Merchant Archive

Thread: Anything less than 5 fold increase on current item limits simply NOT acceptable

SeaRaptor
Mon Aug 09, 2004 2:03 pm
#1

Sorry, I suppose I should have been more clear.


First things first, you keep throwing around the term oligopolies. I know what the book definition of it is, but I would like to hear how you think it applies to Galaxies. At what point does a business become an oligpoly in Galaxies, to you?


Second, I meant "how do oligopolies hamper the n00b crafter"? In a game with no taxes, virtually insignificant materials costs (if you mine your own stuff it's well under 1 cpu), and no employees, anyone who is willing to put in the time and effort to become a successful businessman can do so. I've seen people break into the various markets well after the launch of the game simply because they decided they were going to do so. The single biggest gate holding back new crafters is resources. It takes about 6 months to gather up all the resources you need to make good weapons and armor and food and meds and so on in high quality. The only reason the people in front of you are turning out better products is because they've alreadyput in their 6 months of waiting for good stuff to spawn for all of the various materials required and are now enjoying that success. Anyone who wishes to follow in their footsteps can do so, they simply must be patient and build up a reputation for being professional, keeping well stocked vendors, and having competitive pricing. Someone who acquires the title of Master Tailor or Master Weaponsmith can't expect to be an instant success. No one who has mastered the profession before them has been an instant bazillionaire, for them to expect to is unreasonable, and for the developers to think that the existing people in the marketplace were instantly successful so anyone new should be is an incorrect assessment as well.


You seemingly take glee in punishing the successful for their success. Why? Every successful businessperson in Galaxies has worked very hard to achieve what they have. Why do they deserve to be punished for working hard and acquiring a fair portion of the market share of their goods on their respective servers?


This is a very complex issue, but it sounds as if you feel like the root of all evils in the in-game economy are the very people who have toiled many hours and put up with endless bugs (factories, vendors, vendor listings) to become pillars that very economyis now based on. I simply cannot understand and do not subscribe to this viewpoint, certainly not to use it as a basis for celebrating the current proposed vendor nerf.



Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
Vauhn
Mon Aug 09, 2004 3:30 pm
#2



joined42904 wrote:
When the oligopolist runs out, second-rate "noob" products become something to be considered.
Sound good? It does to me. This may actually mean that crafters will be able to go up in crafting selling their products as they improve in skill. Just imagine that. No longer will just masters be able to completely dominate the market.





Actually, lets take me for example. Just a few weeks ago I was in need of some nice Ubese... I contact my AS friend, and say I need good Ubese. He says I was going to make a batch tomorrow. Now it was about a week before we met up again, and during that time I was tempted to visit any of the many AS I know, but decided not to since, as it stands in SWG, you need the best of the best of the best, to compete with the best of the best of the best.

With the changes proposed, mainly the item limit being so low, I will no longer feel the need to visit empty vendor after empty vendor after empty vendor, just to settle for something that won't do crap for me. No way, I will contact one of my many many contacts in game, and wait. They are not limiting the number the crafter can make, just what he can list. They won't run out, they'll just have two vendors, one called "Vendor: Catalog - Mail orders" and one called "Vendor: Completed orders" Since most do not service more than 110 people in one day this solves all thier problems. If they do, add another "Vendor: More Completed Orders"

This does not help novice crafters at all... Don't know a master WS/AS/DE/DOC.. etc well SOE added a nice little /auction for you to find everything you could ever need.

Bottom line is, 250-500 per vendor limit is fine. 110 is way too low...



Vauhn Moonshyne
Dominus Nihil Councilman
Moonshyne Industries - "Serving you since Day 1"
Mos Nihil, Tatooine
- Master Swordsman - Master DE - Proud Member of DN's Knight Watch
First Brian Mayor (Retired) - Master Artisan(Ret.) - Master Merchant(Ret.) - Master Architect (ret.)
joined42904
Mon Aug 09, 2004 3:44 pm
#3

I take glee in this because of the way the "successful" people treat the unsuccessful people on my server.


Once you have your 12 points, do you need more experimentation gear? Well...no. Not to use. Only to prevent other people from being "as good" as you are.


The 12-point established crafters on my server, Kauri, buy up experimentation gear they don't need. I have seen both AS and WS crafters do this. Well...they can do this only because they sell a lot of items and accumulate a vast stream of incoming wealth. Fair enough.


