Merchant Archive

Thread: After the Nerf ... the New Reality ... and New Economy ...

Sevardos
Mon Aug 09, 2004 6:34 am
#14

Apologies, but your logic is a bit flawed. I know where you were going with this and things like price inflation will happen - agreed, but I don't agree that the end result will be a positive thing for the game. I also don't buy the 'few select vendors run the roost' - that is falacy. Any new crafter can be successful and I can prove it, with myself.


By the way, being 'successful' is a subjective term and means different things to different people. For the purposes of this response, we'll define it as a 'comfortable steady weekly income'.


I started this game late, a few months back. I built a very successful business with 6 full vendorsin 2 very difficult markets to break into - Medical Supplies sales (selling Buffpacks and Stimpacks) and Architect.


I have sold a lot of buffpacks - a lot of them - and all them have been using whatever latest spawns are over the last 3 to 4 months. My first run of buffpacks (120 sets) was only 750 Power with 19 charges. And you know what? They sold out. After I got some additional credits, I was able to start buying better resources and better buffpacks but still, after 4 months of being a vendor, my highest buffpack is still827 power and I'm selling lots of them. Not until the most recent spawn do I now have the opportunity to make buffpacks at the same levels as the more "established" Doctors. (btw, yes, I'm a 12 point Doc as well).


Architect is one of the most difficult professions to break into and make money on because the competition and price war is cut-throat and merciless. But I looked at it as a challenge and forged ahead. I have the widest selection and VARIETY (I'm highlighting the variety part because it's very key) of furniture and sell Harvesters priced on the high end of the market. And you know what? I sell an incredible amount of furniture and I'm selling more harvesters than I ever thought I could. I'm not selling as many as the 'top' volume sellers, but I'm still selling enough to keep me busy.


Are my sales taking over the server? Heh, no.


Are there more established and larger crafters of these professions than myself? Being on Bria thats a big "hell yes".


However, I nowsell 75 to 125 items a day ... but it took me awhile of building up a customer base to get there.


What allowed a new merchant like myself break into those markets?

.... two words ....


1. Variety

2. Availability


I built a reputation with my customers that I'm a one-stop shop that always has inventory and work to keep it that way. I've had comments from people like "My buddy sent me over to your shop because he said if anyone would have that in stock, it would be you".


With the current proposed limitations,these 2 key components-Variety and Availability-will be utterly and decisively destroyed.


This is not going to make it easier fora new crafter. In fact, quite the opposite. This will raise the bar even higher than it is now.


And the player community at large will now be regulated to 'standards' on what they could buy because crafters will only provide what they perceive as popular and sells well.






Sevardos

The ))SUN(( Centre
636 -3836 Corellia (just outside Coronet) - Bria
Buff Packs * All Meds * Harvesters * Factories * Designer Furniture * Tools
*** ALPHA TESTER: Combat Balance ***
Khaldun
Mon Aug 09, 2004 7:42 am
#15

It would be interesting if this is what happened, but I don't think it will.


The monopolists who dominate the economy due to overwhelming structural advantages conferred upon them in the first eight months of gameplay will continue to do so because SOE is trying to address their early design failures indirectly. If I were one of the dominant crafters, all this would do is collaborate with PA members more closely to preserve large hoards of top-quality resources and goods--use more houses for storage, use PA halls for storage, and so on.


A crafter trying to break in to the top competitive tier wouldn't be able to do it on their own, then, but neither would they be able to do it via a PA unless they were in a PA without a top-tier crafter in that particular line of business, where the PA could afford to subsidize their member's acquisition of the necessary hoards of material.


If the devs were serious about trying to return all players to being small-time manufacturers who craft "on demand", as it were, and break the monopolists that the devs actively helped to make, there's really only one way to go about it, and that's some kind of specifically targeted credit and materials sink aimed at very large accumulations of credit and resources. And I think that would be very destructive in other ways.


The devs made a mess of the economy in many ways, but I think they have to live with it.



Atino Xepteed
Maker of Mediocre Weapons
Chilastra
Hero_DarkJedi
Mon Aug 09, 2004 9:01 am
#16






Rhazohn wrote:

Forgot one small point into this brave new world being forged.


