Merchant Archive
Thread: Merchant Changes Some unexpected benefits
Now these is much debate about how needing business skills to have vendors is going to cause all sorts of bad things to happen. Crafters quitting, supplies of certain goods drying out etc. However I am not here to talk about these supposed bad things, I am going to suggest what I feel will be some really good things to come out of it long term.
It will be easier for new crafters to establish a market
- Older crafters will not be able to store the same amount of resources, components etc. nor stock the same level of goods
- The near endless supply of top notch kit from these pro-crafters will dry up, making room in the market for other crafters
- Some crafters will be quitting crafting because they don't like the changes
- Some crafters will be specialising, opening up space for other specialists in the areas they are not covering
- The plantary map listings will be more useful to shoppers with the old dead and empty vendors cleared out
There will be a demand for non-master items
- The pro-crafters will increase their prices to stop their stock from selling out so fast
- Not everyone will be able to obtain / afford the best kit anymore
- Lower quality kit made by non-masters learning their craft will have a place in the economy again
These changes won't happen at once, but over time with other planned changes there should be a greater movement towards this. Another thing that will help will include the Combat balance, which will reduce the credits coming into the game through missions, contributing to making the best stuff harder to get.
I think being able to sell what you produce as you learn a crafting profession rather than just 'grinding' it will make the game a lot more fun, and seeing more variety in armour etc will also make the game more interesting.
Well thats my opinion.
The original 110 item / 6 vendor plan might have brought about what you are suggesting if they also eliminated other loopholes but the current plan will not.
Message Edited by RocketM on 08-23-2004 09:31 AM
lisasdarren wrote:
Now these is much debate about how needing business skills to have vendors is going to cause all sorts of bad things to happen. Crafters quitting, supplies of certain goods drying out etc. However I am not here to talk about these supposed bad things, I am going to suggest what I feel will be some really good things to come out of it long term.
It will be easier for new crafters to establish a market
- Older crafters will not be able to store the same amount of resources, components etc. nor stock the same level of goods
- Or this means that older crafters will be hamstrung from creating sufficient stock to make the really good... goods, while novice crafters will now be able to sell inferior goods. While I'm all for novice crafters being able to sell stuff, they should do it based upon the premise of competition, not artificial market or storage limits enacted by the devs.
- The near endless supply of top notch kit from these pro-crafters will dry up, making room in the market for other crafters
- Again, to sell inferior quality stuff. The "other crafters" here who are producing trash are the ones who are winning at the expense of the consumers and the top-notch producers. Where's the "free market" or even the benefit in that?
- Some crafters will be quitting crafting because they don't like the changes
- Ooh! Even fewer people to produce the top-notch stuff! Yay!
- Some crafters will be specialising, opening up space for other specialists in the areas they are not covering
- OK, I'll give you this as a benefit.
- The plantary map listings will be more useful to shoppers with the old dead and empty vendors cleared out
- Not necessarily. A vendor with a "Readme" backpack priced at 99,999,999 and nothing else will still show up on the map.
There will be a demand for non-master items
- The pro-crafters will increase their prices to stop their stock from selling out so fast
- Yay, so consumers get to pay MORE MONEY for the SAME QUALITY stuff. That is anti-free market. Hello?
- Not everyone will be able to obtain / afford the best kit anymore
- Sure they will. They'll just have to do an extra Janta mission or two.
- Lower quality kit made by non-masters learning their craft will have a place in the economy again
- Non-master stuff will NEVER be in demand. It might be purchased to some degree if that is all that is available, but this is still not good for the game overall.
These changes won't happen at once, but over time with other planned changes there should be a greater movement towards this. Another thing that will help will include the Combat balance, which will reduce the credits coming into the game through missions, contributing to making the best stuff harder to get.
The credits coming into the game are much more dependant upon doctor buffs than anything else. This is going to affect armor more than anything else combat-related. The templates who are doing Janta runs for money don't really need that uber armor. A moderate suit of Ubese would suffice. This will not reduce cash inflow, excepting, of course, those who quit because of this or issues arising out of this.
I think being able to sell what you produce as you learn a crafting profession rather than just 'grinding' it will make the game a lot more fun, and seeing more variety in armour etc will also make the game more interesting.
