Merchant Archive
Thread: so what happens to all my 1200+ items on 3 vendors after the merchant nerf?
Message Edited by Buka_Starwalker on 08-17-2004 05:10 AM
Message Edited by Buka_Starwalker on 08-17-2004 05:28 AM
Message Edited by Buka_Starwalker on 08-17-2004 05:46 AM
Buka_Starwalker wrote:
EXPLOITING??? this is isnt an exploit? this is the way the game was designed? If the devs have no plan to create a true mercantile system and I play the game as it is laid out how is that exploiting? I'm using the game mechanics and they are coded? Do you HAVE to be an architect to live in house? Can a BH not have a side business that sells weapons? This is ridiculous to nerf it so fast since its their design that allowed this. and if it was an exploit WHY WAS I NOT NOTIFIED EARLIER???? Why does it take a spam of a 2 week period for me to have to sell 1200 items that I have been selling just fine for OVER 6 MONTHS????
Ignorance, willful or otherwise, has never been a valid defense.
You are correct, as a BH, you are free to have a side business selling weapons, or anything else you want to sell. But you have to maintain the relevant skills to do so. Work back up the merchant tree, and get the vendors. Or contract with a merchant to have them sell items for you.
As of publish 10 if you have vendors that you no longer have the "Manage Vendor" skill to maintain you will be informed of such when you try to put an item up for sale. No items can be put on the vendor either from your inventory or from stock until you have the skills to manage the number of vendors you have. All other aspects of the vendor including its ability to sell your remainaing merchandise should be the same as it was before.
Iannyen wrote:
Buka_Starwalker wrote:
EXPLOITING??? this is isnt an exploit? this is the way the game was designed? If the devs have no plan to create a true mercantile system and I play the game as it is laid out how is that exploiting? I'm using the game mechanics and they are coded? Do you HAVE to be an architect to live in house? Can a BH not have a side business that sells weapons? This is ridiculous to nerf it so fast since its their design that allowed this. and if it was an exploit WHY WAS I NOT NOTIFIED EARLIER???? Why does it take a spam of a 2 week period for me to have to sell 1200 items that I have been selling just fine for OVER 6 MONTHS????
Ignorance, willful or otherwise, has never been a valid defense.
You are correct, as a BH, you are free to have a side business selling weapons, or anything else you want to sell. But you have to maintain the relevant skills to do so. Work back up the merchant tree, and get the vendors. Or contract with a merchant to have them sell items for you.
but since their is no ability to get admin access on anothers vendor they MUST be logged in to accept your items. I would then have to be dependant on someone else to place items on a vendor. What if that merchant goes on a 1 month vacation?If they have merchants the ability to grant non-merchants a limited amount of items they can sell and the proceeds go directly to the seller and NOT the merchant vendor owner then would be a fantastic solution.
I could rent a vendor from a merchant and the proceeds from MYcrafted items go directly to me instead of them and they have to bank tip me and keep track of dozens of email so they know exactly how much I'm owed. The current system needs merchants the ability to grant SELLER RIGHTs to others. THEN we got something good going!
I would then be able to be a full-time crafter and the merchant profession would be the distributor. Everything sold on the vendor would have a slider that can be set to how much of the sale proceeeds go directly to the merchant for the use and maintenance and upkeep of a vendor. EVERYONE WINS and this is EXACTLY how merchants work in the real world.
Crafters craft and the merchant distrubute. But if you have 12 vendors and 6 crafters funneling products to you to sell on em how the heck are u supposed to know which item's sales proceeeds go to which crafter now? Multiply that times 120 items sold and u can see how ths problem compounds itself. The current system is NOT a true mercantile system. It needs this crucial components for item distribution - seller rights and proceed funneling.
Buka_Starwalker wrote:
but since their is no ability to get admin access on anothers vendor they MUST be logged in to accept your items. I would then have to be dependant on someone else to place items on a vendor. What if that merchant goes on a 1 month vacation?If they have merchants the ability to grant non-merchants a limited amount of items they can sell and the proceeds go directly to the seller and NOT the merchant vendor owner then would be a fantastic solution.
I could rent a vendor from a merchant and the proceeds from MYcrafted items go directly to me instead of them and they have to bank tip me and keep track of dozens of email so they know exactly how much I'm owed. The current system needs merchants the ability to grant SELLER RIGHTs to others. THEN we got something good going!
I would then be able to be a full-time crafter and the merchant profession would be the distributor. Everything sold on the vendor would have a slider that can be set to how much of the sale proceeeds go directly to the merchant for the use and maintenance and upkeep of a vendor. EVERYONE WINS and this is EXACTLY how merchants work in the real world.
Crafters craft and the merchant distrubute. But if you have 12 vendors and 6 crafters funneling products to you to sell on em how the heck are u supposed to know which item's sales proceeeds go to which crafter now? Multiply that times 120 items sold and u can see how ths problem compounds itself. The current system is NOT a true mercantile system. It needs this crucial components for item distribution - seller rights and proceed funneling.
Buka_Starwalker wrote:
Iannyen wrote:
Buka_Starwalker wrote:
EXPLOITING??? this is isnt an exploit? this is the way the game was designed? If the devs have no plan to create a true mercantile system and I play the game as it is laid out how is that exploiting? I'm using the game mechanics and they are coded? Do you HAVE to be an architect to live in house? Can a BH not have a side business that sells weapons? This is ridiculous to nerf it so fast since its their design that allowed this. and if it was an exploit WHY WAS I NOT NOTIFIED EARLIER???? Why does it take a spam of a 2 week period for me to have to sell 1200 items that I have been selling just fine for OVER 6 MONTHS????