As crafters diminish, the remaining 'serious ones' will become victims of /tell hell as everyone & their long forgotten bothan cousins pesters them to 'make me the BEST!' Was a reality that drove a friend of mine from the WS trade because at the time, he was one of the top WS on our server.


Just my 2 credits



"War is War & Business is Business & War is Great for Busine$$"



Rhazohn Badwih - WanderInc

Wander in to WanderInc. Next to the shuttleport in Brenn, Naboo, Shadowfire






LoL ... this is exactly why I don't do "stock" loot enhanced weapons :-).




'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Hero_DarkJedi
Mon Aug 09, 2004 9:05 am
#17






lemonella wrote:

The logic behind your post is good, and it makes perfect sense. But, this will not work for the Master Tailors out there. The only thing we'll be able to do is raise our prices to prevent runs. A master tailor shop will only be successful after this launches if they camp their vendors. Even then, they won't be able to stock many clothing items, due to limited space.


Tailors are toast ...



And I don't think I've touched upon the fact that custom orders are a pain in the ass.I won't do them now, except for friends, and I won't do them after launch, except for friends. These changes will not make me love custom orders more. If someone really presses me for a custom order, they can send me $20.00 through Paypal, that is the only way in hell I'll do it. I know that sounds terrible, but there are so many master tailors who hate custom orders.


Now there is an idea ... I have never "stocked" loot enhanced weapons ... then again ... I never thought of paypal ... hmm ... I wonder how much real dollars some of the uber weapons are worth :-)



Why, you ask? heh...because customers never know what they want. They want tailors to make them one piece of clothing after another, so they can turn it down one piece at a time, until we make the one they want. They don't want to peruse the online catalogue of clothing that has names, and color charts, either. Custom order customers are difficult, at best. They are the reason why my vendors carry a huge selection of clothing, so I don't have to do that. I don't know of any other profession that has to deal with customers who are completely clueless about what they want, they just want something that looks "cool" and "unique", and have no problems with us using our resources and time to make one piece of clothing they don't like, after another.


Ok, enough ranting. These issues will hurt tailors most of all, in my opinion. There are too many clothing schematics to choose from and no way can we stock our vendors adequately, especially if we carry bio clothing, as well. And by the way, you men can forget about alot of tailors stocking masculine clothing. There isn't enough money in it to make up for the lack of space on our vendors. We'll stock clothing we know will sell, bio clothing and womens clothing. Sorry.


Yep .. this is going to affect tailors big time ... chefs will probably be the least affected as they sell their goods in crates anyways :-). With the rest of us falling somewhere in the middle.



And if I were all of you, I'd start buying up furniture, fast. Your going to see a big scarcity of it except in factory crates in the near future. That goes for paintings as well. I'm also a master architect, and I'm not going to waste space on my limited vendors (and I"m almost master merchant), with furniture and paintings unless they're crated. And even then the selection will be limited. I'll concentrate on housing, city structures and harvesters. Good sellers and money makers. This game, in all of it's diversity, is going bye-bye, and it kind of makes me sad. It's going to be stale and boring after this change.






Overall I don't think vendor limits are going to 'ruin' the game ... the issue is how much is reasonable for what's been created. Tailors do have my complete sympathy in this matter ... there is no question that tailors are not monopolies, but are getting hurt the most with this monopoly busting move.




'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
joined42904
Mon Aug 09, 2004 9:11 am
#18

Kharn,


I find the notion that this doesn't help newer crafters to be ridiculous. But rather than just ridicule the notion, I'd prefer to ask you to explain what I'm missing.


Why isn't limiting oligopolists or making oligopolists have no fun (constantly camping their vendors) good for newer crafters?


How does this make it harder and more expensive for new crafters to get items?



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Hero_DarkJedi
Mon Aug 09, 2004 9:12 am
#19






dirlook wrote:

I understand there should be a cap on vendors, but 110, come on...most vendors are run by Master Crafters, how many items can Masters craft ? MWS can craft over 65 final Weapons, not to mention the special schematic dropped weapons. So they can't even have 2 of each item on the vendor anymore ? Whats the deal...


Reality check ... the only WS's that make the entire line are WS's that are either new, or not very busy. Most WS's will not do the full line ... most will either do Ranged, Melee, or Munition/Heavies.


