Merchant Archive
Thread: Fixing the Artisan vs Merchant Issue (Longish)
Wait till they fix them, Vendor maintenance is screwed up right now. You either pay a broken 1 credit per hour, or you pay 1% of items listed per hour - Thats 24% of the sale cost GONE per day
Numtini wrote:
The money is just not an issue.The vendor fees are a tiny amount.
If you came to me with your idea for a mall, I would beinterested in getting permission to put up a vendor there. Stores in malls are not run by the same company, but rather many companies paying the company that owns the mall for the priveledge of being in a convienent location for their customers. This would be the true power of a merchant, providing a central place for multiple points of business to come together andwith advertising it would be easily locatable for players, in fact you could take away the vendor line entirely from merchants and this would still be feasable (relax xcal, I'm not suggesting that this happen, just stating that the true power is NOT in the vendors themselves).
What would be ideal would be letting a merchant who is owner of a building set a gross profit tax for other people who set up a vendor within that building. So whenever an item is sold withinthe building on someone else's vendor amerchant (store owner) defined percentage is deducted from the sale and goes right to the merchant's pocketbook. Of course to prevent monetary griefing and underhanded business tactics, anytime the gross profit tax is changed anyone on the vendor list should automatically get an email stating what the new tax rate is. Also1/4 of the merchant xp generated by another person's vendor should be given to the merchant owner of the building, it is after all his business sense that would make such an endeavor a success and thus he should be rewarded accordingly. Using the merchant's advertising abilities there is a greater chance of the endeavor being profitable, to further encourage such interaction between players allow the building owner's efficiency rating to be conveyed to all vendors within its domain. It would become even more profitable to seek out such an enterprise with a merchant because you'd be paying less maintenance, thus you keep more money.
To make malls work properly (or better than they currently would) the following tools need to be implimented.
A tool to allow a % of sales on a particular vendor go to house / building owner (who must be a merchant, or even master merchant)
A tool to allow individual vendors to retain a set % of their sales in their maintenance pool.
Multi vendor buildings should not require an access fee to be charged for the owning merchant to get XP, they should get say 5 MXP per sale made in the building. (individual vendors should still generate 50MXP per access to the owning merchant.)
Planetary listings of SHOPS in addition toindividual vendors. - maybe new categories where you can list your shop in classes of 1-5 vendors 5-10 vendors 10-20 vendors and 20+ vendors ???
These would make the malls work better, but it is entirely feasable for a multi vendor mall to work. When the admin bugs get fixed,I'm planning on setting one up in a large house for myPA/Citycrafters. We will have upwards of 20 vendors in there, each dedicated to a particular type of item (rifles, droids, pistols, medical supplies, minerals, power, you name it..), run by at least 10 different crafters / merchants. We will sell EVERY type of item / weapon / armour etc. And I bet we will make it profitable for all concerned. When its up and running ill be sure to let you know (Please oh please fix the house item limit soon !!!)
Christ on a crutch! You're the MERCHANT correspondant, and you can't even spell ARTISAN ?
-- I think moving the bazaar fees reduction into the artist line --
Gimme a break.
Ninyania wrote:
Christ on a crutch! You're the MERCHANT correspondant, and you can't even spell ARTISAN ?
-- I think moving the bazaar fees reduction into the artist line --
Gimme a break.
Don't Dis our correspondant man.... He's doing a hell of a job !!!!!
Excuse us Ninyania, the adults are trying to have a conversation.
I am tired of hearing the "how would you get to merchant class without an artisan vendor" argument. Every other elite-artisan-based profession takes GENERAL CRAFTING XP for novice. Armorsmith doesnt take "armor crafting" from making bone armor to reach novice. Furthermore, I churned out about 50 bone armor chest plates to finally make the push to Novice Droid Engineer! So there is no reason anyone should have a problem with Novice Merchant taking General Crafting XP unless they believe that the WHOLE artisan tree needs a redesign to make all Novice Classes require their own profession-based XP.
Numtini, so if a Merchant made you an offer to sell your stuff in a mall, you would say "No, i want to sell my stuff inthe mall." "No, I want to get the benfit of being a merchant without actually havingto focus much of my efforts on actually being a merchant." "I'll just plop down my Business 3vendor in your mall and completely mooch off all the foot traffic your excellent marketing and customer relation skills generate."
Seems like you would be better off postinga thread in the Artisan Forum titled "Artisans Unite! Merchantswant tohurt our play style bytrying to make their class more relevant to the game!"
I know this was addressed to Numtini, but what the heck..
-- Numtini, so if a Merchant made you an offer to sell your stuff in a mall, you would say "No, i want to sell my stuff inthe mall."--
I'd politely decline the offer and continue to sell fashions from my boutique. Thank you very much.
The issue is not whether you are required to use a mall or some outside Merchant to sell your things.
The issue is whether you should be required to learn Novice Merchant to get a vendor to sell the items in your little boutique.
Well, I already HAVE taken a few boxes in Merchant. But, I understand the argument.
Counterpoint - should Artisan/Engineers be able to make Bone Armor? Or should that be restricted to pure Armorcrafters only?
Counterpoint - should Artisan/Engineers be able to make CDEF weapons? Or should that be restricted to pure Weaponcrafters only?
Counterpoint - should Artisan/Engineers be able to make Harvesters? Or should that be restricted to pure Architects only?
Personally, I went up the Hiring line because I couldn't STAND the look of the soda-machine vendor. But, I fail to understand (and maybe its just me) how someone having access to 1 ugly soda-machine kills your entire class.
Simple...
Compare the functionality of bone armor with chitin armor. Bet you cant find me very many people who will say "bone armor is good enough."
Compare the functionality of CDEF pistol with scout blaster. Bet you cant find me very many people who will say"screw scout blaster, Im sticking with my CDEF."
Compare the functionality of business 3 vendor with Master Merchant vendor. There have already been tons of people in these posts saying "business 3 vendor is good enough."
<Numtini Quote>
Well I think that merchant as a use of skill points is pretty much a waste. Buy a couple of extravendors and you're pretty much set.
</quote>
<Ninyania Quote>
I'm quite happy running my own shoppe, stocked to the gills with Tailorin-goodness. Personally, I have ZERO need for an external merchant ...
</quote>
THESE ARE EXACTLY THE ATTITUDES THAT THE BUSINESS 3 VENDORS HELP PROPAGATE THAT WE MERCHANTS DO NOT LIKE.