Merchant Archive

Thread: VENDOR NERF....TRICKLE EFFECT....CRAFTERS NOT ONLY ONES LEAVING!

BrohenAco
Mon Aug 09, 2004 8:24 am
#1

First off i have mastered a couple crafting profs....weaponsmith, artisan, bio-engineer, so im not completely in the dark when it comes to this stuff..... This nerf is possibly the worst thing i HAVE EVER seen in this entire game. my current template centers around bounty hunter and pistoleer...


- POINT OF STORY -


The dev's obviously have never taken any economics classes in school. ( if they ever went to begin with ). At first glance crafters are the main people hurt by this nerf....but being the business/economics person that i am ....i have looked into this situation and studied this economy like the real economy i have studied in real life........ Ok,.....crafters get limited space on vendors....660 or whatever the number...they also have very limited space in houses..... This means they can only make the items that will sell and be able to offer no variety. They will also have to restock vendors constantly to deal with customers....and with limited house space...they cannot keep alot of extra items for storage....which means they will have to craft all the time....and the game ceases to be a game...and they get discouraged.....but we all knew this already.....


What the devs do not see is the people that SUPPLY these people with things they need..... I take myself as an example....i am a scout...i scout resources....hide..bone. meat...things like that....i also do not play the game enough to get those resources in stacks of over 15k.....i have smaller stacks of those resources...The only way i make my living is by selling these resources to CRAFTERS......if the crafters are already pushed tight for space...they will not be able to buy my stuff from me ...at least in the quantites i can provide...they will need resources in a higher stack....only hard-core...non -stop power gamers will be able to provide the higher stack.....countless amounts of people rely on crafters to support there lifestyles.....i DEPEND on crafters to buy my stuff or i make no money......Dev's will tell me that i should do missions for money....but that is the most boring thing to do...is the same asnine missions all day long......to maintain my current level of wealth....i will have to play the game alot more than i do now...to obtain more resources...that crafters will not even have room for....because they don't want to craft every day...to clear room for my resources.. If i don't have any money from selling my resources....( and others like me) i cannot buy high end weapons from weaponsmiths....or high end armor....and from what i hear...crafters will be RAISING prices with this nerf...which will further damage our economy.... The game as a whole will put down economy-wise to a slow pace....as of right now...the best people who put time in...see rewards...and they share their rewards with meby buying my resources that keeps me playing....if they have no room, they will buy less of my stuff, more of a Just-In-Time inventory...which is not a good thing for this game.


Everyone will suffer from this...If it goes live...i will not be around anymore.....i will leave the game...because it will cease to have a good free economy. This severly limits everyone..not just crafters. it will also cease to be a fun game for crafters who will have to be slaves to their business.....people don't want to have to WORK for a game....it is supposed to be fun...DEV's why are you trying to make this a sweat shop game where people have to slave away just to have a successful business.......This nerf hurts so many more people than crafters and vendors......



just like in america 1% of the population hold 85% of the money....they spend the money on goods (resources, artisan items) and services ...this money filters down to the people who provide those other goods and services....it is good for everyone...and when i first started playing swg i realized that is kinda like a real life economy we enjoy in the US. This nerf will turn our economy into the downward spiral that was seen by the Russian gov't in the late 80's till present day.......you guys are shooting yourself in the face on this one.....take it from this economist.....i study it...i know about it....and you guys are gonna be hurt when all these people don't want to play this game cause it ceases to be fun


Shaun (HE)



Brohen Aco (Dark Jedi)
Amphiaraus
Mon Aug 09, 2004 8:37 am
#2

My understanding is that as a Master Merchant, starting Aug 10th I am only allowed 110 listings of items in each of my 6 vendors.


This rule stinks. I will no longer be able to break up the resources I sell into small stacks (ex: 500 units Steel for 1000 credits) so the less prosperous players can afford to buy them.


My question is: What happens Aug 10th if one of my vendors has 200 listings init? Will the 90 extra listings be deleted, or will they be moved to the Stockroom where I can retrieve them and figure out what to do with them?