And that is what the Dev's want to happen ... they want crafters to specialize. I am am a ranged/melee crafter myself ... and I carry about 40 lines. I am going to end up on 1 planet ... with 5 vendors (I have to have 1 storage vendor or I will quit :-) ... I will probably not sell single weapons anymore ... I will probably sell crates of 5 weapons. I will not have a sliced vendor ...



This patch will make alot of crafters leave the crafting profession. Also it will push the gap between new player and more elite player apart. WS's will no longer stock new player weapons, so it will be alot harder for them to get better weapons. If they do they will be over priced and the new player will not be able to purchase them.


This will also make Merchants run all their 6 vendors, damn, what a pain in the azz, seriously...whats worse than walking into a Mall and seeing 60 vendors all stacking on top of each other? As some have suggested, Master Merchants can have a total of 660 items on all 6 of their vendors, what if they only had 1 vendor, allow them to have the 660 on that one vendor...such a neater and cleaner alternative...below is my suggestion...


Novice Merchant - 100 Items total over their 2 vendors (not allow Artisan to have a vendor ?)

Management 1 - 200 Items over the 3 vendors

Management 2 - 400 Items over the 4 vendors

Management 3 - 800 Items over the 5 vendors

Management 4 - 1600 Items over the 6 vendors

Master Merchant - 3500 Items over the 6...or allow for a 7th ?


That is the number that I was hoping for ... it's a lot and would not affect my business basically ... but I think it's going to be more like < 1,000 ... and that will affect my business somewhat.



Doing it this way will cut down alot of items being stored on vendors by Novice Merchants (people getting Novice just as storage)...


PS. Devs...you should of planned your DB storage a little better, didnt you see this coming ?? should've hired a DBA to plan your DB's out...






It's not about "planned" DB .. they did not realize just how much stuff would end up being stored ... plus Oracle is not cheap :-)




'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Hero_DarkJedi
Mon Aug 09, 2004 9:19 am
#20






Bermag wrote:

Because of the generous vendor limits it is possible for new crafters to enter the market. That is becuase there are lots of resource dealers that have stock-piled good resources. But if you try to limit storage in all ways (both in actual storage and vendor limis; not necessary using vendors for storage but having a lto of stuff on vendors for sale) it is possible for new players to buy high quality resources.


If this get limited it will be even harder for new crafters since the old ws would still be able to have enough of the best resources (aymbe dropping some resources for stuff that don't sell very well).A stack of 100k last a long time (well except for handler resources).


Let say it was impossible to have lot trades etc and you have very limited storage. This would make it a lot harder for the new crafters since the guild crafters would rule. In a guild there are always a lot of people which have extra lots that they can share.


I am 100% sure that those changes will hurt the new crafter more than they will hurt the large scale crafters.


Besides that why should the large scale crafters be hurt really for be good in their profession. it is always possible to break into the market. When I mastered ws in january there were lot of long-time crafters that ruled the market. But I am now (together with my partner which is one reason we are that succesful) considered being one of the top-5 ws on my server and most certainly we are the largest seller of all. We made it to the top by working hard and findign ways to compete with the existing smiths.


Still a lot of room for competion. I see new ws going from unknown to a top name (hi Enigma) in a short period.


What is as important as resources is your reputation. You don't get that, you earn it.


Problem is that many new crafters think that ws (or AS) is an instant money machine and that you get rich just by mastering. You don't, it is a lof of hard work involved before you get there.


What is next? Maybe we should nerf those who are good in pvp. Lower their damage by 50% so the new pvp guy get a chance and don't get killed. It is not fair that they should be able to killme just because they are better.






If unlimited storage goes away ... and this nerf happens kind of like it is now ... you will see more room for new crafters for several reasons ... but mainly due to scarcity. When players can't find top-of-the-line, they are going to settle for less. Vendor limits are going to cause forced scarcity ... and new crafters will be able to sell products.


That is what will happen.


Your argument about how they "won't" because they can't buy the best stuff is really an oxymoron. Right now they *have* to buy the best because anybody and their system can find the best stuff out there cause the market is saturated with the best stuff ... why? unlimited storage of raw resources, components, and finished goods.