Could this not be better accomplished by giving novice crafters something worthy of buying, rather than by nerfing established crafters' ability to produce and sell stuff (not so much sell now, but definitely produce)?
Well thats my opinion.
my .02 on top of yours.
lisasdarren wrote:
Now these is much debate about how needing business skills to have vendors is going to cause all sorts of bad things to happen. Crafters quitting, supplies of certain goods drying out etc. However I am not here to talk about these supposed bad things, I am going to suggest what I feel will be some really good things to come out of it long term.
It will be easier for new crafters to establish a market
- Older crafters will not be able to store the same amount of resources, components etc. nor stock the same level of goods
Don't believe that this will happen.Wewill store in factory input hoppers (droids and banks etc) you caneven increase storage by server lot swapping to get more of them. This will also increase their production capacity.
- The near endless supply of top notch kit from these pro-crafters will dry up, making room in the market for other crafters
So you expect customers to buy lower quality goods? The serious crafters will continue.
- Some crafters will be quitting crafting because they don't like the changes
This I will agree with
- Some crafters will be specialising, opening up space for other specialists in the areas they are not covering
err, there is still no market for chiten armor
- The plantary map listings will be more useful to shoppers with the old dead and empty vendors cleared out
Still doesn't help when you get there and they don't have what you are looking for. Bottom line, when you want to find something, you go to cnet and shop. That will become even more so after the change.
There will be a demand for non-master items
- The pro-crafters will increase their prices to stop their stock from selling out so fast
ie - you are saying that the rich will get richer, the poor poorer and a upper and lower class will happen
- Not everyone will be able to obtain / afford the best kit anymore
again - a class system
- Lower quality kit made by non-masters learning their craft will have a place in the economy again
I just don't see this happening, I would save my money rather than buy junk.
These changes won't happen at once, but over time with other planned changes there should be a greater movement towards this. Another thing that will help will include the Combat balance, which will reduce the credits coming into the game through missions, contributing to making the best stuff harder to get.
I think being able to sell what you produce as you learn a crafting profession rather than just 'grinding' it will make the game a lot more fun, and seeing more variety in armour etc will also make the game more interesting.
Well thats my opinion.
HalasterTheBlack wrote:
lisasdarren wrote:
It will be easier for new crafters to establish a market
- Older crafters will not be able to store the same amount of resources, components etc. nor stock the same level of goods
- Or this means that older crafters will be hamstrung from creating sufficient stock to make the really good... goods, while novice crafters will now be able to sell inferior goods. While I'm all for novice crafters being able to sell stuff, they should do it based upon the premise of competition, not artificial market or storage limits enacted by the devs.
- Unlimited storage and an unlimited ability to put stuff to market are artificial, not the other way around. To get a realistic economy it has to based in reality and in reality not just anyone can open a store they need to prove their business skills to investors to raise the capitol, and no-one has unlimited storage.
- The near endless supply of top notch kit from these pro-crafters will dry up, making room in the market for other crafters
- Again, to sell inferior quality stuff. The "other crafters" here who are producing trash are the ones who are winning at the expense of the consumers and the top-notch producers. Where's the "free market" or even the benefit in that?
- They are not producing trash, they are producing different stuff. Those who can afford it shop in Bond Street Tailors and pay more for better quality gear, those who can't shop in Primark (Walmart) and by lower quality gear for less. The high priced shops compete with each other as do the low priced shops, thats a free market. Masters compete with masters, novices compete with novices, only logical competition you can have.
- Some crafters will be quitting crafting because they don't like the changes
- Ooh! Even fewer people to produce the top-notch stuff! Yay!
- Yes Yay! because not everyone should have the very best, just as not everyone goes to work wearing designer clothes, driving Jaguars or Ferraris etc.
- Some crafters will be specialising, opening up space for other specialists in the areas they are not covering
- OK, I'll give you this as a benefit.
- The plantary map listings will be more useful to shoppers with the old dead and empty vendors cleared out
- Not necessarily. A vendor with a "Readme" backpack priced at 99,999,999 and nothing else will still show up on the map.
