Merchant Archive
Thread: For the propoents of limit Answer me this please, How does a vendor limit make the game more fun?
Iannyen wrote:
Joined, my apologies if I overlooked it.
Tell me again ,what crafting profession you are?
He's an armorsmith. Says he makes some really good armor (provided Ubese and Composite stats). But he doesn't sell out.
/shrug
ResourceMonkey wrote:
Since I am now back from lunch, I will let you know that I was not EXACTLY being sarcastic. The writer of this post asked "Answer me this..." So I thought I would.
I think that we can all agree that the sudden loss of all items on vendors and bazaars would make the game 'less fun', yes? I will not deny that a weak database is on the onus of the Devs to fix. However, it was also on the onus of the Devs to make it a requirement that you retain the Merchant skills to retain the benefits thereof (such as planetary ads). I believe that the latter would be much easier to fix than the former so I would not see this 'database fix' being done within the next year. Ego, they need a 'quick and dirty' solution. And, IMO, this is about the dirtiest you can get.
And, will the game be more fun for crafters? Maybe. Dunno. If people are used to stocking huge numbers of items in well known vendors, it will be a detriment to them as they will need to constantly put up more items everytime they run out of stock. For the small crafter, it will be a boon but only if 1) They make comparable products and 2) are near the original vendor and can be easily found.
Again, I was answering the questions. My original thought stands that putting ANY caps on the distribution of objects in a game where player created items are the ONLY items you can reasonably get (ala, no NPC vendors) is a bad idea.
If they simply made it so that you had to retain merchant abilities to have the benefits, this would be a moot discussion and need for nerf.
ok, i get your point. and i agree with it. i think. i think master merchants should get unlimited items per vendor. that makes it very attractive. and it is in need of some attractive attributes.
and it is SOE's job to make the game work. and not by taking everything away from us to do it. this is a dirty fix, and like so many dirty things, it stinks.
joined42904 wrote:
I still think the game-imposed limits will make the game more fun for the casual crafter.
And I think it will reduce the amount of money sold on ebay. Want to bet me on this?
Oh...advertising. You mean posting on the trade boards and keeping the post bumped? You mean spamming at starports? I did the tradeboard posting. I've also done word of mouth with the major rebel guilds on the server (some of them at least). I haven't really spammed starports yet. I have used the auction channel to inform people of my wares. The auction channel may yet be one of the great equalizers for crafters.
I think game-imposed vendor stocking caps should play a role in the player economy. I understand that you don't. Neither to other very successful crafters. Will they find a way around the limits? Probably. Maybe they have someone else stock a bunch of vendors there with their products. Maybe they do something else. Maybe they get more accounts. But you know what? All the solutions involve interacting with other players (or other accounts).
I would think the established crafters would find the additional challenge posed by vendor caps enjoyable.
i am a casual crafter, and have a low volume shop. i am gradually making my fortune.
vendor limits will not help me in a way that i want to be helped. i want my customers to find my vendors well stocked and get what they want. with these limits, that will be much harder for me to manage. maybe i would get a bit more business at first, but when my regular customers start hitting empty vendors, i will lose what i have worked so hard for for months!
i can't believe you would say anyone would find the extra hassel this will impose enjoyable! the same people who find this enjoyable would probably like a couple of extra interface levels to get their resources out of a harvester! these are the chores of the game. they get in the way of interacting with other players and doing the fun parts of the game.
joined42904 wrote:
Varnax,
It's easier for me to have a discussion with you if you don't answer within a quotation of what I have written. But I will try anyway.
There is no quota for what any crafter can sell. There is no quota per unit time on what any crafter can sell with the new features. You could camp your vendor and restock at the same rate that things are purchased. There is nothing preventing you from selling to resellers. There isn't any cap at all even on the number of factories you can have admin on (which I feel there should be).
You are right, a player could theoretically sit by their vendor all day restocking as items are taken off, but that is unrealistic to expect or assume as I and I think most people play this game for enjoyment...we do dont we?
.
A player can check their vendor stauts and re-stock as many times as they desire.
A player could also log on to re-stock at various times, or stop what they might be doing,(crafting, RP, hunting, etc) to come back to their vendor to re-stock.
So a item limit or "quota" is finite and specific to the time and place, not finite in terms of potential, much like any quota. For instance, imagine a country with a law that stated, every business in the country 'X" may have no more then"Y" (a specific finite number..like 1.. 8...20, or in our case 660 items per vendor) number ofpeople employeed within the business at any point in time. This would be a quota, a specific number must be maintained by rule of law, not by merit, how is this any different then the Dev's stating we can at no point in time have more then "Y" number of items on our vendors?