Once you get rid of the unlimited storage ... that means vendors will empty faster ... crafters will have to centralize their operations to cope with that, but it will not be enough to stop the vendors running out. That scarcity is a window for new crafters.


Sure the uber d00ds are going to go wherever and pay whatever for their goods ... but that only accounts for like 5% of the overall market in general.


I am not saying that I favor this change ... I am just being realistic and looking at what is going to happen ...






'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Hero_DarkJedi
Mon Aug 09, 2004 9:26 am
#21






Khaldun wrote:

It would be interesting if this is what happened, but I don't think it will.


The monopolists who dominate the economy due to overwhelming structural advantages conferred upon them in the first eight months of gameplay will continue to do so because SOE is trying to address their early design failures indirectly. If I were one of the dominant crafters, all this would do is collaborate with PA members more closely to preserve large hoards of top-quality resources and goods--use more houses for storage, use PA halls for storage, and so on.


A crafter trying to break in to the top competitive tier wouldn't be able to do it on their own, then, but neither would they be able to do it via a PA unless they were in a PA without a top-tier crafter in that particular line of business, where the PA could afford to subsidize their member's acquisition of the necessary hoards of material.


If the devs were serious about trying to return all players to being small-time manufacturers who craft "on demand", as it were, and break the monopolists that the devs actively helped to make, there's really only one way to go about it, and that's some kind of specifically targeted credit and materials sink aimed at very large accumulations of credit and resources. And I think that would be very destructive in other ways.


The devs made a mess of the economy in many ways, but I think they have to live with it.





Nope ... you got this all wrong ... cause I am one of those crafters. I will find ways to store my 35mil+ inventory of resources.


But if I can't keep my vendors stocked .. what good is it?


What? I am going to pester my guildmates to give up skill points to place vendors?


What? I am going to deploy 12-18 vendors at each mall just to have the same levels of inventory after the patch?


Can you even imagine walking into a mall where there are 100+ vendors just to deal with vendor outages?


No ... 110 items limits will break bigger monopolies. I don't think I am actually a big monopoly ... but this will stilleffect me.




'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Hero_DarkJedi
Mon Aug 09, 2004 9:31 am
#22






Crimsonsplat wrote:





Bluebearpsx wrote:

lol actually all this means is......people will get fed up looking for things.......trade forums will become flooded........overload on forums they will crash........BLACK TUESDAY







no. what it means is /account canceled.


I'm not going to camp my vendorsevery day to keep them in stock. For that matter, how the hell am I going to keep enough stuff on hand to keep them in stock? And finally: factory runs = 1000 items, vendor capacity = 660? **edit**????????








Are you sure your a crafter? 1000 items = 40 crates (100 crates for things like powerups, etc). You generally don't empty 40crates right into a vendor.


Well ... most vendors that run 1,000 at a time don't. They leave the crates in the output hopper :-) (talking "most" here)





'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
TheLadyLillith
Mon Aug 09, 2004 9:33 am
#23


Hello,


Well, I've been on a crusade to stop the devs from implementing something that would be catatrophic to the game. I doubt it works though. So hopefully one of them will read this and understand (a bit) where we crafters are coming from.


1. Economic issues at play (as seen by the Devs).

I understand the the developers do not want all the economic power in the hands of just a few people. As it stands it is almost impossible to be a casual crafter and be successful at it. But I would hazard a guess that it is less because of huge vendor stocks and more because of the resource situation on the servers.Here are a couple of facts I'm not sure if the devs are aware of.


I have been a master Armorsmith for 7 months now and I am just now able to compete with the older smiths on the server. What was holding me back? Resources. It wasn't so much that I couldn't afford them. It was that they didn't spawn in good quality regularly. I had to wait 6 months for all the named and needed resources to spawn in good quality. This (and NOT excess stock) creates a huge gap between New armorsmiths and Old armorsmith. Some people would point to experimentation tapes, but that is not so much of an issue either. You pretty much use the extra points to lower your HAM costs in armor (if you know what you're doing). It's the LONG wait on good resources that causes it to be so very hard braking into armorsmithing market. It's the same way with weaponsmithing, doctor, and chef.A more specific example of this problem from my particular trade are the named and required resources Colat Iron and berylious copper needed to make composite armor. On my server (scylla)it is well known that they generally only spawn in decent quality every 4 months!! Most Armorsmiths quit in frustration before they can see all the good spawns and get all the good resources. These resource spawns make it impossible for a casual player to craft at any decent level. Excess vendor stock doesn't begin to enter into it.