I have 6 Flurry chars, one of whomwill become a Master Merchant tonight. I will have to work myself senseless to have a second or even a third of my chars become a Master Merchant to get around this rule. This rule seems to be another ploy by SWG to force ambitious players to buy multiple accounts.


Please let me know what happens to Vendor items over the 110 limit. Will my Merchant need to treat this as an emergency and visit all his vendors tonight to get all 6 of them under the limit?



Amphiaraus: Former Resource King of Flurry, now Retired by the NGE

Had 80 Heavy Harvs, 24 Resource Vendors

BRING BACK CLASSIC SWG (PRE-CU)

YupThatsRight
Mon Aug 09, 2004 8:41 am
#3


Its real simple here folks to understand exactly what it is the dev’s are doing. It’s the same here as it is with the JLT……


It all comes down to the all mighty buck.


By adding this, it simply makes you have to use more of your limited skill points, which in turn limits the use of your "Merchant" character. If you want to play anything else, you need to buy another account. Personally if this goes thru I’ll be closing my merchant characters.


And as far as a solid explanation from the devs as to why they want this implemented? , You’re not gonna get it. Look at the HUGE outcry regarding combat revamp and JLT. The devs and TH have made it VERY clear they don’t care of the customers issues. Look back at history, it says it all.


Its all about the money folks, YOUR money and SOE wants it!

Crimsonsplat
Mon Aug 09, 2004 8:43 am
#4

The effect will not be a trickle, it will be a flood. Plain and simple, most of the players are going to caught TOTALLY by surprise because they don't read the forums. Probably half the crafters in the game are going to quit outright in shock.


First, everything gets discounted heavily, so people can get those 600-item vendors back down within the limit, or they're retiring. A mad buying spree runs for a couple of weeks; then those that quit do so and suck millions (billions?) of credits off each server.


For a while, the economy is depressed. Everyone's got everything they need and feel smug about their bargains. Thecrafters that remain have no business for months, because everyone needing anything stocked up at fire-sale prices. More of them leave the game, some switch to combat classes.


Consumables start to wear out. Suddenly, people can't find what they need to buy. The crafters that remain jack their prices through the roof. Even if they don't want to, they'll have to, to keep from having to restock their vendors twice daily. Having to do that will cause some players to quit that didn't earlier.


At first, everyone will try to stock only the highest volume selling items. The lack of varietyand low end merchandise willdiscourageany new people brought in by JTL.Many of themquit.


Combat classes start getting upset that they can't find mid/low-level SEA's and such any more. No one will stock them, since they blew to many points to get master merchant, and now can't survive to get their own; and they're already crafters, trying to sell their own wares so they don't want to cramp their space buying for resale. Some quit.


Then there will be a period ofsome diversification as some decide to specialize in a niche.SEA's will reappear, but market prices will fluctuate badly while crafters try to find their spot. Successful crafters find that they have to log in every day to run a few of every item in their datapad, and restock their merchant. More quit or change classes. In response, more combat classes quit because even with an improved vendor search and long-term empty vendors removed, they can't find what they need.


Eventually everything settles into an equilibrium.


On the single remaining SWG server, that is....

RanShino
Mon Aug 09, 2004 8:47 am
#5






BrohenAco wrote:


.....my current template centers around bounty hunter and pistoleer...i DEPEND on crafters to buy my stuff (Harvested Resources)or i make no money......




Sad state of affairs, and ironic to boot, when a BH can not make enough money hunting bounties to sustain herself let alone build wealth.....




Eoc Kikuchiyo
MBH - SCYLLA
Ywo
Mon Aug 09, 2004 8:50 am
#6

As I read on a post stating there are only two kinds of people against this .. yada yada..


It was stated " that SoE never intended for us to have such large businesses" ... which translates into they only wanted us to have a vendor with 70 or so items on it and no one buys them from us cause we never have what they wanted.


