Merchant Archive

Thread: Vendor Maintenance Fees coming – your input request

Zenjo
Mon Aug 25, 2003 9:40 pm
#183

ed

Hey Q,


I don't get it, why make the people who aren't selling things pay more?


It's the rich get richer kinda setup. I'm sure you see that, so I'm curious as to why you'd want to set it up that way, rather than a % of sales fee?


It doesn't seem particularly logical, so if you could share what you are trying to achieve maybe we can figure something out that fits your goals.




- Johny Octane
RovaniDragon
Mon Aug 25, 2003 9:40 pm
#184

edno offense but yall need to get your heads out of your... well... sand boxes... yea thats it.


frankly im tired of the dev team being in the nerf mode when major bugs arent getting fixed in a timely manner.


If you proceed with a overall inventory divided by anything fix, you can bet your ass im dropping my merchant skills.

I do better business advertising on the message boards than i do with my vendors and im not about to sink my credits into something that i DONT need.

What a shame the dev team wants to destroy something (SWG) that had super potential.

Forgive me for being jaded. Im just tired of the nerf this nerf that attitude the dev team displays.
Coir
Mon Aug 25, 2003 9:40 pm
#185

ed

I'd be fine with this amount if merchants actually got a *significant* reduction from the efficiency skill tree. And Master Merchant an even greater reduction.



Perhaps then crafters who have no merchant skill may actually then use merchants to sell their wares. Currently a non-crafter merchant is fairly pointless. I'm just lucky my PA allows me to sell wares for them. Allow real merchants to buy and sell goods as opposed to simply selling their own goods.



Coira


Valcyn


Dancer/Merchant




Coir
TC/Valcyn

"lol, there is an inter office bet about at SOE about how long this thread will get before we give up. "
-Rorrari
Kabukiman
Mon Aug 25, 2003 9:45 pm
#186

ed

OK.



I won't re-iterate all that's been said so far, so I'll just move on to my points



1) flat rate-- not bad..I was thinking along the lines of 1/2 the current maint rate of the house the vendor is in


2) Sales Tax-- Now This I can deal with...at least if I'm Paying the bulk of my maintenance from my sales I feel like I accomplished something


3) Have tax rate tied in with GCW-- for those who are factioned only...possibly have your tax rate on vendors subject to GCW status in galaxy. ( don't know if anyone has posted this idea or not) non-factioned people get different rate..possibly slightly higher dur to no risk of it swinging out of favor..then again...maybe not




Kabuki




Kabuk'man Enwyp'dee
Joda-Zet
Mon Aug 25, 2003 9:48 pm
#187

ed

Maintenance on a TIMED basis really stinks. If there is any timed maintenance, it should be very low, then you tax stuff that it sold. Charging maintenance on the POSSIBLE sale price of items in a vendor is ludicrous. Many vendors place notes in their vendors with very high prices so no one will buy them... they are intended to get around the vendor system's complete lack of ability to communicate with the buyers. Futhermore, this type of maintenance fee will only encourage merchants to babysit their vendors, being careful to replace each item that is bought, because they get penalized for having multiples of the same item in the vendor.


Give me a break guys.... the economy has already taken a huge hit with missions down. People are buying less and so merchants are making less. We don't need to fill the galaxy with a bunch of homeless paupers like some other games out there...


Krantor
Mon Aug 25, 2003 9:57 pm
#188

edwhy punish peopl from having well stocked vendors? This is plain ludacris! You want to put a damper on the economy, base the merchante fees on a per sales basis. This would definiatley make someone like my self go play a melee.As a tailor i have over 800 items on one vendor in one shop and another 300-400 on anothe shop on another planet. With tailors able to produce over 200 items easily, this would kill us. Read the inputs before the nerf bat swings.!!!!!!



Omekk
Master Tailor

Tailor Catalog - http://www.existanz.lunarpages.com/swg/

Tatt, Mos Europa :: -1531, 2035
Corell, Liberation City :: -2051 -4476
Naboo, Moenia :: 4644, -4100
DingoBoi
Mon Aug 25, 2003 9:58 pm
#189

st

i run a power business. Rarely do i have more than ten stacks available for sale. Because i sell in volume at 2cr/unit, I typically have a 5k daily maintenance. That is unacceptable and crippling.


