Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes Part 2

MagenShae
Tue Aug 17, 2004 4:54 pm
#79






smsheehan wrote:
Hmm couldn't find the edit button Also to add a side note to the Doc/CM, or anyone who wants to hold all there stuff on a vendor for storage instead of using it for its intended purpose. /whisper Did you know that Factories can hold 100 items in their ingredient hopper and only take up one lot? Slap down two small factories and you have 200 item storage for anything. You can put more than just resources into those hoppers. I have several I keep all my Hides and loot items and things of that sort in. Just a tip, there are other ways to store stuff.

On a side note, did anyone ever adress how they would handle the empty vendor issue? I mean all a person would have to do is throw a crafting kit on their vendor for 1 million credits and no one would buy it so it would never go empty.




No? Really? hadnt thought of that.. wow, you're a genius...


Im thinking maybe you've never been a doc/cm or hard core crafter. When a good spawn hits, that your server hasnt seen in MONTHS that you desperately need to craft your meds/armor/weapons, you buy at LEAST 2 million units of it. Would you care to browse my shopping list for resources? Im a Master Doc/Master CM and storage has always been an issue. Ive been one for almost a year and have collected a lot of very uber resources that between 3 characters has quickly filled every nook and cranny in their inventories and houses.


With that said, I have a Master Merchant, so that I could havea vendor and Master Doc and CM both, so this doesnt really affect me greatly.


What Im completely sick and tired of reading is "hire a merchant to sell your goods". Fine. Can I have a contract please? what, no contract? ok.. how about a consignment vendor? none of those either? gee golly.. you mean I have to trust you with my 10K stack of avian meat I just paid 500 CPU for simply because you have a vendor. Yeah.. not likely... not in THIS game. I'll drop my crafting professions and be done with it. Go out and hunt down Mokk like everyone else.


Its never been about the vendors or the limits to the vendors. Hell, Im glad they're making it so dabblers will lose their vendors. What it IS about, is having no way to HIRE a merchant to sell your wares. My name is my trademark. Try and sell Nike without Nike saying ok. There is no mechanism in place to protect the pure crafter in this environment.


Im suddenly reminded of Carpetbaggers....












~The good you do is never remembered... The bad you do, is never forgotten~
Ciredor
Tue Aug 17, 2004 5:01 pm
#80






MagenShae wrote:


Its never been about the vendors or the limits to the vendors. Hell, Im glad they're making it so dabblers will lose their vendors. What it IS about, is having no way to HIRE a merchant to sell your wares. My name is my trademark. Try and sell Nike without Nike saying ok. There is no mechanism in place to protect the pure crafter in this environment.


Im suddenly reminded of Carpetbaggers....














I did make one suggestion just a few posts up about this. You're right. You do have a difficult time selling Nike without Nike's permission. But department stores (merchants), buy from Nike and then resell the product and you can be sure they are selling the product for higher than they paid for it. Commerce in action.










Ciredor
12pt Chef, 12pt Artisan, 11pt Weaponsmith, FS Fool with 2 Vendor locations: 3612, -6057 outside Mos Eisley on Tatooine & 580, 1707 near the Mining Outpost on Dantooine

Moepple
Tue Aug 17, 2004 5:01 pm
#81

Hi NiBorg,


well, I basically agree with your last post, however, my argument is quite simple: There was no need for a nerf that big.

There is also no big effort to change the numbers to something higher once this stuff is implemented. Of course they have limited time, but if this argument is used, they should do nothing, that would be the most time-efficient solution :-9


For me, as a Merchant who spent the points you mentioned into Merchant, there is still a lot to complain about.


For some of the players the limits may be ok. I can live with them too, but I still say they are not choosen well. The reason is also quite simple: A lot of crafters will need to skill either some Merchant-boxes or find a Merchant. In other words, I will need to sell more Things through my vendors because of the fix, and because of the nerf I will not able to do what my class is for, not very efficient.


My goal was 7200 Items on 12 vendors, and thats still what I think would be balanced. A decent number of vendors and a decent number of items to provide a sales-platfrom for those who make new arrangements.


Thats the part that is forgotten. A lot will change with this patch, and if its not possible for those who loose their vendors to find someone whos vendors arent "full", they will complain, and they will be unhappy customers.