2. What are the problems that these rare resource spawns cause?


One of the most frequent (and I'm guessing undesirable in the Dev's view) side effects of rare named resource spawns is that it FORCES master crafters to stockpile huge amounts of resources when good resources do spawn. We do this because we don't know when the next good spawn will be and we cannot afford to run out of a named rare resource. So when you do get a good spawn of this resource, you must stockpile 500k-1million units of it. And where do these resources (generally) get stored for large crafters? On vendors, thus creating the aforementioned database problems. But honestly, the way the resource spawns are set up, there's no way to be a competitive crafter and get around this. People WANT to compete and craft the best stuff possible. Stockpiling is a requirement to do so under the current system.


3. What would be some better alternatives to severe vendor caps, the devs economic concerns, and the database problem?


A. Increase the amount you can stack resources in to 500k or 1 million. This alone would take a huge strain off the database. It would create less stacks and therefore most merchants would probably take to storing stuff in a house because it would now be possible. Even if a crafter had 70 million units of resources, if it was all in 500k stacks it would fit into a small house. It would be infinitely easier for large crafters to store stuff in a house with 500k stacks of resources than it is to restock a storage vendor every month with resources in 100k stacks. Personally, I would never use a storage vendor again if I had some other way of storing my resources.


B. Make named resources spawn in good qualities more often. Even if they spawned 35% more often this would greatly cut down on stockpiling and make it infinitely easier for new and casual crafters to enjoy that aspect of the game and get into business. Older crafters wouldn't have a monopoly on stuff if new crafters could catch up in a month or two. It doesn't matter if you have a vendor with 50,000 items on it. If more new crafters can get the resources and start crafting sooner, they can compete with the big guy. Another pleasant side affect of more frequent quality spawns would be resourcers would stop trying to charge 8-10cpu for these named resources. TA-DA! Problem solved.


C. If you put a vendor cap into live anyways, please do so at a reasonable level. 700 per vendor at master is not too much to ask. Even at 700 per vendor, most serious crafters with high traffic shops would have to pick up master in order to keep any sort of devent stock. Vendor caps are another step towards discouraging crafter/fighter templates as well. If someone has to eat up 60 skill points (that's about close anyways) to master merchant on top of mastering a crafter class...they won't have much left over to master any decent fighting class. This severely discourage dabbling. I'm not sure if this is the affect SOE desires or not.


D. Get rid of junk loot in the game. Period. Nobody needs a cdef rifle or components that can be crafted at a far superior level. A lot of players dump this crap loot into a house or on a vendor, intending to get rid of it later, and they never do. It just sits there. And honestly, I think there are many people that would just rather not get anything than constantly loot stone knives and reinforced combat staffs. That's just more junk we don't need.


E. Something I would like to see is the number of skill points required to have master merchant reduced. Not every profession should take the same amount of skill points to master. Furthermore, if you limit the amount of items per vendor, it would require an incredible investment of skillpoints to get master merchant just to be able to run your business.


You really shouldn't have to master a second profession just to be able to play your first one (crafter). Crafters can't sell more than 25 items on the bazaar. And there are no safeguards for crafters trying to sell through another master merchant. There is no consignment option on vendors. That leaves crafters to either find a merchant willing to pay them upfront for thier goods (and therefore take on the chance that said goods won't sell) or to trust the merchant to pay them for the goods as they sell. I think you'll agree that neither option is very good.


4. Positive affects of this patch as it stands. (with no tweaking).


A. Getting rid of empty vendors would be a God send. They are, personally, a pet peeve. And I'm sure they're a pet peeve for many other players as well. Also, if you're going to make crafters utilize precious skill points to have a vendor, please get rid of vendors belonging to people that have not invested said skillpoints. These are very good and needed changes coming to merchant. I think most crafters agree with these alterations 100%.



