Business And Economy Archive

Thread: Consolidation of Bazaar/Shipping ideas.

Phaelyn
Mon Jan 31, 2005 9:06 pm
#1

So, running through the various threads on the above named subjects, I think I have a handle on what many would feel is the end all, be all of upgrading the system. To wit:


1) Remove 6k Cap from the Bazaar Auction option, yet leave the 25 item restriction.

2) Enable Galaxy wide searches of Vendors through the Bazaar interface.

3) Enable purchases from vendors system wide from the Bazaar interface.

4) Create an option for items, at an additional fee, to be delivered directly to Inventory or Safety Deposit.

5) Create a separate "wholesale" area on Bazaar for Merchant access only so that Merchants could buy items en masse & resell through their own devices.


My question is.. If all the above were implemented, would this truly solve all issues surrounding the buying and selling process?



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.
Tavtrin
Mon Jan 31, 2005 9:21 pm
#2






Phaelyn wrote:

So, running through the various threads on the above named subjects, I think I have a handle on what many would feel is the end all, be all of upgrading the system. To wit:


1) Remove 6k Cap from the Bazaar Auction option, yet leave the 25 item restriction.

2) Enable Galaxy wide searches of Vendors through the Bazaar interface.

3) Enable purchases from vendors system wide from the Bazaar interface.

4) Create an option for items, at an additional fee, to be delivered directly to Inventory or Safety Deposit.

5) Create a separate "wholesale" area on Bazaar for Merchant access only so that Merchants could buy items en masse & resell through their own devices.


My question is.. If all the above were implemented, would this truly solve all issues surrounding the buying and selling process?





That would effectively destroy the advertising and hiring lines of the merchant prof.





Trin Tavtrin
Proud Member Of RGU
Wanderhome

Phaelyn
Mon Jan 31, 2005 9:36 pm
#3






Tavtrin wrote:





Phaelyn wrote:

So, running through the various threads on the above named subjects, I think I have a handle on what many would feel is the end all, be all of upgrading the system. To wit:


1) Remove 6k Cap from the Bazaar Auction option, yet leave the 25 item restriction.

2) Enable Galaxy wide searches of Vendors through the Bazaar interface.

3) Enable purchases from vendors system wide from the Bazaar interface.

4) Create an option for items, at an additional fee, to be delivered directly to Inventory or Safety Deposit.

5) Create a separate "wholesale" area on Bazaar for Merchant access only so that Merchants could buy items en masse & resell through their own devices.


My question is.. If all the above were implemented, would this truly solve all issues surrounding the buying and selling process?





That would effectively destroy the advertising and hiring lines of the merchant prof.






Actually, only #2 reacts at all with Merchant abilities. Merchant would still be needed to place the vendors and stock them so they could be searched. In fact, #4 would Increase the need for merchants, as people wouldn't have to visit them in person, but could still get their goods - And the merchant receives a higher payoff due to the additional fee.




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.
Tavtrin
Mon Jan 31, 2005 10:23 pm
#4






Phaelyn wrote:





Tavtrin wrote:





Phaelyn wrote:

So, running through the various threads on the above named subjects, I think I have a handle on what many would feel is the end all, be all of upgrading the system. To wit:


1) Remove 6k Cap from the Bazaar Auction option, yet leave the 25 item restriction.

2) Enable Galaxy wide searches of Vendors through the Bazaar interface.

3) Enable purchases from vendors system wide from the Bazaar interface.

4) Create an option for items, at an additional fee, to be delivered directly to Inventory or Safety Deposit.

5) Create a separate "wholesale" area on Bazaar for Merchant access only so that Merchants could buy items en masse & resell through their own devices.


My question is.. If all the above were implemented, would this truly solve all issues surrounding the buying and selling process?





That would effectively destroy the advertising and hiring lines of the merchant prof.






Actually, only #2 reacts at all with Merchant abilities. Merchant would still be needed to place the vendors and stock them so they could be searched. In fact, #4 would Increase the need for merchants, as people wouldn't have to visit them in person, but could still get their goods - And the merchant receives a higher payoff due to the additional fee.





When you buy an item from another location what the vendor looks like doesn't make a difference, which is what I meant by destroying the hiring lines. The advertising line would be useless because barking wouldn't matter at the bazaar, and being on the map doesn't matter if everyone buys things from the bazaar.




