Merchant Archive

Thread: Summing Up the Issues: Merchants, the Despised Class

Khaldun
Sat Jul 12, 2003 9:15 am
#1

In Beta, virtually no one tested Merchants. And it shows. The profession has received so little developer attention that there are actual software cobwebs visible on it. The concept is still sound, but some important changes need to come. You guys are all aware of the issues, I know, but I thought it might be worth summarizing them again. (as they all come freshly to mind to me, now that I'm working up the Merchant tree...)

1. Vendor bugs. Most of the ones from Beta are still around; any of them can cripple a business outright. They range from inability to place to weird consequences from deletion to strange maintenance costs to customers being unable to use or even delete items they purchased from your vendor.

2. Other bugs with Merchant skills. I haven't gotten up to vocalization yet post-launch but it never worked in Beta; I see from threads here that it doesn't work properly now.

3. Many "empty" boxes of no utility or significance. We have TWO boxes devoted to lowering costs of placement on the Bazaar. TWO boxes. When in fact no Merchant is going to use the Bazaar for much and when the costs of placement are negligible to begin with. Master Merchant, the pinnacle of the profession, is just a kind of dull bonus box, when *every other profession* that I know of gets something amazing when they hit Master just to recognize the achievement.

------

Some suggestions:

1. Fix all the bugs. That's obvious, I won't belabor the point.

2. More importantly: get a dev to just sit down for two weeks and hammer out a design for some new skill boxes that actually make sense in terms of the game as it stands. My own suggestion would be that instead of lowering costs to place items on the Bazaar that the Merchant should get an entire skill tree devoted to lowering every other fixed "drain" in the game. Box 1 should lower training fees; Box 2 should lower factory fees; Box 3 should lower vendor and house maintenance fees; Box 4 should lower harvester fees *and* power usage.

Another suggestion: a skill box that allows a merchant to make credit loans to other players at a fixed rate of interest and fixed payment schedule.

Another suggestion: give merchants an extra ten lots for achieving Master Merchant.

And so on. There are a lot of things within the current design that would be meaningful merchant skills--and what's nice is that there is NO WAY to grind Merchant skills without operating a business. Sure, a PA can game the system a little by having all its members buy things priced at 1 credit to up a merchant member's experience, but that's soluable if it becomes an exploit.



Atino Xepteed
Maker of Mediocre Weapons
Chilastra
Khaldun
Sat Jul 12, 2003 9:27 am
#2

Other ideas for skill boxes:

1. Placement of signs in cities.
2. Customizable "skins" for store exteriors that would allow words or images to be placed on them.
3. Remote transport of cargos--allow merchants to "tip" large amounts of goods just like we do credits from Banks now, so that a factory crate from someone on Talus could move into the merchant's inventory on Tatooine instantly
4. Allow the merchant to build one special kind of installation, the "emporium"--basically a store building designed as such. That could be a good Master Merchant skill as well. It would help in the long run--right now you don't know whether a building is a store or a house until you try to enter it, if you just happen to come across it.



Atino Xepteed
Maker of Mediocre Weapons
Chilastra
ResourceMan
Sat Jul 12, 2003 1:26 pm
#3

>>5. Merchant sales SHOULD be visible on the Bazaar.

Make it optional. I have a low priced resource store for Avian. My doors are locked to everyone but Avian members. I would not like my sales visible on the bazaar. If they change Bazaar visibility options.... make it optional.

Not every good business strategy wants it visible on the bazaar.



C O R E .. R E S O U R C E S
E N E R G Y .. M I N E R A L S .. C H E M I C A L S .. G A S .. W A T E R .. O R G A N I C S
C H I L A S T R A ......... T A L U S ......... A V I A N .. C I T Y ......... W P : - 6 0 5 0 ...35 0
Skedoozy
Sat Jul 12, 2003 4:12 pm
#4

I agree with EVERYTHING said here. If they want merchants int he game, and they need them for a player run economy, than they need to make changes. The skill boxes are just pathetic. If things don't change soon many merchants will just drop the skills. But look at how much attention is being paid to us now.. none. So I doubt tthings will ever change. It's so sad.




U Skedoozy - Weaponsmith/Architect/Artisan/Merchant k
Skedoozy Mart - Weapons, Architectual Items, Smuggler Goods
Juganoth Valley, Tatooine
- Chilastra. Waypoint -6615 -4790

++ Krusos Darksun - Master Smuggler/Master TK/Pirate ++

an_ewok_02
Sat Jul 12, 2003 11:01 pm
#5

My biggest complaint as a merchant, aside from not being able to customize the ad barking, is the inability to limit how much can be purchased per person. For the love of all thats holy, Ihave a hard timekeepinganything stocked on my vendor, and it peeves me big time when one person comes running in and buys like 10 of the guns i just put up, just to go resell em at double or more what I charge! ARRGGH! Then it leaves 10 other folks standing around waiting for me to make more. I know I know, sucks to be me, selling all that :/ But **edit**, I really hate having to waste folks time while they wait for guns cause one greedy SOB nabbed everything. As it stands, best I can do is ban those folks for a little while, but I would much rather be able to limit purchases per person within a set time limit.





Mambres


KruppeRift
Sun Jul 13, 2003 12:32 am
#6

1. Definately need the Bugs fixed NOW - before people just stop trusting vendors period! - Even my own PA won't buy from me at the minute as they can't always retrieve items - That hurts!!!

2. Need some way of our buildings standing out from the crowd - maybe a dedicated shop building that only a novice merchant can place.

3. Remove the ability for an artisan to place a vendor please - many crafters just plonk their own vendor down and bypass us merchants.