I would not nearly mind the fee if it was a base time fee, plus sales tax. charge me roughly the same amount, but only do it when I make sales. It's an okay fee overall, but going days without making a sale makes me wonder why I stay in business.


Losing money isn't fun. Charge a small base fee plus sales tax. I'm sure you can figure out an algorhytim that works for nearly the same effect.


Don't penalize high cost vendors who only make one or two sales a day.





~ EPC SHIPYARDS ~
_________________________________________________________________________________________________
Premium Ships & Components Featuring 5 Master Shipwrights * Powering the Eclipse Galaxy
u A R B O R E A L H O R I Z O N S u L A R G E S T S H I P Y A R D S I N T HE G A L A X Y u Naboo -6500 3300u
u M E G A C O R P u P O W E R u Talus -546 -2767u
AuroraStarMoonwalker
Mon Aug 25, 2003 9:59 pm
#190

ed

Myself, I'm in favor of a sales tax. 10% of the cost should do it. I think the owner of the vendor should also have to pay the tax everytime they retreive something also. That would keep some of the Item storage down.


To keep the rest of the Item storage down.. I suggest you place a limit on the amount someone can charge for access fees. Perhaps2 credits / minute... or 120 credits/ hour. something that doesn't invite abuse.


Make an hour the most amount of time that can be set.


also, there seems to be an exploit allowing you to charge for 0 minutes... thus never allowing public access... this keeps vendors available as a Storage facility.


With all of these in effect, I think that would allow someone to sell their wares... and only put up for sale what they reasonably thought would sell, at the price they think it will sell for. If the item doesn't sell, it is not the vendor's fault.


This also limits people from putting items in their vendors for 1 credit, and keeping them around as storage, since anyone could come in and buy the items.

Drummerboychris
Mon Aug 25, 2003 10:03 pm
#191

ed

lemme give you a little insight into what i see....



I am an armorer. I make and sell armor for a living. Oftentimes I have little or no cash. Paying for a vendor is a waste of my money. I have one vendor in a high population area, and I dont sell a lot of armor. It's not cause my armor sucks, or people hate me, it's cause most people aren't looking for armor. I do get sales from this vendor though, so it is a valuable way to sell stuff. Often times I will keep a complete set of each type of armor stocked. that's about 40-50 pieces depending on armorweave and bone... Maintance fees get really high. When I dont sell armor for a long time, that basically negates the profit I gain from selling the stuff. I just got novice merchant, and am about to get another merchant skill, but at this point I am thinking of taking my vendor away... I just dont have the cash to be able to advertise/sell my armor. The vendor is nice in that it is there 24/7. If I were to put my armor on the bazaar, I would be able to get it sold instantly, although I dont feel that the bugs have been worked out to a level where I would be comfortable selling only there. Not only that, but I can only sell $3000 pieces... basically my crappy stuff.


I feel that to correct thesituation, all vendors should charge a maintenance fee. I do not however feel it should be based on the total amount of money potentially able to be sold, nor on the number of items in the vendor. I feel it would be best to base the number on the rate of sales for that vendor. If that vendor sold 4 items every hour, it should be X amount in maintenance. This way, the less profitable vendors don't eat all of your money, and make themselves useless.


This system is comparable to a real life job. The vendor is a salesman... paid on commision. If it's sucessful, it can charge more, but if it's a lame vendor it shouldn't be charging a lot. You could even work in a "base salary" to the equation, where a better vendor (higher merchant skills) would cost more. say 10 credits/ 45 minutes instead of the 1credit/ 45 minutes for the bulky machine. Again, the ability to say, "Hello, your armor looks a bit rusty... blah blah blah" means more sales, means higher cost. Same with being on the planetary map.


In short I think that vendors should charge maintenance baised on the amount of sales from that vendor. It could also factor in the volume sold ($). I just dont see the point in paying a bad salesperson/vendor the same as one that is selling a lot more.