Well I, myself never expected to be one of the top tailors on Shadowfire either. I just loved to craft the clothes and make them different colors. I then would send them a email thanking them and sometimes I would get a need for a custom order. And that I loved to do also. But being a well stocked tailor vendor and a tailor that wasnt here today jedi grinding gone tomorrow tailor, I now have repeat business and happy customers. WAS
Cypress434
Mon Aug 09, 2004 8:52 am
#7

/applaud crimsonsplat. My thinkings exactly. Well put.



Jar Majere (Master Weaponsmith / Master Artisan / Master Merchant)
Remo Majere (Melee Fighter)
LukeBorgman
Mon Aug 09, 2004 8:53 am
#8

I think this is a pretty fair analysis.


If I stay an architect at all, I will only sell houses & factoriesin my one 50-item vendor. It will probably be time for me to grind out the craft me and my friends need most (weapons or armor) but will not be selling to the public. I'll have to decide whether that is more fun on a daily basis than spending the skill points on Doctor or more combat. I may have to give in and go melee.


I'm not gonna spend more time crafting than I already do. I have acheived a nice balance of crafting and combat activities to keep the game fun. If the vendor nerf happens, my one houses/factories vendor will no longer be advertised, my sales volume will drop and I likely stop buying resources from miners, since I'll be able to keep up with dwindling sales with my own harvesters.


...but who needs crafters anyway? Jedi don't. And since their the end-game, SWG doesn't need crafters anyway. ...at least not so many. With the Vendor Nerf, crafting will be something to dabble in for me and my friends, if at all. I expect overall available quality will be lower, so all those who want armor nerfed will love this too. Hmmmm. I wonder which weapons are easier to craft more casually: melee or ranged? Looks like a Power Hammer is way easier to craft than a T21, and Vibroknucklers look easy. That's good since, the way things are, TK and Swordsman is probably the most popular. Looks like the Karate Kids win even bigger in a post-Vendor-Nerf economy. ...even more imbalanced combat thanks to this.



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testing SWG again
Ywo
Mon Aug 09, 2004 9:11 am
#9


As I read on a post stating there are only two kinds of people against this .. yada yada..



It was stated " that SoE never intended for us to have such large businesses" ... which translates into they only wanted us to have a vendor with 70 or so items on it and no one buys them from us cause we never have what they wanted.


and i can see all too well the tickle effect of this decision....


Well I, myself never expected to be one of the top tailors on Shadowfire either. I just loved to craft the clothes and make them different colors. I then would send them a email thanking them and sometimes I would get a need for a custom order. And that I loved to do also. But being a well stocked tailor vendor and a tailor that wasnt here today jedi grinding gone tomorrow tailor, I now have repeat business and happy customers. WAS THAT MY FAULT?? No .. just good business sense. I can not tell you how many free clothes I have given away also, to the new player that wanted new clothes.


But if FORCED to only have 50-70 items show up on my vendor on patch day.. out of 800 plus, this will not only make all my customers angry at me, not you but me. they will no longer come to me because the chances of my vendor showing what really is avaiable but less likely to have what they are looking for, they will cease to come to my shop. Thus FORCING me out of business not by competition but the game itself. And i am not going spend my entire day crafting , i already spend alot of it restocking and filling custom orders. But I too want to have fun and it will not be. And with no income coming in and my items dropping off in 30 days because of no sells , well i will trickle out of the tailor business . But what will happen is merchants then will hold us all hostage with high prices and the only way of selling our goods.


All i can say is DONT DO THIS TO THE INNOCENT CRAFTERS ..... limits on vendors is not the solution .. delete the empy vendors and remove vendors that others have without the proper skill perhaps but not limits .
Tarnak_Archvold
Mon Aug 09, 2004 9:22 am
#10


LukeBorgman wrote:
Hmmmm. I wonder which weapons are easier to craft more casually: melee or ranged? Looks like a Power Hammer is way easier to craft than a T21, and Vibroknucklers look easy. That's good since, the way things are, TK and Swordsman is probably the most popular. Looks like the Karate Kids win even bigger in a post-Vendor-Nerf economy. ...even more imbalanced combat thanks to this.