4. some reward for attaining master status would be nice !

5. Merchant sales SHOULD be visible on the Bazaar.

6. If a dedicated shop building is created, please create banking and bazaar terminals that can ONLY be placed in merchant shops (even maybe make that ability a reward of the Master Merchant.)

7. Keep up the good work fixing the games faults as quick as you can, just PLEASE can we have the bugs that BREAK the class fixed as a priority.. I don't know of any othe profession (except maybe Droid Engineer) that is as messed up as ours !!

Thank you for listening !



Kruppe
Eclipse Server
Master Architect & Merchant
Politician, and Mayor of Northstar City
HUGE inventory of Resources, all at 2CPU - Creature Harvested Resources 5CPU - at the Northstar Mall, 730 6450 Naboo
Olanthe
Sun Jul 13, 2003 6:40 am
#7

Ewok, that's a sure sign that your prices are WAY too low. :-) You may be trying to help the community by selling things cheap, but in my experience people would rather reliably be able to find what they need when they come to your shop, even if they have to pay more. It's not like money is hard to come by, and you'll be helping the economy (and making less headache for yourself) if you up your prices.


Khaldun, I agree with everything you said, and I like your ideas. We definitely need more "beef" in our skill tree. The Advertising (to III anyway, once they get barking working) and Hiring skill trees are neat, but I feel silly busting my butt to get one more vendor or 4 credits off a bazaar listing.


Oh, and it wasn't that there weren't any of us testing merchants in beta... it's just that until the last week, merchant experience was coming in at the rate of 5 xp per vendor per day. So no one got very far up the tree between character wipes.




----------------------------------------------------------------------------------
Kier Lyndall -- Master Merchant -- Master Chef -- Starsider
-- Kier's Buff Bar -- Lake Wild (4708 1043), Dantooine --
Over 30 different foods now in stock!
----------------------------------------------------------------------------------

Vyshka
Sun Jul 13, 2003 7:02 am
#8

I just get the vendors to accrue merchant xp faster. I got marketing 1, and feel that was a big waste when I found it only dropped bazaar cost to 16. Anyone blew the money the find out what the premium dropped to? I might do it in a bit just to see even though premiums r broken.



Master Artisan
Bestine, Tatooine, Eclispe
Vyshka
Sun Jul 13, 2003 7:09 am
#9

hehe I just tried it, and yep %20 decrease, and it still doesn't work. the item is on 2nd page.



Master Artisan
Bestine, Tatooine, Eclispe
MerchantRogue
Sun Jul 13, 2003 10:00 am
#10

Nice thought out ideas. I also think it would be nice to be able to "Retrieve All" or "Withdraw All", maybe with a double confirmation box: Withdraw all items? --- Are you sure?



Even a buy all or sell all, with the option of Turning Buy All on/off could be useful, say if you have 50 of Product X that you're selling for 20,000credits. Just some more thoughts.



Mike

Kamika
Sun Jul 13, 2003 11:31 am
#11

Good post dude!



Merchant now is just a pain in the ass to play. Definytly needs to be re-worked. !!




Kamika
Master architect who gave up
Starsider
PA - None is Thx

JazzmanianDevil
Mon Jul 14, 2003 4:09 am
#12

Apparently one of my other questions was answered in this thread, sorry. But... YES. PLEASE allow us the option of tying our sales into the bazaar network like we could in Beta. When the customer buys something, give them a waypoint to come to our shop and pick it up. Good way to drive business to the player built towns.

Certainly I can see cases where you would *not* want to tie in, but there are other instances where you would.



lilililililililililililililililililililililililililililililililililililililililililililil
Jakyle Lv'Taryl
Retired and soon to be deleted Master Architect
Disgruntled Bothan Rebel Pistoleer
In the player built village of Twinloch, on Talus, Tarquinas server
Shop location, SW of Dearic at Neg 1110 by Neg 5015

VergeEC
Mon Jul 14, 2003 5:37 am
#13

I like Rogue's idea about just showing one item up for sale at a time. Most of us merchants are likely going to be buying stuff in bulk and we either have to put all of them in the vendor at once or hang on to a couple so that we don't flush the market. It's not a good choice. Having the choice to have either one or two show and the rest in the stockroom till someone buys one would be a great idea. I'd also like to have the ability on this to price them individually (so say you had a dlt20a priced at 2000 showing and a much better one in the stock room that you could price to 4000 when the 2000 sold.) or that you could mark individual items out of the group of items in the slot. Would be nice if this was only available to Merchants as well so that players will have less clutter if they go to a Merchant's store.


I always personally felt that they should merge the hiring and management lines as both in my opinion are a bit weak. Hiring is nice cause you can have some cool lookin vendors, however most people don't care how the vendors look, they just want the items they carry. Management is nice for the additional vendors but 2 or 3 is enough for the most part less you have the supply chain to handle a few shops on different planets.... The problem is finding a replacement, and they are having a difficult enough time finding enough use with what they got. Maybe Kruppe's delivery idea would work but I'd rather see a 25/20/15/10/5 scale causeI don't think it should ever be free for the delivery. This line could also have Khaldun's cargo transport idea in the line witha descending pay scale as well and perhaps further reach too (beginning with starting planets and moving towards the advanced planets).


Mypersonal solution to the problem that you can't differentiate from store and normal building is to create a beacon item that maybe engineer or master engineer can make that a novice merchant can place in his house that creates a blue icon above his house that can be seen from a distance.


Also I think it'd be good for merchant to get an extra vendor, and maybe an extra house slot or additional housing storage at master merchant. I think those would be good rewards for training up to master.

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