Merchant Archive

Thread: Merchant Changes Some unexpected benefits

Morthon
Wed Aug 25, 2004 8:49 am
#14






Rurry wrote:


Good points. I think that "storage" problems are really a non-issue if people do things creatively. Say I have 2 characters, and 1 set of lot trades from another server. Each character has a backpack and say 4 storage droids.


character w/ pack 109, + 4 droids 40 = 149

alt= 149

I have a total of 4 med houses @ 150= 600

2 bank accounts=200

2 structure factories =200

2 euipment and 1 wearable fact. = 300


That's 1600 items, and that is not counting keeping completed items in output hoppers until needed (up to another 500 items with me)


I don't have to worry about auction ends and stockroom worries. If I need more storage I could swap some more lots for more factories.


So to me, the DEVs have just made the packrats be a little more creative in their storage - people will find a way to keep things.


well this is kinda a hijack, so


/stop hijack





And isnt that great, now everyone will place 3x 4x more houses and factories. That way we get 3x 4x more lag as you try tomove around and more stuffhas to load.We also get 3x 4x times the number of ugly undecorated houses to look at.If everyone goes out and does lot trades you can double all that, and add all the new posts we get to read about how my traded lots disappeared and "SOE is gonna be sued" for my virtual crap collection. And why is it so many times the answer here is get a second account? Paying an extra $150+/yrjust so you can get a vendor or a reasonable amount of storage? No thanks.



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Morthon
Wed Aug 25, 2004 9:14 am
#15










Like i said we need the combat balance to remove the stupidly high money making potential of elite combat templates.













So what you want is the only the only "stupidly high money making potential" to be the merchants/artisans (oddly enough like you)? Whichthey arenow, if Im not mistaken. Combat profs, if you can stand the grind, can make maybe 12-20 mil a week, working your ass offtwo to three buffs aday. Any good chef, WS, AS, archmakefive to ten times that. (Its funny they brag about it when bidding on auctions, but will come here as say "oh poor me.") You might also try to remember its the money the from missions,which combat profsrun, that is the only real, legal, means of getting credits ingame.




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Dont bother looking for my Epeen, wife got it in the divorce....
Crimsonsplat
Wed Aug 25, 2004 9:19 am
#16






Sigrun wrote:


In Real Life, I can hire considerably more than 12 sales clerks.


You must have a nice RL bank balance.


In Real Life, I can stock considerably more than 4000 items. Unsure about that? Check out NewEgg or Dell's sales... Hell, go to Wal-Mart and start counting.


In Real Life the world isnt flat and 16km across. Ever hear of scale?


Indeed, there are limits to what one person can accomplish in business. In Real Life, those limits are imposed in the form of economic controls. Sales clerks expect to be paid. Storage / warehouse space costs money. But as long as I have the revenue coming in to cover the expenses, I can hire all the sales clerks I want and buy as many houses as I care to.


The government doesn't tell me that I can only hire 12 people. Nor that I can only buy 5 buildings and I can only store 150 items in each. At least they don't do that in America. They might have in the USSR at some point...


So, wouldyousupport a system that charged you an rapidly increasing amount of money for storing and offering more goods, charged you money for moving them from one store to another, forced you tomove your production facility awayfromthe sales floor, and laid a heavier and heaver *administrative* burden on you, such as health insurance, overtime, SS Taxes, etc. etc. as you grew your business? Each of these functions as a limiting factor on growth in the real world.In RL,government doesn't tell you what you can't do, it tells you what you MUST do if you want to have a business of size X. In RL, you can't run an entire Wal-Mart with ONE clerk (vendor) and ONE supplier (you), but you can inSWG. SOE is telling you, if you want to grow a bigger business than that, the "must" is "buy another account." Maybe that sucks, but it's a limit that exists because of REAL WORLD constraints that you cannot ignore just because it's a game--Sony's database limits.







Zanholo
Wed Aug 25, 2004 9:50 am
#17

It's interesting to me that so many people have talked about how this nerf will help new crafters enter the market... If I had been limited to 100 items while I finished out artisan, I know for sure it would have taken me a lot longer to recycle cash to product, since my stocks would have been dramatically lower and I wouldn't have formed the customer base nearly as early.


As it sits now...our markets might mostly survive this nerf. Some of the larger vendors might have some trouble still with the numbers, but I can guarantee newbie crafters are going to find this harder, not easier.



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joined42904
Wed Aug 25, 2004 10:14 am
#18

Zanholo,


I think you have this wrong.