I am an former weaponsmith, luckily I quit being one about 1 and a half month ago.
And yes VK's are one of the easiest weapons to make, more so it was my fastest selling weapon. If I had to be a WS under this change I would properly arrange my shop like this.
Vender 1) VK. (singles).
Vendor 2) Munitions. (Grnades and heavy weapons by the crate)
Vendor 3) BH & Comando. (LLC, scatter, FT, and heavy acid rifle)
Vendor 4) Swordsman and fencer. (graffi stick, stun baton, 2h curved, and power hammer)
Vendor 5) Crates of vendor 1, 3, and 4. at the same price. Easy storage for restocking, and sale to resellers. Also WUK's here.
Vendor 6) Like 5 but with parts.
This was the selection that required the lowest amount of named resources, while taking up the most of my sales. Something like a T21 take a huge amount of work, and do not sell that fast.

Any newly started weaponsmith would likely only find empty niches in pole arms and low-end range weapons, all existing WS would be firmly planted on the high volume, high profit items. And any new weaponsmith would have a even tougher time braking in to the market.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
Mistrel-Dustrunner
Mon Aug 09, 2004 10:11 am
#11

I will cancel my account I hate to see this happen other games dont have this type of limit some you can have multiple characters on one server with one account. I guess the opinion of the few matter more greatly than the overall good the continued patches a lot for the good but a good percentage of them are just it seems for spite will ruin this game. I am currently looking for another online game to play now and I can guarantee one thing that it will not be in any way associated with Lucas Arts Inc. or Sony Online Entertainment.

THERE ARE OTHER SOLUTIONS TO THIS PROBLEM.
1. have unlimited storage in houses but have increased maint rates for larger amounts stored there.
2. enable resources to have larger stacks like 1 million units and factory crafted items also
3. enable crates that have been emptied to be used to restore stuff to save on space.
4. most import stop trying to fix things that arent broken and focus on things that are.
LukeBorgman
Mon Aug 09, 2004 10:41 am
#12








Mistrel-Dustrunner wrote:
*snip*
THERE ARE OTHER SOLUTIONS TO THIS PROBLEM.
1. have unlimited storage in houses but have increased maint rates for larger amounts stored there.
2. enable resources to have larger stacks like 1 million units and factory crafted items also
3. enable crates that have been emptied to be used to restore stuff to save on space.
4. most import stop trying to fix things that arent broken and focus on things that are.






OMG! These are great ideas! #1I had not even heard before; I love it! I think they are truly practical as well.


These should be easier to program than JTL, but... I almost forgot: They don't get to charge another $30 per account (JTL CD price)for these ideas. ...and since it's "Star Wars," there will be plenty of new players who will pay $45 + $30 + $15/monthto try it for more than 14 days. They only have to make the game fun for a monthto make the CDmoney. It's becoming apparent that that is the goal. Long-term subscribersdo not appear to be a concern. In fact, it's starting to look like we (long-term subscribers) actually cost too much to support in terms of server storage, so they want us to quit.





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testing SWG again
BrohenAco
Mon Aug 09, 2004 10:48 am
#13

mistrel you are so right.....she said "don't fix things that are not broken"....well put. It is obvious to me that the dev's had some sort economics instruction when the game was being designed because the economy works......but they probably stopped using their guidance....This move will cut the legs off this game. EVERYONE will be affected.....when an economy is in full swing and operating as such this game is....it is impossible to change something that has so much momentum without seeing harsh results. To the programmer or dev....changing the limit to smaller may fix some sort of problem they have...but is it worth many canceled accounts....and a completely screwed up economy....cause they are gonna get both if this is put through. The online lives of many will be changed drastically. i know i will have to rely on getting loot to pay for my ingame lifestyle...and that is not a sure thing...i like relying on steady customers of my meat, bone, hide......the economy is working fine...why change it?


Shaun (HE)



Brohen Aco (Dark Jedi)
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