Merchant Archive

Thread: The nonskilled ‘merchant’ problem – or be careful what you ask for.

Javac
Wed Aug 18, 2004 4:22 am
#14

Well said Barris,even though Idon't agree that "All that happens with most crafters is they invest another few skill points to get merchant". I know many folks (including me) that will have thier current arrangement totally changed. It won't be possible anymore to dabble in combat and crafting. It was quite difficult before but still doable, and now nearly impossible. It's putting more power in the hands of the 'big' crafters who have alts that do nothing but craft.



Calis Exud - Droid Engineer Extrodianre - Retired
Grinan
Wed Aug 18, 2004 5:21 am
#15

There have been a lot of "finger pointing" across the board from every crafting prof to the merchants and vice versa. The thing that is not been said is how many fighting profs took advantage of the harvester/structure exploit. And none of you that have been playing for longer than 3 months can't tell me that you didn't take advantage of the speeder exploit.


It's another exploit that SOE is going to do away with.


However; being a master architect/artisan/merchat mix, I think that the levels that will be imposed on items for sale is absolutely abombinable.


Yes, do away with the exploit, and definitely dump vendors that have nothing in them. I'm tired of shopping for items only to find the vendor empty.


This is an exploit that will be taken care of, it's not so much what they are going to do to take that away, as it is the amount of items that can be placed on one vendor. IF they want to get rid of empty vendors, great! But capping the items on a vendor is only a contradiction to their original intent.



Grinan Barett

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demosthenes810
Wed Aug 18, 2004 5:53 am
#16

Fact of the matter is, the point here is that this game is not about one dude sitting in a room crafting up uber stuff and sticking it on some vendor where it magically disappears into unseen player's hands. This game is about talking with people, making deals. One of those deals which should be made is selling. Why on earth are crafters selling their own stuff??? Combat professions don't make their own weapons, doctor's don't just heal themselves, and entertainers sure aren't dancing for their own mind heals much.
A merchant in the new system is a powerful profession all of its own. You gain merchant skills, get some good pieces of land (good store front...see a parallel with real life here anyone?), and then find suppliers to fill those vendors. Spend your effort advertising and then go do whatever you want. Crafters spend their effort making things, tossing them in big packs on vendors for the merchants to deal with, and then move on with whatever they would like.
I played a merchant/TKA/Scout type template near the beginning of the game...rolled in money by the dozens, since I would wander around having the best time of my life just shouting about my uber spiffy shop (which my buddy armorsmiths, weaponsmiths, etc filled up in regular shipments), and killing stuff for fun and profit.

THIS IS NOT A SOLO GAME.

Make a gun. Sell it to him for 5k, let him sell it for 6k. You have NO OVERHEAD from your shop, no wasted time dealing with people, etc etc....or be a merchant, offer your services to various crafters. We are getting 12 vendors now. 12!!!. Don't waste your time actually crafting for goodness sake. Or if you enjoy doing both, do both, maybe host some other crafters stuff as well and make a few extra creds.
This is a game you play with other people. So do it already.
Wire3k
Wed Aug 18, 2004 6:27 am
#17




demosthenes810 wrote:

Fact of the matter is, the point here is that this game is not about one dude sitting in a room crafting up uber stuff and sticking it on some vendor where it magically disappears into unseen player's hands. This game is about talking with people, making deals. One of those deals which should be made is selling. Why on earth are crafters selling their own stuff???





Oh - I don't know - maybe for this exact reason? Because there is far more interaction dealing with hundreds or thousands or customers than just one or two merchants?

Maybe because for the vast amount of crafters - it's not the sitting making the uber stuff that's the 'fun' part?


Maybe because deals and EDUCATING customersabout a crafters product produces a LOT of interaction with others?


There are different reasons folks craft, but a LARGE part for a LOT of people is the social aspect of it. Just because goods are delivered thru a vendor doesn't keep any competent crafter out of tell hell from them. I don't know, maybe I just don't have any problem at all imagining my experience and the problems I'd have with only one account instead of 3. Bio/tailor is a very common template - guess what, be competent with either of those there are ZERO pts leftover to sell with, at least not in any levels worth doing.


People that sell loot on their vendors are also an economic niche. They shouldn't have access to sell their wares at a reasonable price? As you point out - crap usually lands on the bazaar because of the cap.


The only way you can combat the POTENTIAL of this exact scenario playing out is by taking off the cap on the bazaar. Profit then agains becomes POSSIBLE. You take possibilities away from folks they will always find unique and novel ways - ways outside of 'norm' to cope. There is no stronger motivator than to tell someone they can't do something, you've then offered a challenge someone is going to prove you wrong on.






demosthenes810 wrote:

. Crafters spend their effort making things, tossing them in big packs on vendors for the merchants to deal with, and then move on with whatever they would like.




Unless of course what they would like to do is see their wares into the hands of the people that will actually use them and appreciate their efforts.


demosthenes810 wrote:


This is a game you play with other people. So do it already.





