Development Cycle Archive
Thread: In-Test: Merchant Vendor Changes Part 2
smsheehan wrote:
Hmm couldn't find the edit buttonAlso 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....
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.
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.
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.
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.
Message Edited by Moepple on 08-18-2004 02:16 AM
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.
Lires wrote:You are so getting old...
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
Um please never say bomb-diggity again. You are makin ME feel old. lol
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.
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.