Ignorance, willful or otherwise, has never been a valid defense.
You are correct, as a BH, you are free to have a side business selling weapons, or anything else you want to sell. But you have to maintain the relevant skills to do so. Work back up the merchant tree, and get the vendors. Or contract with a merchant to have them sell items for you.
but since their is no ability to get admin access on anothers vendor they MUST be logged in to accept your items. I would then have to be dependant on someone else to place items on a vendor. What if that merchant goes on a 1 month vacation?If they have merchants the ability to grant non-merchants a limited amount of items they can sell and the proceeds go directly to the seller and NOT the merchant vendor owner then would be a fantastic solution.
I could rent a vendor from a merchant and the proceeds from MYcrafted items go directly to me instead of them and they have to bank tip me and keep track of dozens of email so they know exactly how much I'm owed. The current system needs merchants the ability to grant SELLER RIGHTs to others. THEN we got something good going!
I would then be able to be a full-time crafter and the merchant profession would be the distributor. Everything sold on the vendor would have a slider that can be set to how much of the sale proceeeds go directly to the merchant for the use and maintenance and upkeep of a vendor. EVERYONE WINS and this is EXACTLY how merchants work in the real world.
Crafters craft and the merchant distrubute. But if you have 12 vendors and 6 crafters funneling products to you to sell on em how the heck are u supposed to know which item's sales proceeeds go to which crafter now? Multiply that times 120 items sold and u can see how ths problem compounds itself. The current system is NOT a true mercantile system. It needs this crucial components for item distribution - seller rights and proceed funneling.
This is what the merchant gets paid for, and its not an easy job. You actually read your sales mail andkeep records. Export your mail and manage it in a database ... all part of the job. Personally I prefer to buy wholesale and resell, its much easier to look after.
My opinion on your whole predicament is that your options are:
a) Find alternative storage (I'd recommend factories like the person above)
b) Pick up merchant skill or sell your items wholesale to a merchant. From what you said about working on BH, it looks like the second choice is really the only one you'd be willing to take. Might be a loss from what you would get if you sold it directly, but that's the advantage of having merchant skills and the disadvantage of not having them. Better than losing the items altogther.
I personally think that when you are gaining the benefits of a system that is clearly not working as intended, appreciate those benefits while you have them but don't take them for granted. Another example of this is cross server lot trades, they don't specifically say you're not allowed to do them and if they do something to take them away I'm sure alot of people will be annoyed. But reallyyou would have no ground to stand on,you are getting an advantage over the intended lots per server and should appreciate it whileyou can.
At least you get a warning so you can organise alternative storage / sales methods. You should also probably withdraw and relist everything just before the patch so that you have the full 30 days to get sorted out.
Buka_Starwalker wrote:
thank you all for the great replies you have all made especially LadyGrace and DocSavag. I have a much better understanding of what I can expect from patch 10 and I already have used (wasted) 40 skill points to get +1050 storage units for the 935 items I still have left to sell. So unless I either A) destroy these items or B) find a merchant that wants them (which is all but impossible and you will all realize this since most ppl DO NOT play merchant), at least I know what to expect.
BTW: only 49 of those 935 items are on a personal storage vendor. Hardly a huge amount of stuff that was being stored by so certain ppl who call thisan "exploit". The overwhelming majority of my vendor items are real products to be sold to customers. But since the devs have no allowed crafters the ability to store their resources and whatnot people are forced to use the system as is implemented. Shame on the devs for this ridiculous patch =(
No, people do play merchant, BUT, there's always a but. You arent going to be able to sell them to the merchant for going rate. You'll HAVE to work more in quantity then anything. This will mean a) having an item that people WANT, and b) at a price that the reseller can sell it at the going rate. If you have something that the going rate of it is 100,000 credits, you'll have to sell it to the merchant for the 10-20% discount (I'm guessing at least, and honestly that 100k PROBABLY didnt 'cost' you more then 50% of that to make, if it did maybe you should check where you are buying things at). So you'll need to find a reseller and see if thay can pay you 80-90K for the item, and get a fairly quick turnaround on the sale. And there is a thing called 'offer' on vendors, now I'm not saying you should randomly plaster stuff in offer boxes, but the person doesnt have to be online for you to sell stuff for them. Yes you will have to wait, but that's no different then shipping something COD, you still have to wait a few days for the stuff.
As far as the BTW part, as has been said in MANY MANY posts the last couple of weeks, this game is about choices. You have 250 points worth of choices to play with. That's how the game is designed, and twist the words however you want, the way the game is working ATM is NOT what was supposed to happen. They said back a while that you should not be able to use a merchant once you gave up the skill to manage a vendor (or 'place') as a lot of people are trying to argue. No matter how you argue it, in SWG 'placing' a vendor is the same as running it. If you dont have the skills, you shouldnt be able to use it.
Now if you'd do a little more reading, you'll see that MIOST merchants are NOT against some sort of 'vendor' for non merchant people. BUT, it should be either crafted and sold to players, or if it's part of a house or something, will cost much higher amounts to run then a 'real' vendor. BUT, you wont get much sympathy from people that have actually spent the time and points getting merchat skills coming in here yelling 'nerf'. You may not like it, but it's a fix, not a nerf.