Merchant Archive
Thread: Merchant Top 5 Issues
Holgerjr wrote:
In that their Merchants want lots of credits and want the devs to make the game more appealing to the startup player. The whole merchant deal comes in after you have played awhile and have decided you want lots of credits. Merchants are an important part of our galaxy and should be an important part of the SWG.
My issue is more a Vendor programming issue.
When some offers you and item you are charged City sales tax on the offer. And then when u resell the item it's taxed again.
Thus, the item is double taxed. It is hard to make a profit off double taxiation. The Offers to Vendor should not be taxed!!
Ok, I've read 3 pages of these and I'm going to put my 2 cents in. Regarding situation #5 Obviously.
"Why does EVERYONE who tries to make an arguement for letting non merchants keep their vendors use such flawed comparisons"
I'm a weaponsmith. Can I make a gun and give it to a friend to sell to a guy on dant? I'm not heading to dant, but since my friend is, can't I let him?....A REAL HUMAN PLAYER do it for me? Might I pay him a few credits for his troubles?
1. If I can pay a real person to do it, what's the big deal letting me use an NPC (Vendor) to do it for me, even if I lack the merchant skills any more?
2. I think that the hiring ability of merchants is just that.... HIRING! I hire three NPC's to be my vendors. I use my skill points to search the galaxy for some highly qualified NPC's to sell my weapons. Due to my merchant skills I'm able to get three random characters to ad bark mymessage andadvertise on the map......OK, skip ahead a month. I need those skill points elsewhere so I decide to drop them. I NO LONGER HAVE THE ABILITY TO HIRE ANY MORE VENDORS OR MAKE DIFFERENT VENDORS, but paying maintenance (salary) is way differentthan the actual act of hiring no?
3. All these complaints about the ability to drop merchant skills and still have a method of selling my weapons, but you have 100% the same ability to drop your merchant skills and do the same. You can persue crafting products to put into your vendors. Instead of becoming a capitolist, and using the market, you simply complain that others have the fortitude to play the game, and operate their business the best they can.
samijx! LEAVE THE DEAD HORSE ALONE! STEP AWAY FROM THE DEAD HORSE! IT IS DEAD! IT IS BEATEN! LET IT ROT IN PEACE! GAH!!!!
Look. We've argued it and argued it. And argued it. How about because if you DO get to keep your vendors because then there's no reason for ANYONE TO KEEP THE PROFESSION. Is that a good reason?
But don't answer that. That's your opinion. This is mine. We will NEVER AGREE on this. There's your side of the room, here's mine. Let it be. Let it go. The dev's will decide. Someone's gonna be pissed when they do. It's unavoidable. Let it go. You're not convincing me, I"m not convincing you. Let the horse just be dead.
Holgerjr wrote:
OK 3K then whats wrong with the one vendor per non merchant person plan?
And allow merchants to make the vendors?
Well, it's much easier to find things on vendors if they were split up - and it's also more of a gold sink for the economy - multiple vendor fees running.
I have nothing against merchants 'crafting' vendors - hell, I'm all for letting ID's change their looks. But if they end up putting severe limitations on # of items on a vendor this problem is only going to get worse. Bottlenecking the distribution methods of getting goods into customer hands has no real benefits - not even to merchants - although many apparently think that will 'fix' their problems.
Come visit my shop sometime and tell me I can run this operation with only 6 vendors - or heaven forbid - one. My electronics/bulk vendor has nearly 2k of crates on it just by himself - and that is even packaging some things in fullrun 40 crate bags. My biowear vendor usually has 500ish and I can never keep that one stocked properly and the accessory vendor handles only boots, hats, backpacks, jewelry, gloves - etc and has nearly 1k at any given time.. I just recently used 3 more vendors to split out medical, tailoring and chef components from my bulk vendor because it was so horribly overcrowded - and it's much easier for my customers to find items. My pet vendor usually has around 300 items on it between pets, food and meds - my decor vendor has nearly 1k of items at any given time - and that's not even all the vendors in my shop.
I have a very large successful store. Even if I JUST did tailoring, there are many professions that benefit from splitting up types of items on different vendors for customer convienence. The system is setup for a large selection of customized product but the sorting system on both vendors and bazaar doesn't support it well.
OK all who have responded.
A normal person can have one pet under CL 10. A Creature handler can have many pets because he is a creature handler. If the creature handler drops his skills, guess what he cannot have? Multiple pets out. It is not a flawed argument to say that the merchant benefits should not be allowed to be kept if you drop the skills. Further if you want to pay a player to sell your 150 or so wares all day, go ahead, good luck finding someone who will do that for the same price as a vendor.
You say let it rest, because it sounds like you have dropped the Merchant Skills already to pursue a crafting profession. If you have not, then good for you.
I am both Master Architect and Master Armorsmith with my 6 vendors in 3 shops across the galaxy.
I firmly believe that allowing persons to keep their vendors after they drop their skills is wrong and contrary to all the rest of the game.
The economics of the game would not be severely effected by stopping this allowed error. If merchants sell the one vendor to those that want it, and these person do not have to get any artisan skills, my guess is there would be more vendors than there are now. The only difference is that more players would have vendors instead of a few persons having 6 from using the error in the game. I know lots of purely combat classes that would love to have a vendor to sell their looted items, and not have to give up combat skills to get artisan to get the vendor.
Lastly I will not give it a rest, because vendors and vendor customization is the only thing the Merchant has, and if someone can have these without being a Merchant, then there is no point in having a Merchant Class. In which case give us all free merchants that we can ad bark planetary advertise and put clothes on free as soon as we open account. Save us the hassle of getting merchant first then dropping it to get these vendors.
I never did think there was a point in having a merchant class - but there is one. But you are forgetting the most valuable reason to keep merchant - 20% discount on structures. On one house - that's not a lot - add it up over the period of 6 months on a few factories, harvesters - a PA hall or two, it adds up.
Holgerjr wrote:
Lastly I will not give it a rest, because vendors and vendor customization is the only thing the Merchant has, and if someone can have these without being a Merchant, then there is no point in having a Merchant Class. In which case give us all free merchants that we can ad bark planetary advertise and put clothes on free as soon as we open account. Save us the hassle of getting merchant first then dropping it to get these vendors.
how about an interface that is unwieldly to manage.
why should i have to select one item at a time to enter them into my vendor, AT THE SAME PRICE?
why should i have to sell and item and withdraw the sale TO STORE THE ITEM?
and why should i have to then use a sell box in the STOREroom that works slightly different from the sell box on the selling tab?
how about a STOREroom that doesnt store things.
how about an interface that is unwieldly to manage.
why should i have to select one item at a time to enter them into my vendor, AT THE SAME PRICE?
why should i have to sell and item and withdraw the sale TO STORE THE ITEM?
and why should i have to then use a sell box in the STOREroom that works slightly different from the sell box on the selling tab?
how about a STOREroom that doesnt store things.