Trin Tavtrin
Proud Member Of RGU
Wanderhome

Phaelyn
Mon Jan 31, 2005 10:33 pm
#5







Tavtrin wrote:


When you buy an item from another location what the vendor looks like doesn't make a difference, which is what I meant by destroying the hiring lines. The advertising line would be useless because barking wouldn't matter at the bazaar, and being on the map doesn't matter if everyone buys things from the bazaar.






Oh, I'm not disagreeing with you - I've made these observations myself. But each of these Merchant benefits (Except for hiring) are mimicked in game without the Merchant profession already.


- Barker droidsare mimicked through AFK Spam bots.


- Map Locations are mimicked through "fake" Auctions on the Bazaar stating "My vendor is located at..." In fact, this is an option that is far superior to the Map option, as you can view Bazaar items Galaxy wide. Canalso be mimicked by Spam bots and the Auction channel.


- Vendors are mimicked by standing in any starport and Spamming what goods you are selling at the moment, and through Trade Forums & trade window transactions.


All things being equal, the ONLY benefit the Merchant profession currently gives that is not mimicked is the reductions in fees. Taking all that into consideration, I am seeking opinions as to IF the original post is accurate as to what people desire.

Message Edited by Phaelyn on 02-01-2005 12:35 AM



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.
Dawgypoo
Tue Feb 01, 2005 8:37 am
#6



1) Remove 6k Cap from the Bazaar Auction option, yet leave the 25 item restriction.



2) Enable Galaxy wide searches of Vendors through the Bazaar interface.

3) Enable purchases from vendors system wide from the Bazaar interface.

4) Create an option for items, at an additional fee, to be delivered directly to Inventory or Safety Deposit.

5) Create a separate "wholesale" area on Bazaar for Merchant access only so that Merchants could buy items en masse & resell through their own devices.




Dawgy Cancelled
Scrappy-Doo Cancelled
Dawgypoo
Tue Feb 01, 2005 8:52 am
#7




1) Remove 6k Cap from the Bazaar Auction option, yet leave the 25 item restriction.

I wouldn't remove the cap, but raise it to say 25K or 50K, but increase inventory count or maybe 25 per planet


2) Enable Galaxy wide searches of Vendors through the Bazaar interface.

This is badly needed. Not only will it save vast amounts of wasted time, but will increase a competitive enviroment to help control pricing. We need to get rid of all the barking droids at the starports anyway, all they do is eat up bandwidth, causing morelag.


3) Enable purchases from vendors system wide from the Bazaar interface.

Great idea, haven't thought of this yet but we can do it now with the bazaar.


4) Create an option for items, at an additional fee, to be delivered directly to Inventory or Safety Deposit.

Maybe doing away with the hiring tree and make a delivery tree instead. Earning XP for every delivery.


5) Create a separate "wholesale" area on Bazaar for Merchant access only so that Merchants could buy items en masse & resell through their own devices.

Interesting idea, creating a wholesale market for merchants or crafters that purchase in large quanities. Maybe allowing miners/hunters to sell large stacks quicker at wholesale pricing.




Dawgy Cancelled
Scrappy-Doo Cancelled
Happymob
Tue Feb 01, 2005 9:41 am
#8






Dawgypoo wrote:




2) Enable Galaxy wide searches of Vendors through the Bazaar interface.

This is badly needed. Not only will it save vast amounts of wasted time, but will increase a competitive enviroment to help control pricing. We need to get rid of all the barking droids at the starports anyway, all they do is eat up bandwidth, causing morelag.




This is a very consumer-friendly propsal, but I don't think it's crafter-friendly at all. If people can see the prices of all the T-21 rifles or stim Bs in the galaxy (or even just on a single planet) from a single location, the only thing that will matter is price. There is no question in my mind that this will "help control pricing", but I am unconvinced that prices need controlled at all.


I suspect this will help the very large crafters at the expense of the small-time crafters. The large-scale crafters generally have the most efficient resource gathering mechanisms. Sometimes it's organized guild programs. Sometimes it's lot traded resources. Whatever it is, the big-time crafters can fight price wars longer and better than most small-time crafters.


Does this mean that a small-time crafter can't compete? Not at all. Fundamentally, everyone has equal access to a decent amount of cheap resources if they mine themselves. But if profit margins are driven down enough, why would a single character, 2 factory crafting operation even bother to try and compete? Is it even worth my time to track resources, do harvesting runs, and baby-sit factories all for a meager profit?


