Merchant Archive

Thread: NO way I can run my shop with this NERF!!!! sign if you feel the same!!!

noxin
Sun Aug 08, 2004 1:24 pm
#14






NancyJ wrote:




JZeus-Sarono wrote:





NancyJ wrote:
The point is you're not supposed to be able to stock your vendors with thousand runs of items and completely corner the market making newer/smaller crafters completely unable to compete






I understand that, but I sell more suits of armor a day then some smaller crafters do in a month, why should my stock be limited to match theres?


When you go buy a car you go tom some small dealers with say 20-30 cars, but you also like to go to those mega stores that have the 3-4 level showrooms with thousands of cars, you can find the car and the color you want in 1 stop.


These dealers sell more cars in 1 day then the other small dealer can even stock. its the way of life, i did my time as a small timer, i payed my dues of gathering resources for almost a year now to have the best of the best and have hords of resources that i can produce like this.


Will you tell me i cant have 20 factories next?








People go to you because they know you always have a large stock, so they dont need to look elsewhere, and that is why you sell more than the smaller crafters, if you werent able to sell as many items at a time then shoppers would be forced to take their business elsewhere and the smaller crafters would sell more than they do now.

The devs dont want single crafters to monopolise the economy, they dont want 1 crafter able to supply the whole servers needs removing all competition....

Personally I dont agree these changes are going to help anyone but saying that this sucks because you wont be able to stock thousand runs of items is unlikely to convince them that they've made the wrong decision

Message Edited by NancyJ on 08-08-2004 07:58 PM





So what the devs meen is that people who have build a great buisines and worked HARD for it shal be punished beacuse they got stocked vendors??

It is verry frustrating running around looking for stuff all the time in semi stocked vendors.


1: Usualy it isent only 1 A/S or W/S etc who has monopol on each server usualy they all make good money


2: People will probably use the same A/S W/S etc as they always do anyway,only to see the prices RISE couse of the extra job filling in vendors


BTW: A/S W/S was just a example i meen all the crafting proff

Message Edited by noxin on 08-08-2004 01:25 PM



Oxide/Roana

Vendor Moenia 4990 -4106 Naboo
TylcoSWG
Sun Aug 08, 2004 1:55 pm
#15

You have nerfed our kryat 1.0 speed flamethrowers and your skin colored hot pants but please leave the merchents alone.....


Tyclo DEMANDS YOU TO LEAVE THEM ALONE!!!!!!!!


OR I SHALL SEND A RABIT GROUP OF3 LEGGED EWOKS TO EAT YOUR TESTIES OFF!!!!



ò
This post has Tyclo's Chipmunk of Approval®

Definition: Tyclo - Turn Your CAPS LOCK Off (Quit Shouting).
Flurry: Tyclo Elder Jedi/ Medic - TylcoBounty Hunter- FishSki Jedi
Test Center: OMGWTF Bounty Hunter - Tyl Respecer - Tylco Jedi
Ikion Spy - Ozzmos's Medic

EvilAlgorithm
Sun Aug 08, 2004 1:55 pm
#16






NancyJ wrote:
The point is you're not supposed to be able to stock your vendors with thousand runs of items and completely corner the market making newer/smaller crafters completely unable to compete





Eventually those smaller crafters will get to the same point hes at. McDonalds and Wal-mart are everywhere, you think someone is gonna stop them so a mom and pop store can be at the same level? If hes worked his way up to supply more people, then the smaller crafter needs to work his way up if he wants to compete. Hes just trying to supply the people what they want.
Silvadeus
Sun Aug 08, 2004 2:05 pm
#17


/Sign


If its a crime to put in time and work hard, then I am guilty in the fullest. Not only do I provide armor for my guild, but I also provide ways for them to make money letting people harvest hide for me. I also help anyone in the guild who wishes to become an Armorsmith, I provide resources to them, I offer them a place to put a vendor in my mall, and I do my best to get them up off their feet... You can't say that I am trying to corner the market. If I was trying to corner the market, would I help out fellow armorsmiths, tell some of my resource suppliers to go to them as well? Hell no...

Message Edited by Silvadeus on 08-08-2004 02:18 PM



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Iswi's Armor
Located in the MegaMall in the Legendary City of Ghost Located on Dantooine
We have in stock! Imperial PSG's, Advanced Composite, Full Suits of Armor
Stun Helmets, and various armor pieces! Come Check it out!!!
Iswi's Advanced Composite Armor Now In Stock!!!!!! FOR SOME KILLER PRICES ON ARMOR!!!!!

Silvadeus (Starsider)- Currently 2-1-3-4 BH, 4-3-3-1 CH, and Master Novice
Large Supporter of the Bounty Hunter/Jedi Conspiracy since 5/17
ErithX
Sun Aug 08, 2004 2:14 pm
#18

Almost every Armorsmith on our server has thousands of pieces of armor stocked, at least 10-20 of them like that. They nerf it this low, i'm gone, I could deal with 3000-5000 items, but under 1K is unnacceptable.


If this goes through with under 1K items, then all I can say is



GAME OVER





Lowca Trade Federation - Erith Armour
Erith Xanthias - 12pt Master Armorsmith(RIS Cert)
(-3940,-193, 5163) Just outside Theed, Naboo)
Offer Items to the Receptionist please

Swampsurfer
Sun Aug 08, 2004 2:17 pm
#19


/sign


I agree with 's post.


I too think that this arises from a database issue. Many good ideas have been offered to resolve this & I plea that the DEVs consider them.


I also, can see that a monopoly of wholesale dealers is hurting the experience of the small time merchents and crafters.