If WE, the Merchants, dont sell the crafted stuff, or if we are not able to fullfill the needs of the players, everybody will see what I am talking about.


The last few months we had a ridicolous situation where almost everbody had a vendor. If your shop wasnt in a good location, you didnt get customers, even if you had a good shop, cause people did not want to search for a vendor for hours.


This will change, and this needs to get a channel.


Thats my point.


Shubashi/Gorath
Crimsonsplat
Tue Aug 17, 2004 5:03 pm
#82

I think I can live with this. Not sure that it wasn't a lowball trick in the first place, and still think merchant should be rolled into the crafting professions, but I can live with it. I especially like the increase at lower levels; the original limits would have strangled starting merchants.

Now whether or not I'm going to re-sub hinges on a different question; I've unexpectedly (as in this last Sunday night) gotten an opportunity in the gaming field that's going to eat my spare time for a while. Sigh.

MagenShae
Tue Aug 17, 2004 5:06 pm
#83






Ciredor wrote:





MagenShae wrote:


Its never been about the vendors or the limits to the vendors. Hell, Im glad they're making it so dabblers will lose their vendors. What it IS about, is having no way to HIRE a merchant to sell your wares. My name is my trademark. Try and sell Nike without Nike saying ok. There is no mechanism in place to protect the pure crafter in this environment.


Im suddenly reminded of Carpetbaggers....














I did make one suggestion just a few posts up about this. You're right. You do have a difficult time selling Nike without Nike's permission. But department stores (merchants), buy from Nike and then resell the product and you can be sure they are selling the product for higher than they paid for it. Commerce in action.










But at least there's an agreement.. I ban anyone I find reselling my items without my permission... people complain enough about the price of buff packs, stim packs, etc.. I dont need some jerk buying up my vendor and reselling at an inflated price, not with my name attached to it. Not going to happen. I'll drop Doc/CM before Im known as the over-priced crafter. There's this little annoying issue I have with integrity, moralsand not being a cheat, even if it IS just a game.







~The good you do is never remembered... The bad you do, is never forgotten~
MatrimHavelando
Tue Aug 17, 2004 5:08 pm
#84

great change TH. Im glad to hear some good news today.



MAY THE FORCE BE WITH YOU!
Matrim Havelando
Corbantis Server
Rebel Warrant Officer II
PA Leader of Force CIty
tremorlaine
Tue Aug 17, 2004 5:12 pm
#85

Um...a hard-core crafter? I am a pure crafter. Any "hard-core" crafter will sacrifice his SP to get merchant. Plain and simple. You don't need millions of spaces on him. I have a very profitable business selling armor and architect goods. I also have a loot vendor. I purposefully keep them all at under 100 items so that people don't have to page through the same item over and over again. I have millions of units of all the necessary armorsmith components except hides and I don't have a problem with inventory. 2million units only takes up 20 spaces (21 if you include the backpack). That means each medium house can hold approximately 15million units of resources. Each factory can hold 10million units if used purely for storage. Let's not forget the 100 spaces that you get for your safety deposit box and the 110 spaces you get on your person. There's ample room for storage unless you are an uber packrat that doesn't need all that junk to begin with.


And that brings us back full circle to merchants. If you are still having problems with inventory then sacrifice you 24 skill points and get a vendor. For a mere 11 more you can get 3
Moepple
Tue Aug 17, 2004 5:14 pm
#86


Hi NiBorg,


I dont need to track. That might be the secret.


My Business is simply base upon either trust or reputation. If you find the right agreements, and the crafters understood that they have to sell at a decent discount and still benefit from the deal, it is not a problem.


Shubashi/Gorath

Message Edited by Moepple on 08-18-2004 02:16 AM

Ciredor
Tue Aug 17, 2004 5:16 pm
#87






MagenShae wrote:


But at least there's an agreement.. I ban anyone I find reselling my items without my permission... people complain enough about the price of buff packs, stim packs, etc.. I dont need some jerk buying up my vendor and reselling at an inflated price, not with my name attached to it. Not going to happen. I'll drop Doc/CM before Im known as the over-priced crafter. There's this little annoying issue I have with integrity, moralsand not being a cheat, even if it IS just a game.






