.
5. Add more search options to Bazaars.
Poldano
Thu Feb 17, 2005 7:01 pm
#2
Dream list.....
I want master merchants to be able to form corporations which can hire other players.
I want merchants of appropriate skill to be able to make game-enforced contracts with other players (loans, leasing agreements, etc.).
I want merchants of appropriate skill (Advertising branch?) to be able to bribe officials to avoid contraband searches, get "unfair" advantages, etc.
I want merchants of appropriate skill, perhaps mixed with other classes (smuggler? politician?), to be able to bribe NPC factions to eliminate aggro and get loot without killing NPCs.
I want a smuggler-merchant-politician character to be able to be a true master slimeball in the ability to manipulate factions.
Saego Kennare & Ambrus Kennar, Wanderhome
shadowdefender
Fri Feb 18, 2005 1:54 am
#3
For a Master Merchant I would like the option to restock (by selecting a bunch of items and hitting a button "once") - or simply not drop off the market after 30 days - make it something only a Master Merchant has - a nice lil gimme for keeping all of your skill points invested in the trade.
GraySeven
Fri Feb 18, 2005 9:41 am
#4
Eclipse442 wrote:
Radical dream list - too extreme to ever be considered but fun to put down in text.
Okay. Personally I'm tired of half-trying crafters filling the economy with sub-par junk. Solution? Make Novice Artisan take 250 skill points. OnceMaster is aquired, 63 merchant skill points and 126 crafting skill points will be assigned. This is enough to master the [current] Merchant profession, as well as two crafter professions. Of course, the Merchant profession would be split into two new professions, Merchant Management, which would include most of the current Merchant profession, such as the traditional hiring, advertising, management and effeciency trees, and Merchant Skills. The new skills profession would allow you to sell items on the galactic bazaar, buyable from any terminal throughout the galaxy, have NPC junk vendors sell items for you to players, and be able to buy contraband, server created items through underworld dealers (this could be tied into smuggling). Such items would be enhancements for weapons, armors, foods, architecture, shipwrighting and tailoring. Examples could be DOT package attatchments for weapons, HAM and slot free base enhancement kits for armor, efficiency increasing slot free enhancers for food, mass reducing kits for ships and items and non-BE tissues that further enhance tailored clothing. This would effectively force a player to choose running a mall or selling over the bazaar. Of course, this would require the removal of the 6k bazaar cap non-sense, so auctions could actually work effectively. This would take the high price auctions to a higher level, allowing all players see the great items up for auction, not just the few who frequent these trade forums. As a bonus, at master Skilled Merchant, you could receive a 1% payout of all goods sold through auctions, which would provide another form for the industry to be infused with "black-whole credits", because I think we can all agree that currently, the only way to get good money from a non-player is by running missions, which doesn't directly aide us crafters too much.
Back to the idea of the 250 SP for Novice Artisan, this idea wouldmake crafters much more elite and less run of the mill, reducing competition, increasing funds and allowing us crafters to have more spare pennies to enjoy trading throughout the game. It would also create a fine definition between combat and crafting players, allowing us to elevate ourselves and form a class society. Naturally, numbers would drop drastically within the crafting professions, but I feel that with almost everyone who's had an account for 6 months has a Jedi, such a definition will become necessary down the road when a Master Weaponsmith / Master Swordsman can harvest his or her own tissues and thereby beat your prices since you still need to buy your enhancements.
Thoughts? C'mon, lets spark a controversy!
edit: Fixed a few typos, clarified a bit.
Message Edited by Eclipse442 on 02-18-2005 12:18 AM
Naahh, half-trying crafters are simply crafters still trying to feel out the systems. I'm inclined to give them a break.
Eclipse442
Fri Feb 18, 2005 1:14 pm
#5
Radical dream list - too extreme to ever be considered but fun to put down in text.
Okay. Personally I'm tired of half-trying crafters filling the economy with sub-par junk. Solution? Make Novice Artisan take 250 skill points. OnceMaster is aquired, 63 merchant skill points and 126 crafting skill points will be assigned. This is enough to master the [current] Merchant profession, as well as two crafter professions. Of course, the Merchant profession would be split into two new professions, Merchant Management, which would include most of the current Merchant profession, such as the traditional hiring, advertising, management and effeciency trees, and Merchant Skills. The new skills profession would allow you to sell items on the galactic bazaar, buyable from any terminal throughout the galaxy, have NPC junk vendors sell items for you to players, and be able to buy contraband, server created items through underworld dealers (this could be tied into smuggling). Such items would be enhancements for weapons, armors, foods, architecture, shipwrighting and tailoring. Examples could be DOT package attatchments for weapons, HAM and slot free base enhancement kits for armor, efficiency increasing slot free enhancers for food, mass reducing kits for ships and items and non-BE tissues that further enhance tailored clothing. This would effectively force a player to choose running a mall or selling over the bazaar. Of course, this would require the removal of the 6k bazaar cap non-sense, so auctions could actually work effectively. This would take the high price auctions to a higher level, allowing all players see the great items up for auction, not just the few who frequent these trade forums. As a bonus, at master Skilled Merchant, you could receive a 1% payout of all goods sold through auctions, which would provide another form for the industry to be infused with "black-whole credits", because I think we can all agree that currently, the only way to get good money from a non-player is by running missions, which doesn't directly aide us crafters too much.
