Merchant Archive
Thread: NO way I can run my shop with this NERF!!!! sign if you feel the same!!!
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
Message Edited by noxin on 08-08-2004 01:25 PM
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.
Message Edited by Silvadeus on 08-08-2004 02:18 PM
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 --
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