Funny - this is what I hear from those that want to get their product to market - but don't want to stuff points they feel are better suited elsewhere asking for.




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SpottyGekko
Wed Aug 18, 2004 6:34 am
#18


A "consumer boycott" vs merchants ? Lol, it is about as likely as the PvP community refusing to buy armour untill the smiths lower their prices !


But this is going to be a long and bitter battle, I think. Similar to the Chef/BE fight that erupted after the Chef revamp back in January, and that fight still simmers today.

SOE has designed this game with intended dependancies between professions. This is to get people out of "single-player" mode and into a co-operative mode.


  • The "soft" dependancies are between combat profs and support classes (doc's, entertainers, weapon and armour crafters, etc.)


    • You can carry on fighting with wounds and battle fatigue,you just become less and less effective, so you can choose when you want to use the support services.

  • The "hard" dependancies are between crafting professions, where one prof cannot make their wares without crafted components from another prof.


    • You cannot make anything that requires a component you dont have

The "soft" dependancy between merchants and producers was never an issue before, as most producers could get access to the merchant functions (vendors) without retaining the skills needed to maintain those functions.


To be able to deal with these dependancies, players are forced to negotiate. It will bea hard decisionfor those people that currently hold an elite crafting profession and elite combat. Unless they invest more points in the merchant profession, they will have to start selling their products to merchants at wholesale prices (below "market value"). This particular negotiation process will lead to endless posts about how sellers are being "held to ransom" by merchants, and how merchants are "ripping off" sellers by selling their wares at an inflated profit, because untill now virtually everybody has been selling at "retail" prices, directly to the customer.


It will take a long time for people to adjust to this new reality.

Message Edited by SpottyGekko on 08-18-2004 02:42 PM



Rankh Xholo (Master Chef)

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Sevardos
Wed Aug 18, 2004 6:34 am
#19






Wire3k wrote:


So, to all the merchants dancing in the streets wanting to stomp on the bruised and bloody bodies of your fellow players that only are trying to survive just like you are what are you going to do when every one of them (or even a relatively small handful with friends) – and of course they can recruit a LOT of help in this (no skill needed remember)- get organized to drive MERCHANTS out of business. They have more numbers, and they are pissed – don’t think for a second this can’t be done or won’t happen, it’s a FAR more likely scenario (than say – a merchant strike) this could occur and you will have brought it all onto yourselves.


Remember – you told them to use the bazaar.


Everyone and their dog starts listing things on the bazaar at the 6k cap. Items that SHOULD cost 10k, 20k, 50k? All selling for 6k – in droves. Craftsmen screwed over by ‘merchants’, gatherers screwed over by ‘merchants’, hunters screwed over by ‘merchants’, folks with anything at all to sell that just feel screwed over – all listing their 25 items – and getting all their friends to list for them as well.






Huh? Just a tad overly dramatic are we not?


What makes you think things are not selling on the bazaar for 6K now that should sell for more? You obviously have never tried being an architect.


You seem to think that everyone will all of a sudden be determined to shoot themselves in the foot and give their product away for free. My question is - why? Sure, you might get a few fruitcakes who do it, but they are the exception, not the rule, and generally don't last long. I see that all the time in Architect - blow their brains out with low low pricing and then never hear from them again. These crafters who want revenge won't get their pound of flesh, all they'll discover is that they're giving credits away.


If I were a betting man (actually I am a betting man but difficult to do here), I would say the exact opposite witll happen. Prices will go up.


The Merchant as a profession is part of the game economic dynamic. The game is skill-based. These 2 dynamics need to be accepted to play the game.


The mistake SOE made, and it was a huge mistake, was letting this go for so long without fixing it - letting the problem fester. It's a good lesson (hopefully and learned lesson) that you can't let things that are broken fester for almost a year. It only makes developing a solution more and more difficult.


Sorry, but I don't have any sympathy for wanting to keep the skills when dropping a profession. Calling a profession crap, not worth it, etc doesn't make it so. Does Merchant need more love and revamp? Yup, sure does. So do other professions in my opinion butthat doesn't mean they should disappear either.





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Wire3k
Wed Aug 18, 2004 6:52 am
#20




SeraphinAnnie wrote:



The only thing you'd be proving, is that you're bitter. Be angry, if you must. But trying to take away from other players' gaming experience, or to encourage others to do it, just because it will make you feel better is very misguided.





Funny - I'm sure folks that have found their comfortable niche feel very very much this same way. Never underestimate the power of anger as a motivating factor - especially with as much time invested over a year that this game has in it.


From Raph's own set of MMO laws - - - - -


Ownership is key
You have to give players a sense of ownership in the game. This is what will make them stay--it is a "barrier to departure." Social bonds are not enough, because good social bonds extend outside the game. Instead, it is context. If they can build their own buildings, build a character, own possessions, hold down a job, feel a sense of responsibility to something that cannot be removed from the game--then you have ownership.