I think the DEVs hearts are in the right place, it's just they are taking something from us again. Still, they do give in return. Trust the people who have created a great game. One that we all love.


Positive critism is good. Again, that is what is offering. She is being part of the solution, not part of the problem. Adding higher vendor item counts to the merchant and crafting skill trees is a reasonable solution. It builds a higherarchy of merchants, without total NERF of an enjoyable system.


Perhaps, if they NERF this a bit, the DEVs can offer us some other things we want, like higher item counts in our structures. Let's give them a chance.


BOTTOM LINE. Don't NERF to such a small limit. From Unlimited to 100 items is too drastic. Please consider allowing larger limist, especially due to the nature of some businesses like ArmorSmith.



- I support the CU, the Devs and the attempt to make SWG a better game! Things about the NGE stink, but I am trying to see the forest through the trees.

You too can join the protest, change your icon to TEST CENTER !
Swampsurfer
Sun Aug 08, 2004 2:21 pm
#20

I don't post here too often and do not know how to edit, but I meant to say, "I agree with Elyssa's Post earlier in this thread, and to her proposed solution. See her links."



- I support the CU, the Devs and the attempt to make SWG a better game! Things about the NGE stink, but I am trying to see the forest through the trees.

You too can join the protest, change your icon to TEST CENTER !
Galahax
Sun Aug 08, 2004 2:25 pm
#21

/sign


I am currently a master architect and i have been THINKING about going to Tailor as my next crafting proffession. If this nerf goes live, what would be the point? Tailor has unlimited possibilites because of their ability to use mulltiple color combos on their products. If the unthinkable does happen, that would mean i would only be able to sell about 1/2 - 1/3 of my wears in just ONE color! Where the hell is the sense in that!?!?!


Ka-jun
Sun Aug 08, 2004 2:30 pm
#22

i think master merchants should have the same limits as now or unlimited.. anything under master and your stuck with these limits.....this would truely bring master merchant into a prof. that is uselful...otherwise i'm happy with this nerf...no more traveling to vendors across the planet to find a empty vendor



Ka-jun: 12pt FS Master Chef/Merchant(Retired)
AriesMercwar
Sun Aug 08, 2004 2:34 pm
#23

/sign and 5 stars



Pre CU or BUST!!

In Game Contacts: Ariesmercwar, Profex Radaloon, Sid' Flaire
Kalia
Sun Aug 08, 2004 3:11 pm
#24

/sign



----------------------------------------
"You can't take the sky from me."
killaxin
Sun Aug 08, 2004 3:55 pm
#25

I am also in favor of this petition, i runa small shop on Starsider with vendors but am heading up architect so this NERF will affect me, lets stop it



starsider.nikolajs
CPark
Sun Aug 08, 2004 4:07 pm
#26

Summary of the discussion so far / Cross post from artisan

1) Less variety on vendors: (est. 90% chance) When maintaining adequate stock to support sales hits the limit many merchants will cut back the number of different items stocked and concentrate on just the best selling items. Comments in the discussion so far strongly suggest this outcome.

2) More specialized vendors: (est. 50% chance) with less variety specialty vendors will be established to cover the need for items that high volume vendors will not stock. I estimate this at a 50/50 outcome because specialty shops need good advertising to be viable and that is very hard to establish in the game. Also, the reward is slower to come to the crafter so if they get fun from having folks like what they do there will be less immediate payoff.

2A) The greater the number of items and options in a crafting profession the more it will be impacted: (est. 60% chance) Crafters like weaponsmiths, tailors, architects that stock furniture, and the like will have to stock less variety. Master artisans, with less variety will be impacted, but less -- though the higher volumes and lower margins of their items will have a similar effect. Comments in the discussion so far suggest this outcome.

2B) Pressure on mechanisms to find stocked vendors and particular items will increase: (est. 60% chance) When it becomes harder to stock and maintain variety in vendors there will be more vendors a customer has to search through to find what they want -- more frustrated buyers will generate more complaints about the vendor system.

3) Crafters will have to re-stock more frequently: (est. 75% chance) With less stock the vendors can not be built up by making big runs and transferring them into the vendors. Comments in the discussion so far suggest this outcome.

4) Pressure on storage space will increase: (est. 75% chance) When vendors can not be used to warehouse items, crafters that do not want to craft many small batches will have to find other places to store the runs. Limits already in place on buildings and factories will seem more severe. Comments in the discussion so far suggest this outcome.

5) Crafters will depend more on merchants to sell their goods: (est. 50% chance) To provide well stocked locations merchants will have to consolidate several vendors in a single location -- that is, vendor skills will be needed in cases where the single vendor available to crafters will no longer suffice. But merchants will suffer many of the impacts mentioned in earlier items and currently there is no easy way for crafters to sell to merchants or merchants to find reliable crafters.

6) More pressure on market mechanisms: (est. 50% chance) Finding goods, and transferring them in any quantity, are already difficult. When customers, merchants and vendors become more interdependent the lack of a fluid player marketplace well be even more apparent.

7) Prices will rise: (est. 70% chance) Fewer items, harder to stock and harder to make will lead crafters and merchants to charge more if they want to generate money in the game. Comments in the discussion so far suggest this outcome.

A couple of comments and questions:

I don't know the reason developers have for limiting the number of items on vendors -- have they given one?

The limitation will put pressure on other fragile systems that many folks have mentioned: item stacking, storage in houses, commodities exchange, vendor and item location mechanisms -- or their complete lack -- , and empty vendor problems.

It seems to me that many players through using vendors with no storage limits overcome the supply chain and marketing systems that are missing in the game. Putting limits on vendors breaks those players solutions but does nothing to alleviate the problems they evolved to solve.

C-Park Finner
Page 2 of 17