][ KIRADON RENNEKE ][
_____________________________________________
][ Gotama & KyboRenneke - Eclipse =!=!= Manabi Renneke - Bria ][
][ Blaine Renneke - Naritus =!=!= Govinda Renneke - Ahazi ][
][ Aged Citizen - Lowca =!=!= Sinn vonBeasterhausen - Bloodfin ][
___________________________________________________
Proud Family of the Alliance
nojediiam
Mon Aug 25, 2003 10:04 pm
#192

edPlease tax sales instead so that we may keep a wide variety of items and have those items well stocked.



_Posli on Talus near Dearic: Master Weaponsmith (+29 Exp / +24 Asm)
_____My Current Weapons Menu_____
Miner / Master Pistoleer / Merchant
--Talus Arch Tech and Architect Vendors--
Just use /waypoint 1525 -2700 once on Talus, look for the Arch


masterhitman916
Mon Aug 25, 2003 10:08 pm
#193

ed

ok this is not coming from a merchant its coming from a novice architect who understands the pains Master crafters go through. If you were to put this stupid expensive formula on vendors Master weaponsmiths, architects, droid engineers, tailors, armorsmiths, etc would have to take their goods out of their vendors because the prices would put them out of business because they sell the best most expensive stuff that might take a while to sell and these maintenance costs would steal their millions of credits. The thing is if master crafters had to take all the items off their vendor they would have to sell each thing they built personally to all their customers and they would get bombarded with tells and you all know how many they already get. Do the devs really want to make crafters be people who sit in their shops all day crafting, helping customers, and not having fun??? well if that happens guess what you thought wrong and if you do that excuse my language you will have f#$#ed up the entire cashflow system permanantly because the crafters will leave their professions and just do marks man and scout and brawler profs with their elite profs meaning no new goods and no new items to advance through skills. Maybe the devs should think of fixing things that need to get fixed first and not "fix" things that screw the whole gameplay system over. Maybe when you fix things the way people want them ... have wanted them since day one and gotten this bugged game out of a beta like game that everyone is paying 12+ dollars a month you can start trying to fix it the way you want but don't screw everyone over on things that are already running fine when you should be fixing things that will take this out of a beta like game.


And for in the future when you do finally get to this when you fix the game try doing something like sales tax on the items sold in the vendor a much better way to do something that everyone could agree with.


And one last thing how about you fix the one server that is lagging behind the rest in what we can do and build like say the server Flurry that cant build like any commando weapons because of our lack in good resources which the rest of the servers pretty much all have.


-A proud player on the Flurry server

Kylania
Mon Aug 25, 2003 10:08 pm
#194

ed

The originally posted forumla will make me quit being a crafter. It's absurbly high. I'm a Master Tailor. Most of my items are 4000-14000cr each. Even at a modest amount of items, under 50, you're talking 20-30k a DAY! Just for a stupid vendor?


Sorry, I'll either quit or force my customers to bank tip me everything eating the 5% fee themselves. I'll also be able to drop all my Merchant skills since I'll never be able to afford to keep getting XP in it. I'll finally be able to train Armorsmith.. oh wait no, you want to nerf my vendor before fixing my bugs. Nevermind that.


Sales tax maybe, fees based on cost of goods, NO. My house only costs 5k a week. Make my vendor be about the same.


And who's idea was it to charge it ever 45 minutes? Everything else ingame is every 30 minutes or 60 minutes. Get some consistancy please.


Madagain-Bria
Mon Aug 25, 2003 10:11 pm
#195

ed30 Days Upkeep = Total listed value of the item.

This is sick.

I never thought I woulds say these word "If you make this change to the game I am canceling my account."

I still can't believe it. This totally makes my character useless. If you haven't guessed a Arch/Merchant. It is flat out impossible for me to run my business at anywhere near those rates. I am not going to run around town screaming my products out. That was why I took merchant.

This make me sick to my stomach

Next resource shift I think my harvesters are coming down and I know my vendors are being removed.

So here goes,
* If you make this change to the game I am canceling my accounts. *
I feel dirty for having said that.

Madagain-Bria
Plato-Bria



IGN Madagain
Page 15 of 65