Well who benifits most from this? The casual crafter who only logs on a few times a week for an hour or two at a time, or the Power-gamer who spends huge amounts of time?
I would assume the powergamer, because they will more likelyto be online and able tore-stock when their vendors get low. The casual player might log on only to find their vendor has been empty for 2 days and thus has disappeared from the map...or out of stock of a good selling item and decided its in their best interest to only stockteh best selling items in future...limiting selection.
Now I have been both a powergamer and a casual player throughout the past year... I have played everyday for certain stetches of time.. and sometimes gone weeks without logging in.. just depends how my mood and what time I have available for this game after my RL work/concerns are dealt with.
you said,
"The person who is forced (because you are out of stock) to buy a gun with 4 lower max damage or a suit of armor that 1-2% lower in base isn't really harmed in any significant way by the change."
This I think clearly makes you point....you want players to be "FORCED" to buy from crafters they would not normally buy from.
Well thats a problem becasue you can't force players to buy anything from anyone, short of getting rid of player trades all together. You can make it incovient for players, you can make it hard on players, but if you make it to hard and inconvient, they wont play.
does this seem like a crazy strategy to anyone else? is the goal here to make the game unpleasant for whole groups of players? if that is true, then swg is doomed. cause as much as i like sw, i don't want to be here if the goal is to make it un-fun for me, or anyone else, for that matter.
joined42904 wrote:
Vernax,
I do not want to force anyone to buy something from someone else. That was a poor choice of words. I would settle for it being very inconvenient. If you don't have a gun and your only combat skill is MRM, it's more than a little inconvenient to wait 2 days for your supplier to restock.
I disagree that the powergamer will benefit most from the changes. It will be the casual crafter. Because the casual crafter isn't going unstocked a lot now. The casual crafter may not have over 660 total items on vendors now.
If the powergamer benefits, it will be because he or she is having no fun having to constantly restock vendors. And not everyone would be willing to continually do that. It would get old. Thus the powergamer oligopolist is faced with the choice to give up market share or alternatively have little or no fun in the game.
Do you enjoy stocking vendors? I don't particularly enjoy putting suits of armor in bags. Maybe you do.
At this point I guess we will just agree to disagree. We seem to be going in circles.
joined42904 wrote:
Vernax,
I do not want to force anyone to buy something from someone else. That was a poor choice of words. I would settle for it being very inconvenient. If you don't have a gun and your only combat skill is MRM, it's more than a little inconvenient to wait 2 days for your supplier to restock.
I disagree that the powergamer will benefit most from the changes. It will be the casual crafter. Because the casual crafter isn't going unstocked a lot now. The casual crafter may not have over 660 total items on vendors now.
If the powergamer benefits, it will be because he or she is having no fun having to constantly restock vendors. And not everyone would be willing to continually do that. It would get old. Thus the powergamer oligopolist is faced with the choice to give up market share or alternatively have little or no fun in the game.
Do you enjoy stocking vendors? I don't particularly enjoy putting suits of armor in bags. Maybe you do.
Message Edited by VarnaxDespin on 08-12-2004 03:25 PM
joined42904 wrote:
Halaster,
Resources are part of it.
But I think they are not the entire story. Habits die hard. A player hears about the more established crafters by word of mouth. They start buying there. They continue buying there.
A new crafter moves in up the street. Same product. Same price. Do the folks buy from the new crafter? Well...I think they continue going to the established crafter. Because they know he will be "in stock" as he has never gone out of stock for xxx months.
Do you see how resources aren't the whole story?
I think that even with identical products, the new crafter would benefit immensely by artificial, SOE-emposed caps on the established crafter's vendor stock. Then folks would go down the street and see the same thing there and have two equally good places to buy items.
So the game is more fun for you, not everyone who actually goes out there and strives to excel. I see!
ResourceMonkey wrote:
Going with the Database overload theory:
The game is more fun because all items on all vendors and bazaars aren't suddenly lost due to a database crash.
Going with competition theory:
The game is more fun because being a DE crafter, I can actually get some sales on my vendor after "MR BIG BOT" sells out of his things and he's not online to restock. Yay, I feel like a valued member of society! No, I won't make crap because "MR Almost as good as MR BIG BOT just on another planet" will get the business instead of me.
Message Edited by ResourceMonkey on 08-12-2004 11:51 AM