If everyone had been limited to 660 items at master merchant, things would have gone just fine for new crafters.


Now the numbers are so high they won't break up the oligopolies. The devs caved in. That's their right. It's not that much worse to cave in to oligopolists than it is to cave in to jedi after all.


It doesn't take much time to get merchant skills once you have two vendors from business 4. You think 100 items is too little to run a shop. Fine. Wait a day or two. Actually it's probably less time until you have novice merchant. Plenty of items then. It's not as if the starting crafter has to deal with just business 4 for months on end while getting started. Merchant experience comes passively from just having vendors.


If the per-person limit for items in the stream of commerce is low (per merchant) that makes it easier to break into the market. Because known suppliers will run out and folks will have to look elsewhere. With 4000 items that isn't likely to happen very often.





Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Avair
Thu Aug 26, 2004 8:22 am
#19




joined42904 wrote:


Now the numbers are so high they won't break up the oligopolies. The devs caved in. That's their right. It's not that much worse to cave in to oligopolists than it is to cave in to jedi after all.





I thought your privilege to use the word 'oligopoly' had been revoked.


Please people, the only remotely legitimate problem vendor caps solve is database storage. It is pure fantasy to assume that it will make novice crafters any better off, it only hurts what they can achieve. The only barriers to entry are a master crafting profession, knowledge and time. Vendor caps grant you non of that.


Successful crafters are successful because they consistantly provide quality goods. If you want novice crafters to have a chance, make useful goods that they can craft. Period.





Avair Darkwater
CEO, Darkwater Robotics, Tarquinas Server
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---
Anti-Trust: Why SWG monopolies are pure fiction.
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lisasdarren
Thu Aug 26, 2004 8:34 am
#20






Avair wrote:

Please people, the only remotely legitimate problem vendor caps solve is database storage. It is pure fantasy to assume that it will make novice crafters any better off, it only hurts what they can achieve. The only barriers to entry are a master crafting profession, knowledge and time. Vendor caps grant you non of that.


If you are a master then you are not a novice, i am not talking about competition between masters.



Successful crafters are successful because they consistantly provide quality goods. If you want novice crafters to have a chance, make useful goods that they can craft. Period.


They already can:



  • Bone armour / mabari is useful if you can't afford abything better

  • BER 2 personal harvesters are useful if you can't afford better ones

  • Low quality tools are useful to those who can't afford good quality ones

  • etc.

Everyone, for some odd reason, assumes that everyone should use only the best and that prices should be low enough to facilitate this.


I believe that only the richest should be able to afford the very best and if you want that you need to work towards it, on the way you can purchase lower quality stuff at lower prices from non-masters.


If you play, note play not grind, a combat elite to mastery it will take you some time, probably several weeks. During that time you wont have much cash and will be buying cheaper equipment. Once you reach the master elite you will be able to start saving towards a suit of composite, each step up the ladder makes it a bit easier to reach the next step, and it can be fun.



Message Edited by lisasdarren on 08-26-2004 04:34 PM




Trax Treort - Rifleman, Fencer & Imperial Pilot
Sigrun
Thu Aug 26, 2004 9:01 am
#21






Crimsonsplat wrote:





Sigrun wrote:


In Real Life, I can hire considerably more than 12 sales clerks.


You must have a nice RL bank balance.


Oh please. How many stores do you walk into that have less than 12 sales clerks? Ever been to Wal-Mart? Sears? Best Buy?


In Real Life, I can stock considerably more than 4000 items. Unsure about that? Check out NewEgg or Dell's sales... Hell, go to Wal-Mart and start counting.


In Real Life the world isnt flat and 16km across. Ever hear of scale?


In Real Life, Wal-Mart stocks 10's or 100's of thousands of items PER STORE. One store covers maybe a 10 mile square area. I think SW:G is on the low end of that particular scaling exercise.


Indeed, there are limits to what one person can accomplish in business. In Real Life, those limits are imposed in the form of economic controls. Sales clerks expect to be paid. Storage / warehouse space costs money. But as long as I have the revenue coming in to cover the expenses, I can hire all the sales clerks I want and buy as many houses as I care to.


The government doesn't tell me that I can only hire 12 people. Nor that I can only buy 5 buildings and I can only store 150 items in each. At least they don't do that in America. They might have in the USSR at some point...


So, wouldyousupport a system that charged you an rapidly increasing amount of money for storing and offering more goods,


I would support a system that charged me a *linearly* increasing amount of money for storing and offering more goods.


charged you money for moving them from one store to another, forced you tomove your production facility awayfromthe sales floor, and laid a heavier and heaver *administrative* burden on you, such as health insurance, overtime, SS Taxes, etc. etc. as you grew your business?