Long-term, I believe this would cause many boutique crafting operations to go away with business being consolidated into the major crafting corporations even more than it already is today.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


oscabegra
Tue Feb 01, 2005 9:53 am
#9

I think a lot of people are forgetting the one major problem with listing every vendor in the galaxy on the bazaar: To find an item you would have to go through every item like it for the entire galaxy. Consider how much of a pain it would be if you were looking for a Power Hammer. You check the bazaar under 2 hand melee weapons and not only are you going to have to look through 120,000 power hammers of differing stats but also 50,000 2 hand curved swords, etc. I still think the best way to do it would be to allow vendor items to be sold on the bazaar but put a limit on the number of those items depending on the skill level of the merchant. You would have to choose which items are listed, when one of those sell you choose something to take it's place. In the end you still get your galaxy wide advertising while not flooding the bazaar with 75,000 crates of stim Bs. This would also award players for actively being a merchant while shutting out the players that are only a merchant long enough to throw down a vendor tent and some vendors, since as your featured items are sold you would have to list something new.


As for delivery, I know it's been talked about before and for quite some time but I still like the delivery droid idea. I say dump the merchant barker droids and replace them with a delivery droid that a merchant can use to deliver items to a customer. Not really sure how this would work but it would definitely add a Star Wars feel to the bazaar to have a droid delivering your stuff and also it would give the DEs a little bit more business.






Osca

Phaelyn
Tue Feb 01, 2005 9:57 am
#10






Happymob wrote:





Dawgypoo wrote:




2) Enable Galaxy wide searches of Vendors through the Bazaar interface.

This is badly needed. Not only will it save vast amounts of wasted time, but will increase a competitive enviroment to help control pricing. We need to get rid of all the barking droids at the starports anyway, all they do is eat up bandwidth, causing morelag.




This is a very consumer-friendly propsal, but I don't think it's crafter-friendly at all. If people can see the prices of all the T-21 rifles or stim Bs in the galaxy (or even just on a single planet) from a single location, the only thing that will matter is price. There is no question in my mind that this will "help control pricing", but I am unconvinced that prices need controlled at all.


I suspect this will help the very large crafters at the expense of the small-time crafters. The large-scale crafters generally have the most efficient resource gathering mechanisms. Sometimes it's organized guild programs. Sometimes it's lot traded resources. Whatever it is, the big-time crafters can fight price wars longer and better than most small-time crafters.


Does this mean that a small-time crafter can't compete? Not at all. Fundamentally, everyone has equal access to a decent amount of cheap resources if they mine themselves. But if profit margins are driven down enough, why would a single character, 2 factory crafting operation even bother to try and compete? Is it even worth my time to track resources, do harvesting runs, and baby-sit factories all for a meager profit?


Long-term, I believe this would cause many boutique crafting operations to go away with business being consolidated into the major crafting corporations even more than it already is today.





I'm not convinced this is totally true. As has been illustrated in other posts, players have become attuned to a "Quality costs more" mentality. Often you will seeweapons with only a 1 to 2 point difference in max damage going for vastly different price points. If all godds were EXACTLY the same, your points would be completely valid. But, as it stands right NOW - If player A sees a T21 with 400 max damage for 100k, and 405 max damage for 200k - They will purchase the 405 model at the higher cost. This MAY help the established crafters for a duration - But eventually resource spawns, etc would brin any crafter up to the same level.



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.
Dawgypoo
Tue Feb 01, 2005 10:42 am
#11






Happymob wrote:





Dawgypoo wrote:




2) Enable Galaxy wide searches of Vendors through the Bazaar interface.

This is badly needed. Not only will it save vast amounts of wasted time, but will increase a competitive enviroment to help control pricing. We need to get rid of all the barking droids at the starports anyway, all they do is eat up bandwidth, causing morelag.




This is a very consumer-friendly propsal, but I don't think it's crafter-friendly at all. If people can see the prices of all the T-21 rifles or stim Bs in the galaxy (or even just on a single planet) from a single location, the only thing that will matter is price. There is no question in my mind that this will "help control pricing", but I am unconvinced that prices need controlled at all.


I suspect this will help the very large crafters at the expense of the small-time crafters. The large-scale crafters generally have the most efficient resource gathering mechanisms. Sometimes it's organized guild programs. Sometimes it's lot traded resources. Whatever it is, the big-time crafters can fight price wars longer and better than most small-time crafters.