Now...if they were to increase the drop rates on exp tapes and also decrease the number of items any one crafter can sell while enjoying the game (camping your own vendor equals no fun), well...that might just let the people who need exp tapes buy some.


I say nerf the heck out of these selfish people who are hindering starting crafters. And 110 items per vendor sounds really good to me.


The issue isn't all that complex, really. The issue is whether 1-3 people per profession will be allowed to dominate the economy of each server or whether lots of small crafters will be given a chance. I vote for the latter.


(The whole 6 months to get good resources thing is another issue. It would be better imo if the same resources respawned every 2 months or so in order to prevent this kind of disparity in the resources the various crafters are using. This would let crafters mine their own and not have to prepare for excessive periods of scarcity. But then again this is a design decision.)


As for the folks who wouldn't buy from noob crafters but would instead special order a suit of ubese...I pity the armorsmith who is willing to take special orders of ubese from 20 different people and keep track of that. It would be no fun for the AS. Heck...if it were me, I would find another AS selling minimally acceptable ubese on a vendor, get the waypoint, and send people there in the event that I happen to be out. Less headache. I'm glad you picked ubese as an example. Much lower profit on that armor per unit time for the AS. Many smiths don't even think ubese is worth it and don't make it.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
WILDMAN_SOLO
Mon Aug 09, 2004 3:47 pm
#4






joined42904 wrote:

In the spirit of SWGaddict01's post....


Anything more than a 2-fold increase of the current item limit is simply NOT acceptable


as it will fail to crush the big oligopolies that hamper the casual crafter.







Thats the biggest bunch of commie bullcrap I have ever read. All you want to do is punish the successfull hard working crafter.


It has taken me 8 months to get my WS and AS business to the level it is at today. I have no cross server lots and I have essentially built up my business emire by myself except for some help from a limited number of guys in my PA.


Noob crafters should not be able to compete against long well established crafters period. Thats like saying "OK lets nerf Jedi so hard that a novice marksman can beat them" its not fair that a Jedi can beat a novice marksman noob so lets nerf them into the ground till novicemarksman = Jedi in combat prowess.


Do you see how fubar your argument is. Your very statement says "casual crafter", if they want to be casual then their sucess should only reflect their casual play. Hardcore dedicated long stanbding reputable crafters should not be penalised for your laziness an incompetence to start a viable business.


The problem is all you noob/casuals think that grinding an elite crafter = making a cash register. Well I got news for you sunshine it ain't. You got to work hard to make quality goods and establish a good customer base.


vendor limits are acceptableif they need to limit datavase size but the limits should be at least a 5 fold increase on what they currently suggest

Message Edited by WILDMAN_SOLO on 08-10-2004 12:48 AM



=Upde Harris= 12pt Master Weaponsmith and smuggler of Chimaera server - Voted 20th Best WS on the server !!! WOOT
Idiva Harris - 12pt Master AS and Merchant

Ancient Weapons and Hokey religions are no match for a good blaster at your side !!
Visit =Upde= Weapons Inc. in RFR Guildhall Kintha on Tatooine (2k from Mos Eisley) for all your weaponry needs.

SeaRaptor
Mon Aug 09, 2004 4:44 pm
#5






joined42904 wrote:


I say nerf the heck out of these selfish people who are hindering starting crafters. And 110 items per vendor sounds really good to me.




See, now you're mixing arguments. You're upset about the drop rate and price of experimentation tapes. How does that relate to vendor caps?


Bzzzt. It doesn't. The people who have the credits to buy those tapes up -- which I don't condone, BTW, but whatever, it's their money -- aren't wealthy because they didn't have vendor caps. They're wealthy because they've sunk a lot of time and energy into their businesses. They BENEFITTED from the lack of vendor caps, yes. But up until this change goes through, everyone ELSE benefitted too. So it's not like no one else could do what they were doing in terms of volume. There is plenty of market out there for people who don't have 12 experimentation points. Hell, I didn't have 12 points until February, and by then I was already a well-established weaponsmith. (Granted, those extra points don't do that much for a WS, but that's not the point.)


Your beef is with loot, not with vendors. You're arguing the wrong thing for the wrong reasons.





Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
DarthIman
Mon Aug 09, 2004 4:46 pm
#6

We should have more vendors! Like 10! And unlimited stock! And the vednors should walk around town selling for us too!
WookieeToo
Mon Aug 09, 2004 5:50 pm
#7






DarthIman wrote:

We should have more vendors! Like 10! And unlimited stock! And the vednors should walk around town selling for us too!






Go back to the rock you crawled out from under, troll.
VarnaxDespin
Mon Aug 09, 2004 5:54 pm
#8


I would say any decrease in our limit is unacceptable.


What type and how many items we place on vendors is already limited...not by a arbitray # thrown up into the air by us and/or the dev's, rather by the 30 day limit placed on all vendor items.


Let me explain.... currently I and everyone else can put as many items onto a vendor as we like... what stops many of us from going over a certain number is the 30 day limit. For instance I have aprox 700 100k unit stacks up on my resoruce vendor... using my backstock I could double or maybe even triple that number. Yet I dont.. why? because some items sell slower then others and I dont need to have 5mil units of X resource up at any one time, especially if I know that by doubling my items.. I am going t ohave to spend an extra 2 hours re-stocking those items in 30 days... the amount I put on my vendor is proportional to the amount I think I will sell and how much time I am willing to spend re-stocking ever month it those items dont sell.


Why else do we not see vendors with 20k items... or 50k items.. or even a 100k items? because no merchant in their right mind canwants to spend20+ hours adding and then re-stocking all those items.

Message Edited by VarnaxDespin on 08-09-2004 05:57 PM



Varnax Despin
Corwinn
Mon Aug 09, 2004 6:02 pm
#9


5 might be acceptable, I'm more comfortable with 10x increase.


Being a M. AS and M. WS, I can kill the item limits really fast and only have a small portion of my product on vendors. And I'm a small guy, not a big monopoly. These vendor limits will definitely kill me.


I try to keep myself in 3 markets, even with management 4 (which I have), that only allows me to have 200 items in each market. A single suit of composite is 9, not to mention variations in layers, padded, ubese, variations there ... colors there ... PSGs, all the many different weapons and variations of stocked, scoped, stocked and scoped, etc.


Most of the change, I don't have a problem with .. I love empty vendors being removed from the map because nothing bothers me more than going to an advertised vendor and finding it empty.


But the item limits are entirely to low ... by an order of magnitude.



Corkev Sarvek - Master Weaponsmith, Master Armorsmith, Master Artisan -- CANCELLED
Corwinn Rhea - Full Template Jedi -- CANCELLED
Valari - Master Smuggler, Master Doctor -- CANCELLED
--NGE "the straw"
AloraElon
Mon Aug 09, 2004 6:36 pm
#10

I agree that fivefold is acceptable, but tenfold would be a much better solution. That would allow most merchants to operate their business. The lowest level allowed would be 500 items for one vendor, for the casual crafter. The serious merchants with big shops would get 6600 items over 6 vendors. This should take care of the needs of tailors and other merchants with high needs.


Just about everyone is pleased with removing vendors with nothing on them.The only part folks disagree with are the caps which are way too low. Thesolution of tenfold increase will make everyone happy. The unused vendors are gone, and the capping will not ruin the economy.


If they want to further improve the database, allowing stacks of 1,000,000 resources and factory stacks of 1000 will go a long way to improve the situation, and again make many players happy.


The database CAN be reduced by ways that make the players happy, not by harsh nerfs that drive players to quit.




Alorra Elon
Alorra's Shop
Coronet, Corellia (-915 -3828)
mattpost
Mon Aug 09, 2004 6:40 pm
#11



I have5 vendors total


One - has over 250 items with all my resources in it totaling 45 MILLION, that is only at 3 cpu max most is 2 cpu.


Two - has about 165 items with all droid items, batteries, heal packs, droids, paint kits so on.


Three - has about300 items with droid and weapons on it on a different planet.


Four - has over1200 items ALL LOOT ITEMS that sells at least 100 items per day. All for cheap prices.


Five - only 40 back packs, all packs have 50 items in it, this is my storage vendor WITH EVERYTHING I OWN WORTH EASY- 20 MILLION - in armor weapons crystals furniture harvesters loot kits ( ie rugs gongs ya know) Loot galore that is 2000 ITEMS


There is no way i have any room any where for all this stuff. ALMOST 4000 ITEMS


SOE what am I suppose to do? You told us this was an ok policy to use these vendors like this. Now some of us stand to lose Millions of credits worth of items. At the risk of sounding cliche - I have no idea what im going to do and there is a strong possibility of leaving this game do to the nerfing and our personal loss of items.