Back to the idea of the 250 SP for Novice Artisan, this idea wouldmake crafters much more elite and less run of the mill, reducing competition, increasing funds and allowing us crafters to have more spare pennies to enjoy trading throughout the game. It would also create a fine definition between combat and crafting players, allowing us to elevate ourselves and form a class society. Naturally, numbers would drop drastically within the crafting professions, but I feel that with almost everyone who's had an account for 6 months has a Jedi, such a definition will become necessary down the road when a Master Weaponsmith / Master Swordsman can harvest his or her own tissues and thereby beat your prices since you still need to buy your enhancements.
Thoughts? C'mon, lets spark a controversy! 
edit: Fixed a few typos, clarified a bit.
Message Edited by Eclipse442 on 02-18-2005 12:18 AM
Shadine
Sat Feb 19, 2005 9:19 am
#6
Poldano wrote:
Dream list.....
I want master merchants to be able to form corporations which can hire other players.
I love this, perhaps this could be used with the contracts you mentioned for certain resources. You sell a contract which says you will buy X resources for a set amount, up to a maximum. This would give players something to do, and if you sell the contract. players have a penalty for failure.
I want merchants of appropriate skill to be able to make game-enforced contracts with other players (loans, leasing agreements, etc.).
This is good too. It would be difficult to work out the mechanics, but I like the premise
I want merchants of appropriate skill (Advertising branch?) to be able to bribe officials to avoid contraband searches, get "unfair" advantages, etc.
Damn right!
I want merchants of appropriate skill, perhaps mixed with other classes (smuggler? politician?), to be able to bribe NPC factions to eliminate aggro and get loot without killing NPCs.
Hell yes! Finally I can get lewt parts without being an uber fighter!
I want a smuggler-merchant-politician character to be able to be a true master slimeball in the ability to manipulate factions.
Isn't this what we all want?
Saego Kennare & Ambrus Kennar, Wanderhome
mpdivo
Sat Feb 19, 2005 9:27 am
#7
Don't forget what it was like when you were starting out. Say your a 3222 marksman and you want to buy the new rifle that you just qualified for. Think your going to find it? Items on the bazaar are the very cheap. Items on the Vendor are only for commando and such. It is often hard to find equipment for the middle level.
GraySeven wrote:
Eclipse442 wrote:
Radical dream list - too extreme to ever be considered but fun to put down in text.
Okay. Personally I'm tired of half-trying crafters filling the economy with sub-par junk. Solution? Make Novice Artisan take 250 skill points. OnceMaster is aquired, 63 merchant skill points and 126 crafting skill points will be assigned. This is enough to master the [current] Merchant profession, as well as two crafter professions. Of course, the Merchant profession would be split into two new professions, Merchant Management, which would include most of the current Merchant profession, such as the traditional hiring, advertising, management and effeciency trees, and Merchant Skills. The new skills profession would allow you to sell items on the galactic bazaar, buyable from any terminal throughout the galaxy, have NPC junk vendors sell items for you to players, and be able to buy contraband, server created items through underworld dealers (this could be tied into smuggling). Such items would be enhancements for weapons, armors, foods, architecture, shipwrighting and tailoring. Examples could be DOT package attatchments for weapons, HAM and slot free base enhancement kits for armor, efficiency increasing slot free enhancers for food, mass reducing kits for ships and items and non-BE tissues that further enhance tailored clothing. This would effectively force a player to choose running a mall or selling over the bazaar. Of course, this would require the removal of the 6k bazaar cap non-sense, so auctions could actually work effectively. This would take the high price auctions to a higher level, allowing all players see the great items up for auction, not just the few who frequent these trade forums. As a bonus, at master Skilled Merchant, you could receive a 1% payout of all goods sold through auctions, which would provide another form for the industry to be infused with "black-whole credits", because I think we can all agree that currently, the only way to get good money from a non-player is by running missions, which doesn't directly aide us crafters too much.
Back to the idea of the 250 SP for Novice Artisan, this idea wouldmake crafters much more elite and less run of the mill, reducing competition, increasing funds and allowing us crafters to have more spare pennies to enjoy trading throughout the game. It would also create a fine definition between combat and crafting players, allowing us to elevate ourselves and form a class society. Naturally, numbers would drop drastically within the crafting professions, but I feel that with almost everyone who's had an account for 6 months has a Jedi, such a definition will become necessary down the road when a Master Weaponsmith / Master Swordsman can harvest his or her own tissues and thereby beat your prices since you still need to buy your enhancements.
Thoughts? C'mon, lets spark a controversy!
edit: Fixed a few typos, clarified a bit.
Message Edited by Eclipse442 on 02-18-2005 12:18 AM
Naahh, half-trying crafters are simply crafters still trying to feel out the systems. I'm inclined to give them a break.
JTGAlpha
Sat Feb 19, 2005 4:11 pm
#9
You forgot:
Easier funcitonality in the maintaining of my shop (ie: not having to restock EVERY item individually).
A mutually safe and beneficial consignment system that encourages crafters to go through a middle-man merchant, so that merchant is not just a pre-req for crafters.
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