Does this mean that a small-time crafter can't compete? Not at all. Fundamentally, everyone has equal access to a decent amount of cheap resources if they mine themselves. But if profit margins are driven down enough, why would a single character, 2 factory crafting operation even bother to try and compete? Is it even worth my time to track resources, do harvesting runs, and baby-sit factories all for a meager profit?


Long-term, I believe this would cause many boutique crafting operations to go away with business being consolidated into the major crafting corporations even more than it already is today.






I'm not convinced this is totally true. As has been illustrated in other posts, players have become attuned to a "Quality costs more" mentality. Often you will seeweapons with only a 1 to 2 point difference in max damage going for vastly different price points. If all godds were EXACTLY the same, your points would be completely valid. But, as it stands right NOW - If player A sees a T21 with 400 max damage for 100k, and 405 max damage for 200k - They will purchase the 405 model at the higher cost. This MAY help the established crafters for a duration - But eventually resource spawns, etc would brin any crafter up to the same level.





I see both sides of this arguement, andhaving owned my own business in real life, I knew full well that I would not be able to compete with Wal-Mart on pricing. There was no way, and we didn't even try. We did beat themwith superior service and product quality. The small crafter can compete with the large vending groups. When you work on volume to make your profit, then service and quality will fall behind. But if you can make a better product, people will buy it. They will buy it if they can find it! Hence the need to be able to shop vendors from a bazaar terminal.


As a crafting doctor and masterrifleman, I do not have the skill points left for a vendor. Yes I could create another character, but that is not an expense I can afford right now. I sell a small amount of items on the bazaar, but it's not enough to support me. I harvest my own resources, as well as hunt my own meats and bones. I only go after the highest quality stuff, so my finishedproducts are of better quality then the larger vendors. And I can stock these products longer too.


And this is just allnot about crafters either, but includes the "loot farmers" too. There needs to be a better method of shopping and/or selling your stuff. This IS the game ecnomony and how it affects all of us. Competition has never hurt any business type, the smart ones found ways to compete by changing their ways of thinking on how to DO business. You either learn to compete or you become road kill!



Dawgy Cancelled
Scrappy-Doo Cancelled
oscabegra
Tue Feb 01, 2005 11:46 am
#12






Dawgypoo wrote:




I see both sides of this arguement, andhaving owned my own business in real life, I knew full well that I would not be able to compete with Wal-Mart on pricing. There was no way, and we didn't even try. We did beat themwith superior service and product quality. The small crafter can compete with the large vending groups. When you work on volume to make your profit, then service and quality will fall behind. But if you can make a better product, people will buy it. They will buy it if they can find it! Hence the need to be able to shop vendors from a bazaar terminal.


As a crafting doctor and masterrifleman, I do not have the skill points left for a vendor. Yes I could create another character, but that is not an expense I can afford right now. I sell a small amount of items on the bazaar, but it's not enough to support me. I harvest my own resources, as well as hunt my own meats and bones. I only go after the highest quality stuff, so my finishedproducts are of better quality then the larger vendors. And I can stock these products longer too.


And this is just allnot about crafters either, but includes the "loot farmers" too. There needs to be a better method of shopping and/or selling your stuff. This IS the game ecnomony and how it affects all of us. Competition has never hurt any business type, the smart ones found ways to compete by changing their ways of thinking on how to DO business. You either learn to compete or you become road kill!






I think a distinction needs to be made between merchant and crafter. Just because you craft something doesn't mean you must sell it to the public yourself. If you go to Wal Mart for examplethe items on the shelf are not made by Wal Mart, they are simply the merchant in this case. (Of course you do have your Wal Mart knock off products but even those aren't made by Wal Mart, just marketed by them.) The actual manufacturer or crafter supplies Wal Mart with the items for a price, Wal Mart in turn sells the items to the consumer for a higher price.


In the end if you don't want to use skill points to be a merchant then you need to find someone that does have those skills, sell your items to them for a price you both can agree on and they can turn around and sell your items to the public on their vendors. The way the skill tree is set up you do not have to be an elite crafting profession in order to be a merchant. The fact that you can throw down a vendor doesn't mean you have to stock it with things you personally made and the fact that you personally made something doesn't mean it must go on your vendor.


When you look at it this way there is really no need to change the current system to allow everyone a better way to sell their products. The way to sell the products for the average player is already there, the players aren't taking advantage of it. What is needed is a way to make the merchant profession more worthwhile than it is now.






Osca

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