- Only until it falls off the vendor and then out of the stockroom
There will be a demand for non-master items
- The pro-crafters will increase their prices to stop their stock from selling out so fast
- Yay, so consumers get to pay MORE MONEY for the SAME QUALITY stuff. That is anti-free market. Hello?
- No consumers get to pay realistic prices for high quality stuff, at teh moment the cost of a harvester is verylow compared to the amount of money earn't from using it, and the cost of good composite is very low compared to the money that can be made while wearing it.
- Not everyone will be able to obtain / afford the best kit anymore
- Sure they will. They'll just have to do an extra Janta mission or two.
- Not everyone runs Janta missions, and soon enough the ability to run them solo will be gone. Not everyone playing this game is an 'Elite Dude'
- Lower quality kit made by non-masters learning their craft will have a place in the economy again
- Non-master stuff will NEVER be in demand. It might be purchased to some degree if that is all that is available, but this is still not good for the game overall.
- Yes it will, when master armour is only available to the top elite masters then lower level people will demand ubese from non masters, chitin from non masters etc. In fact there is already a demand, its from those newbies who are actual newbies and are playing the game with what they can earn, they will regularly buy non master stuff off the bazaar in Mos-Eisley.
These changes won't happen at once, but over time with other planned changes there should be a greater movement towards this. Another thing that will help will include the Combat balance, which will reduce the credits coming into the game through missions, contributing to making the best stuff harder to get.
The credits coming into the game are much more dependant upon doctor buffs than anything else. This is going to affect armor more than anything else combat-related. The templates who are doing Janta runs for money don't really need that uber armor. A moderate suit of Ubese would suffice. This will not reduce cash inflow, excepting, of course, those who quit because of this or issues arising out of this.
Like i said we need the combat balance to remove the stupidly high money making potential of elite combat templates.
I think being able to sell what you produce as you learn a crafting profession rather than just 'grinding' it will make the game a lot more fun, and seeing more variety in armour etc will also make the game more interesting.
Could this not be better accomplished by giving novice crafters something worthy of buying, rather than by nerfing established crafters' ability to produce and sell stuff (not so much sell now, but definitely produce)?
Novice crafters have plenty of things worth crafting, just because they are not as good as the stuff a master can craft doesn't make them any less worthy to those who they should be marketed too, those who are still learning their first basic profession or playing their way through an elite profession.
You are a community leader, think back to when you started, did you all have master created composite and DX2 pistols straight off? No you used what the other new players could create, a newbie cannot afford to buy buffs, composite etc. but they can afford to buy armour and weapons made by non-masters. They should not be able to afford master made equipment, that should be a goal, something to aspire not, not an automatic right upon playing for one week.
Message Edited by demosthenes810 on 08-24-2004 09:32 AM
demosthenes810 wrote:
Limited storage space is an artificial limit??
You are kidding me right?
Message Edited by demosthenes810 on 08-24-2004 09:32 AM
Rurry wrote:
demosthenes810 wrote:Limited storage space is an artificial limit??You are kidding me right?Message Edited by demosthenes810 on 08-24-2004 09:32 AM
I think that your arguement would be far more convincing if we couldn't store an entire city in deed form in our back pockets... Citing storage issues in a world such as this is...well, kinda silly.
Well, they are deeds not the actual building.
Limited storage space is a perfectly good economical model...economics is all about working with limited resources, and storage space can certainly be one of them. Should I be able to grind up to master architect, run up a bunch of schematics and thousands of objects, then drop it the next day to take up combat and go get wealthy killing things, and live the life of blissful non-effort?
It doesn't make much sense...the developer's have stated that they wish this to be a game you play, not sit in afk. Playing a crafter means crafting things...if you have infinite storage to stuff your wares into, what will you do with yourself next week? Not play a proper crafter...yet reap the rewards which are designed to be what keeps you afloat if you WERE playing a crafter properly.
Besides...it is all a moot point...they need to cut back on the enormous db glut which results from a single character selfishly having thousands upon thousands of items...and limiting storage space makes what you have, and the limited special items you do decide to keep around for your enjoyment, all that much more special.
Message Edited by Rurry on 08-24-2004 03:31 PM