Here is the ironic part. Where is all this stuff going to go. I'm not talking about the loss now. Who is suppose to take it. Think about it if i sell it someone else has it. That means the totla number of items is still the same just not with me. when you lower the total number of items you bring the product to a lower level..


Supply and demand if supply is up cost is down. OMG simple economics. If supply is low price goes way up.


Please dear God tell me you DEVS covered stuff like this in college.


This is nothing more than an attempt at a COMMUNIST SOCEITY. A small group of rulers do what is best for the people.


WE live in democracy. WE THE PEOPLE pay your salary. DO NOT DO THIS NERF



ﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹﻹ
"Resource Depot"
Providing Quality Product & Resources Since 2003
Located West of Anchorhead, Tatooine
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Aslanon
Mon Aug 09, 2004 10:47 pm
#12







WILDMAN_SOLO wrote:






joined42904 wrote:

In the spirit of SWGaddict01's post....


Anything more than a 2-fold increase of the current item limit is simply NOT acceptable


as it will fail to crush the big oligopolies that hamper the casual crafter.







Thats the biggest bunch of commie bullcrap I have ever read. All you want to do is punish the successfull hard working crafter.


It has taken me 8 months to get my WS and AS business to the level it is at today. I have no cross server lots and I have essentially built up my business emire by myself except for some help from a limited number of guys in my PA.


Noob crafters should not be able to compete against long well established crafters period. Thats like saying "OK lets nerf Jedi so hard that a novice marksman can beat them" its not fair that a Jedi can beat a novice marksman noob so lets nerf them into the ground till novicemarksman = Jedi in combat prowess.


Do you see how fubar your argument is. Your very statement says "casual crafter", if they want to be casual then their sucess should only reflect their casual play. Hardcore dedicated long stanbding reputable crafters should not be penalised for your laziness an incompetence to start a viable business.


The problem is all you noob/casuals think that grinding an elite crafter = making a cash register. Well I got news for you sunshine it ain't. You got to work hard to make quality goods and establish a good customer base.


vendor limits are acceptableif they need to limit datavase size but the limits should be at least a 5 fold increase on what they currently suggest


Message Edited by WILDMAN_SOLO on 08-10-2004 12:48 AM






Right on WILDMAN! Last I checked , we all started out as noobs, Novice Artisians. Anyone can excel at this game and make a ton of money if they are creative and work hard! I am so sick of this socialistic view by the whiners!! It has taken me 9 months of very hard work to build a multiple million credit Resource business. This was not handed to me. I started wth the same 250 credits and a melon like you pal. I gained hunting shills and hunted for Docs, BE's, and Chefs till I hurt. I saved enough credits to buy a few medium harvs. I would do the research and survey alot to find resources crafters wanted. When I made money I upgraded my harvestors to heavies. The whole time I was hunting to make money. I opened 1 vendor and advertised it as much as I could until I built a clientle! The whole time I kept adding by hiring other miners at wholesale prices and selling their resorces for a small profit. I have 3 vendors with about 2000 items on them ranging from Flora, Ore, Metals, Gas, CHem and Radio active Power. I now, after alot of hard work, have a business thats worth hundreds of millions! My efforts!!! So Joined, don't rejoice in seeing the successful get nerfed because it may be you some day- Just get to work and it can happen for you too! BTW, because of my success, I employ a minimum of 12 miners and have given away millions helping other players!


I believe in teaching people hw to fish. I set my miners up in the wholesale business, give them a nice sum of credits and Power to get started. They are now in business for themselves. I survey they drop and harvest for me. I also let them use have access to all my personal harvestors to use so there is nothing out of their pocket to start.


I will quit this business if this nerf goes through mainly because I have a RL too and do this for enjoyment. Because of the nerf many crafters, miners, and profession grinders will be affected by this change!


Capitalism works!!!


Message Edited by Aslanon on 08-09-2004 10:56 PM

Message Edited by Aslanon on 08-09-2004 10:56 PM



Aslanon


Marker Newcastle
Business Man
Marker's Resources- 1300 meters from the Coronet Starport, -946 -3637

Location 2 to be announced
Just moved from Dant. to Talus
temptres
Mon Aug 09, 2004 11:21 pm
#13

/sign
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