Telling folks they no longer have a right to 'own' their character as they see fit (remember - it worked that way for over a year) bug or not is taking away from them. Instead of focusing on positives to make the class actually WORTH having this is the stick approach. It's telling them they no longer have the right to 'own' the fruits of their labors or the satisfaction of contact with the final endusers of their goods. FWIW - many months ago, www.swgbio.com/merch.htmlis a letter I sent in with my own suggestions,nearly all of which has been discussed here at one time or another.





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Freshy
Wed Aug 18, 2004 7:09 am
#21

I have 2 toons, one was a Merchant 3044 (to get the 6 vendors, be able to put them uniforms and get the planetary adv) and one is currently a Master Merchant. The only thing that I hate about this changes is that I spent like 3 hours getting the proper vendors (nice looking human female ones) to drop at my shop and now I'm gonna lose them. It would be nice if Master Merchants COULD customize the looks of their vendors (or in the worst case, take the vendor, while in your inventory,to an Image Designer) because it's lame to spend countless hours to get a nice vendor (the random customization of them really bites).

Other than that, I don't have a problem if my Non Merchant toon loses it's vendors, I'll just have to spend a day to move my goods to the other toon's vendors.

Message Edited by Freshy on 08-18-2004 10:10 AM



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joined42904
Wed Aug 18, 2004 7:20 am
#22

This first post strikes me as extremely foolish.


What will I do if they list good compo on the bazaar? Buy it and sell it in my shop of course. That's what a true MASTER MERCHANT can do under the new rules. Plenty more vendors for a second shop. I'll just resell the stuff they are selling at a loss.


Can they keep it up? Well...NO...they can't. But I have enough to buy how many 6k bazaar sales? Any other merchant can do the same.


So I still tell them to spend the skill points or use the bazaar. Why? Because it's what they deserve if they don't invest skill points in vendors. And I hope they take your foolish ideas to heart. Because if they do I will make a killing.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Be0Wulfe
Wed Aug 18, 2004 7:22 am
#23

Wire3k, at best, your argument is weak - in actuallity it's a doddering old man of an argument.


You want a vendor, get a merchant. You want to store stuff, get structures. You want to sell your own loot, make a deal with a crafter friend to sell your stuff.



Ackepawa Ackepawi (AA Kriegswerk)
At the Old Masters Hall of Vendors - Weapons, Armor, Droids, BE Clothes, Vehicles, Resources & more!
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Wire3k
Wed Aug 18, 2004 7:31 am
#24






joined42904 wrote:

This first post strikes me as extremely foolish.


What will I do if they list good compo on the bazaar? Buy it and sell it in my shop of course. That's what a true MASTER MERCHANT can do under the new rules. Plenty more vendors for a second shop. I'll just resell the stuff they are selling at a loss.


Can they keep it up? Well...NO...they can't. But I have enough to buy how many 6k bazaar sales? Any other merchant can do the same.


So I still tell them to spend the skill points or use the bazaar. Why? Because it's what they deserve if they don't invest skill points in vendors. And I hope they take your foolish ideas to heart. Because if they do I will make a killing.







You absolutely can do this - for awhile. Till you run out of space and it doesn't resell because the market is flooded and there is no room for the markup.


Folks have done this before - with a LOT less motivation than they have now and no cooperative effort or organization.


Just how many people doing this would it take to really gum up the works? How many people with merchant skills that have become bored (or are ticked over their own issues) would join them? I love my shop, I love my customers, I love a truly free system where everyone has a shot and effort and competence is rewarded, AS a merchant - this cheapens MY experience by removing equality in the competition.




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DingoBoi
Wed Aug 18, 2004 7:50 am
#25





Barris wrote:

I support what he says, however people like ourselves are often met with torches of short sited ignorance who think that some how not having skills to place venders but still using them 'defaces' the profession, which is only really good for placing venders and nothing more.






Are you retarded? Please re-read what you just wrote.


Done? Good.


Now re-read it again?


Done? Good.


Now please drink a bottle of clorox.


Done?..... hello?.....Barris?


You state that the profession is good for only placing vendors and nothing else. You state that placing vendors without the skill does not deface the profession.

If the only value of the profession is the vendors, how can using them without the skill NOT devalue the profession?









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joined42904
Wed Aug 18, 2004 8:24 am
#26

Wire3k,


I don't think you can gum up the works all that much. I'd like to see people try. If I run out of space on my vendor, I'll just buy it for 6k and delete it. No harm there. And I don't have to buy everything either. If there aren't any composite chestplates or helmets or leggings that's enough that folks will come to a real shop to buy armor. Don't you think?


Plus I 've got the 25 item limit working to my advantage. And 2 accounts. Just imagine. Only costs me 150k to absorb all 25 of your items which is less than the sales price of a single suit of armor. Kinda nice, huh?


I really don't think you and the other vendor exploiters are going to make a dent in the server economy using the bazaar no matter how much you try.


So yeah...please...go ahead and use the bazaar if you don't want to invest skill points in vendors. There. I said it again.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
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