Merchant Archive

Thread: Merchant Tent Issues

Enkidu
Wed Nov 26, 2003 3:34 pm
#14






Faellyn wrote:

I have to agree 100% Enkidu!


To add my own concerns, as I've stated previously anyhow. What the heck purpose do these serve anyhow, other than to save me a lot or two, but renting lots from the combat classes is cheap, plus I get a house I can decorate, so why have a tent?







I love them for a number of reasons: The distinctive look they provide, they're only one lot, they are a sign that there's a Merchant on site, and not just a single product vendor. Yes, malls have their place, and they're great as well. But to me, an open-air market is just as appealing, if not moreso in some cases, than a mall. Now, in the world of player cities with Shuttleports, nothing would be more emerssive to me than having a cluster of tents crowded around a shuttle port.


And they definnitely do attract business.I've been going through the proccess of establishing acity (shameless plug: Sanctuary, Dantooin, Flurry), and in the process had to do a lot of moving andplanting an dmoving again.While I had two vendors up, one in a tent and one in a mediumhouse, and both selling the same products, I sold a lot more from the new tents than from the tired old houses.


But, the emerssion and the Market feel of tents will be nothing of what it could be unless they reduce the footprint, or at least make them more tollerant of terrain.


-Jarmo





--
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." --Benjamin Franklin, 1759
Quietbreeze
Thu Nov 27, 2003 7:09 am
#15

My question is in regard to the placement of the tents. We all know it requires efficiency 4 to place the tent, but do you need to keep efficiency 4 to keep the tent?


I use to be a full time merchant, but I've since started working on becoming more of a combat oriented character. To that end, I won't be able to keep efficiency 4 but I would like to keepa tent.



Also, is it possible to give others admin rights on tents? If it were, then it would be nice to have a couple different vendors inside one tent....something like a miniature mall.





Caden Basteal

One of the Founding Members of ICE
Original settlers of Ice Bay, Naboo - Gorath Server
JTGAlpha
Thu Nov 27, 2003 2:26 pm
#16

Everyone wants somethin' fer nothin'. They want the vendors but don't want the skill points. They want the tents but don't want the skill points. Maybe the tents ARE like the vendors, and you CAN keep them after you drop the skill. But I wouldn't do it. Because eventually the devs are going to fix it, you're going to be out all of your inventory, and they won't reimburse you for exploiting this bug. so nyah!



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Eerif
Sun Nov 30, 2003 10:18 pm
#17

I just think that the tents should be see-through at a distance. It would rock if I could place my vendors outside, heck I even tried placing one in the bank of our Player City, or AT LEAST under one of those canopy things that they have in some of the tatooine cities!!


In my opinion merchant tents are the same as houses, there is still the brief load time you get when you enter it, the only difference it makes is that it looks different. Our vendors need to be seen from a distance, they should be like NPC characters, except ones that we can sell items off



Now you all will probably disagree with me because itd cause too much server lag




<~| Eerif Runningtide |~>
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antooine
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tankus69
Sun Nov 30, 2003 11:56 pm
#18

The huts are utterly worthless. Give us a tent with a 2x2 footprint thats slightly larger inside... about the size of a large gas harvester. There is still plenty of room to run around them.


Then fix them so we can place them on rougher terrain and allow building of them within the no build zones of real existing cities. Let us build a tent city on the flat ground east of the city gates of Coronet or other cities... you can still limit us to outside a certain area but if we could place near real cities then we would have a reason to use them.


A few different tent styles not just colors would also be something welcomed by the merchants. I find it interesting that someone can WASTE weeks doing art for some stupid fountains and gardens but they slap a few colors on some crappy little tent and call itall good.


Heck give is real merchant buildings. One room buildings or one room with a small back room for storage and a office.I made a long post about three new buildings they could make for merchants that would make the game fun for us. Heck make us a storage center.Exactally the same as a factory but with 200 storage in it. I already run my factory full then fill the input hopper as storage.Or give us storage lockers, make them like vendors that only we can access and fill with items that never delist on their own.


Ugh... sorry i want off on a rant ....


--Dolimite--







Lasalas
Mon Dec 01, 2003 4:18 am
#19

Tents bring customers. If you're not seeing this, then your products probably aren't worth buying.

I sell resources, from a mall in Moenia, and i have a tent also pitched about 200m away from it (of course, i put it in between the mall and the nearest shuttle), and the tent vendor gets twice as many sales as the mall one.

This is no small feat, either - the mall has many very popular vendors, with some of the best weapon/armoursmiths on the server.



Sharwyn Cothe
Enkidu
Mon Dec 01, 2003 8:27 am
#20

QuietBreeze: Yes, you can give admin rights to others... they function just like houses. You can even declare residency in them, though it probably gets cold at night. Don't know about about exploiting the skill buy back... haven't tried that at all.


-Jarmo





--
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." --Benjamin Franklin, 1759
Faellyn
Mon Dec 01, 2003 11:42 am
#21






DeejZozzle wrote:
Also if you set up sales offices on multiple planets/cities - those small house lots start adding up real quick...





Deej, man, NEVER use your own lots for houses or factories! I'm currently renting 22 lots from other players for shops and factories. Since these structures never have to be moved, the 'landlord' player never has to be bothered with resource shifts - he/she just gets a nice, steady income from the lots he/she would otherwise not be using.


My lots remain open for harvesters so I can manage the resource shifts without waiting to meet with another player online to re-deed and move.


I've been paying all my landlords 250 credits per lot per day (I also pay the maintenance on the structures, of course). That's why I'm unimpressed with the merchant tents - I can rent houses cheap.




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DeejZozzle
Mon Dec 01, 2003 12:52 pm
#22

If I get to the point where I actually NEED the extra lots for my play style and time, then I will take your suggestion under advisement Besides, I don't like owing money to any person - I prefer to pay maintenance to inanimate objects - I guess it's a control thing. Anyways between my 2 tents and my 6 vendors and my advertising and my 8 heavies, I manage to have some fun and turn a little profit. I also have a second account for a more combat oriented character who uses his lots for a shared house and some factories. It's all good - thanks for the suggestion though.



_________________________________________________

Deej Zozzle -Master Artisan, Master Architect, Master Merchant
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Lasalas
Thu Feb 19, 2004 4:18 am
#23

Tents bring customers. If you're not seeing this, then your products probably aren't worth buying.

I sell resources, from a mall in Moenia, and i have a tent also pitched about 200m away from it (of course, i put it in between the mall and the nearest shuttle), and the tent vendor gets twice as many sales as the mall one.

This is no small feat, either - the mall has many very popular vendors, with some of the best weapon/armoursmiths on the server.



Sharwyn Cothe
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