Merchant Archive
Thread: New maintenance for Merchants
Draznar wrote:
400 credits is nothing. A few missions will take care of that for days. I have a new character on TC and she already has over 10k from survey missions.
Yea I agree with Draznar. 400 credits per vendor per day is nothing. At novice you have 2 vendors. 1 or 2 Artisan missions will pay for that easily. As you get more vendors the cost goes up but you should be selling items by then to pay for it. If you are just putting up empty vendors for the XP then get a second job to pay for them because you aren't using them for what they are intended for (selling things).
Benjawa wrote:
This is alot cheeper than I thought it was going to be. Even at 2400 a day for all six vendors it's still cheeper than harvesters and much easier to control. It increases the overhead, and in any business that's not really a good thing for the customers or the business, but we knew it was comming. I am just happy it wasn't something just really really stupid. This is great.
If in fact we had a reasonable overhead now and they were nerfing us with a higher one I would agree that it would be a bad thing, but the truth is that we were bugged with a ridiculously low overhead which made 1/4 of our profession skill treea joke. Now there is benefit for the vendor efficiency skills you get. The terminals and droids which make sense for certain types of sales can be used without those horrible maintenance rates.
I do think that ther should be an effiency gain at novice merchant though. I don't think you should get the same rate for your bulky Artisan box that I get for my merchant NPC. I think the rate should be higher for non merchants to balance the fact that you can sell items without being a merchant. You should have a HIGHER per unit overhead as a single artisan selling a single line than you should have as a merchant selling multiple lines. This would be an incentive for a serious artisan to get a merchant to help lower their costs and sell more efficiently.
I agree. Novice should get a 10 or 20% reduction and Master should get another 20% discount.
DocSavag wrote:
I do think that ther should be an effiency gain at novice merchant though. I don't think you should get the same rate for your bulky Artisan box that I get for my merchant NPC. I think the rate should be higher for non merchants to balance the fact that you can sell items without being a merchant. You should have a HIGHER per unit overhead as a single artisan selling a single line than you should have as a merchant selling multiple lines. This would be an incentive for a serious artisan to get a merchant to help lower their costs and sell more efficiently.
glory wrote:
Having vendors that don't give you the money when something is sold is not right either. Having all you merchandise eaten or the vendor and merchandise to poof is not right either. I think we all have lost enough credits and inventory that our vendor fees should be paid up till the game ceases to be.
I really don't agree with that logic. I'll support you being reimbursed for anything you have lost, but that doesn't mean that every merchant in the game (even those who haven't lost anything or have already been reimbursed for their losses) should get free maintenance.
Draznar wrote:
DocSavag wrote:Draznar is there a sales tax? Aside from a player city levied one?
No word yet. I have not been able to find a house to put my vendor in yet. I am probably moving to Corellia on test. I have a friend in Liberty that might be able to help out. No one in Unity replies to my questions. If anyone is on Test Center please send me a tell or message.
Draznar (future CH on TC, shared with my son)
Reba (future Merchant/Entertainer on TC, shared with my daughter)
I have vendors setup in New Hope on TestCenter so I'll try to field the tax question.
The only sales tax I've seen is the one the Mayor can issue. It started at zero percent, which meant no extra cost for the vendor for being in the city. Our Mayor has since bumped it up to 10%. The other taxes a mayor can issue are property tax (each building takes a hit) and standard personal tax which is a fixed number per week (up to 2000 credits). The last two are levied on everyone, not just merchants. So while sales tax is unique to merchants and artisan businessmen, merchants still have to worry about all three.
What the sales tax does is make the price for the item (100+sales tax)%. So if you sell something for 50 credits, it will show in the list as 55 credits. If purchased, you will get 50 credits and the city coffers will get 5 credits.
Again, this is Testcenter so everything is subject to change before it goes live.
- Malikor [Dragon Pearl Enclave] : TestCenter
Saark5
Thanks for that research. That sounds good. I don't have to worry about adjusting my prices to get the money I want I price for the final amount I want and the tax actually comes out of the customer's pocket (as a sales tax should)