That agreement is what I'm saying can exist in this game. Nike was perhaps a poor choice in your example because Nike is not one "pure crafter", but a business in and of itself with name recognition. I spend very high prices to obtain krayt tissue because I cannot kill them myself. This price is passed along to the customer. It is an aspect of business and my "lack" of combat skills. So is the fact that I buy hides and meats from folks who chose to be hunters.


Ideally, choice SHOULD play a big part in this game. If a player doesn't want to outright sell their goods to a merchant, they don't have to. They can sacrifice/utilze skill points towards vendors IF the crafting is what is more important to them and they want to be a business like Nike. Or they can sell on a one-to-one basis because they chose not to be a merchant. Is it as efficient? Probably not, but then the player is not a merchant.






Ciredor
12pt Chef, 12pt Artisan, 11pt Weaponsmith, FS Fool with 2 Vendor locations: 3612, -6057 outside Mos Eisley on Tatooine & 580, 1707 near the Mining Outpost on Dantooine

SystemJinx
Tue Aug 17, 2004 5:16 pm
#88

I for one am happy to hear the good news! Thanks TH and Mike!



Arnest Emado
Presents:
- Spatula City -
-115 -5500 / Coronet, Corellia
Closing Account Due to Combat Downgrade. Last Day 5-21-2005


ITOAO
Tue Aug 17, 2004 5:31 pm
#89



Lires wrote:


Thunderheart wrote:


Mkappus wrote:
TH,
Awesome news. Just curious how we were able to go back to an aggregate total instead of a by vendor total?



Because Mike is the bomb-diggity



You are so getting old...







Um please never say bomb-diggity again. You are makin ME feel old. lol



VODO FALLS RESIDENT
Dantooine
Proud Winner- Nym's Scavenger hunt.
Only City with an X-wing fighter
AND a fallen AT-AT.



NarcoticFrog
Tue Aug 17, 2004 5:37 pm
#90






Tanks wrote:


It's not something I personally need, since I have a pure crafter alt who is 3/4/0/3 (I think) merchant, but I feel for my brethren in the medical professionswho will have no way to sell medical components and goods, and for smugglers who will have no way to sell their spices, without spending skill points they can't spare on at least novice merchant.



Ahem,


Hire a merchant? There is a reason for that profession, you know.







/scoff


if this was an easy thing to do then people wouldnt be complaining about it, would they? merchants constantly use this argument to assert their place in the economy, but in effect it rarely happens like this. but its not limited to merchants, the same problems affect all professions. many Master Entertainers complain about buff-bots but dont themselves offer buffs.


whos to blame? the players? the game? i say its both. players who spend a LOT of time crafting the perfect set of armour, for example, want to reap maximum profit as a reward for the time and effort they spent making it. they dont want to sell it to a merchant below market value so the merchant can then sell it for market value.


You can argue about ties to real life, that manufacturers dont sell their own goods or ever reap full market value, but they have established Supply-chains, intermediary companies and so on. its a moot point IMO as this is a scaled-down simulation of RL, not RL. (further, often manufacturers will have Factory Direct stores to sell their goods at discounted prices anyway)


The way the players manage the economy is a form of feudal economy, anyway. There are no companies, just items made by players, usually using automation but for all intents and purposes they are still hand made. This, further, counters any comparitive argument that can you made to RL.


With this in mindthere is a serious argument for allowing Master Crafters to having the ability to sell their own goods. Yes, in feudal economies there were resellers, but there was also the ability to sell your own goods.

Ciredor
Tue Aug 17, 2004 5:49 pm
#91






NarcoticFrog wrote:


With this in mindthere is a serious argument for allowing Master Crafters to having the ability to sell their own goods. Yes, in feudal economies there were resellers, but there was also the ability to sell your own goods.







And no one is stopping you now. If you opt not to use skill points to have a vendor and a "store", you can sell one-on-one through the auction channel, trade boards and shouting in the starport. It may not be as efficient as a vendor, but that is the choice you made to have other skills.





Ciredor
12pt Chef, 12pt Artisan, 11pt Weaponsmith, FS Fool with 2 Vendor locations: 3612, -6057 outside Mos Eisley on Tatooine & 580, 1707 near the Mining Outpost on Dantooine

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