That's all great. Increase my costs as I increase my market. That would be a nice simulation.


Each of these functions as a limiting factor on growth in the real world.In RL,government doesn't tell you what you can't do, it tells you what you MUST do if you want to have a business of size X. In RL, you can't run an entire Wal-Mart with ONE clerk (vendor) and ONE supplier (you), but you can inSWG.


Can't even get close to Wal-Mart in SWG. 4000 items doesn't even approach what Wal-Mart can do.


SOE is telling you, if you want to grow a bigger business than that, the "must" is "buy another account."


Nice money making ploy. If it succeeds. However in my case alone, they'll need 4 merchants to replace the accounts they've lost and 5 if they want to realize any gains from this. No, I'm not leaving specifically because they nerfed vendors. I'm leaving because I see a pattern forming and I'm not at allinterested in continuing to pay for what that pattern will bring.


Maybe that sucks, but it's a limit that exists because of REAL WORLD constraints that you cannot ignore just because it's a game--Sony's database limits.


It's not their database limits. They've never indicated that was a problem. The simple fact that they increased caps from 660 to 4000 indicates that the database can probably handle significantly more load than that. A well-designed data model can handle thousands of times the load that SWG puts on a database server, even in the complete absence of storage limits.

















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BigSlimUK
Thu Aug 26, 2004 9:55 am
#22

I think the vendor nerf will be a good thing because merchants will be able to do what the are meant to do without the condemnation of other people...Sell other peoples goods. There are going to be master crafters out there that are not going to want to pick up merchant skills and so therefore will have to become wholesalers, which is where merchants come in.


I personally have never bought bulk items from a crafter and resold them with out hi/her permission, but its what i like to do, find me a supplier and sell what i want to sell when i want to sell it


I remember making a killing on the popularity of Brandy, buying 20-40 crates from a guildmate and re selling them on my vendor iin my shop (which is in a prime location)


But overall i think this will hurt the up and coming crafters because once merchants have found their supliers they will tend to stick with them and vice-versa for merchants, onnce a crafter has outlets to sell his goods to they will tend to stick with them.



BigSlimUK
Thu Aug 26, 2004 1:29 pm
#23

No but in theory, all the money in the econemy has technically come from players doing missions and all new money that comes into the game should come from missions or looting npc's.


So even tho the quickest way to make money is be a crafter of sorts remember that if people stopped running missions the credits would dry up eventually.
Zanholo
Fri Aug 27, 2004 12:07 am
#24


Oh goodie! It's oligopoly-boy back for more!!


Your logic is copious at best...and since the devs DIDN'T start the game this way and let things go like this for well overa year...YES...the ONLY ones who be really hampered are now the NEW CRAFTERS!


So, you, oligopoly-boy, and your coherts have succeeded in one thing: making it tougher on the new crafter. Bravo...morons....


And to the person who said a ber 2 harv is good for someone to use...I think P.T. Barmun (sp) said it best, "There's one born every minute"...

Message Edited by Zanholo on 08-26-2004 12:08 PM



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Zanholo
Fri Aug 27, 2004 12:16 am
#25

"You might also try to remember its the money the from missions,which combat profsrun, that is the only real, legal, means of getting credits ingame. "


had to reply to this too...you need to learn to harvest of get a harvest droid...if you are an leite combat professions and think you best money will come from missions, you're mistaken.



(((Oishii Sou'Na))) - Scylla, Silver Bay, Naboo, SS Ace
(((LAkers Pwn))) - Tempest, CorSec Master Pilot
Furnishings, city items, art, p-ups, best repair tools & more!
Lakers Pro Shop & City Tent, S. Coronet, -410/-5480Interior Visions, S. Theed, -5275/3355
(((Goki Buri))) - Chilastra, South Coronet, Havoc 2/2/1/1
lisasdarren
Fri Aug 27, 2004 2:23 am
#26






Zanholo wrote:




And to the person who said a ber 2 harv is good for someone to use...I think P.T. Barmun (sp) said it best, "There's one born every minute"...





IF a BER 3 personal costs 6000 and a BER 4 personal costs 12000, but a BER 2 Personal only costs 3000 and the person who wants a harvester only has 4000 then the BER 2 is better than nothing.


It's that simple.





Trax Treort - Rifleman, Fencer & Imperial Pilot
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