5. Negative affects of the merchant patch as it stands (with no tweaking).


A. The first negative effect will be that it forces all major crafters wth high traffic shops to stock every day. They would also have to run 10-20 schematics every day. There would be no way to make stock up ahead of time because there would be nowhere to put it.


Another side affect of this patch as it stands is that it would also hurt the casual crafter that likes to load the vendor once a week, and then go PVE the rest of the week or just not log in. Again, backstocking so that you don't have to craft every day would be nigh impossible.


B. I would venture that most of your oldschool, dedicated, and quality crafters would quit crafting in disgust. They may not quit the game as they are threatening, but I'm sure it would drive quite a few out of business or to quit. While many people would say, "Yay. Down with the monopolies/big guys," there are just as many that see this as not necessarily a good thing.


The people that have large businesses have spent a lot of time in game with an SOE product developing thier character to this point. Such a severe change would cripple them. Also, all too often, it is these big shops that have worked extensively gathering the best resources and buying thier tapes that have the best quality goods. When you cripple these major crafters, you cripple the quality of goods available on live servers. It may become impossible to get the same quality of good after this patch goes in-especially if our old school crafters quit. Another possible side affect would be that quality goods inflate to a horrendous level because it becomes so hard to store all the quality resources needed to make them.


C. Customer cancellations. I'm not trying to be alarmist here. I can't honestly say how many would cancel thier accounts if this patch went in as currently proposed. However, if quality goods became scarce or terribly inflated, it would greatly reduce how much an average player would enjoy this game. Currently, with so many new MMORPG's on the verge of coming out, this is not a wise tactic. There are too many unknown variables to implement a patch of this severity at this point and time in the game's life.



I apologise in advance for all typos. I'm a bit sleepy this time of day and am genuinely in need of a nap


I hold out hope that the devs will read this and at least consider what I have written.


Lillith

Master Armorsmith/Master Smuggler

Scylla Server
Hero_DarkJedi
Mon Aug 09, 2004 9:41 am
#24






TheLadyLillith wrote:


Hello,


Well, I've been on a crusade to stop the devs from implementing something that would be catatrophic to the game. I doubt it works though. So hopefully one of them will read this and understand (a bit) where we crafters are coming from.


1. Economic issues at play (as seen by the Devs).

I understand the the developers do not want all the economic power in the hands of just a few people. As it stands it is almost impossible to be a casual crafter and be successful at it. But I would hazard a guess that it is less because of huge vendor stocks and more because of the resource situation on the servers.Here are a couple of facts I'm not sure if the devs are aware of.


I apologise in advance for all typos. I'm a bit sleepy this time of day and am genuinely in need of a nap


I hold out hope that the devs will read this and at least consider what I have written.


Lillith

Master Armorsmith/Master Smuggler

Scylla Server




Why is this great big thing in my thread? I brought up some points for discussions ... I know some of this covers what I was speaking of ... but still.




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Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Crimsonsplat
Mon Aug 09, 2004 9:54 am
#25






Hero_DarkJedi wrote:




Crimsonsplat wrote:



no. what it means is /account canceled.


I'm not going to camp my vendorsevery day to keep them in stock. For that matter, how the hell am I going to keep enough stuff on hand to keep them in stock? And finally: factory runs = 1000 items, vendor capacity = 660? **edit**????????






Are you sure your a crafter? 1000 items = 40 crates (100 crates for things like powerups, etc). You generally don't empty 40crates right into a vendor.


Well ... most vendors that run 1,000 at a time don't. They leave the crates in the output hopper :-) (talking "most" here)





Ha. Ha. Master Arch/Artisan, 4444 Merchant.


Ok, I'll assume youmissed my point and knock off the sarcasm. It's not that I run 1000 at a time (I don't, except for structure modules), it's that it makes no sense to be ABLE to run 1000 copies of any one item when you can sell only a tenth of that on a single vendor. And in fact, I expect that is part of the point--elsewhere, I speculate that the next change is to reduce all schematics to max 100. That way, they indirectly deal with demands for extra storage space (we don't need the huge amount of resources for smaller runs), cross server lots (don't need them for mass mining), combat balance (who can make huge amounts of the best stuff anymore?)


Who knew that combat balance was going to accomplished through a merchant nerf?



Mystyrys
Mon Aug 09, 2004 10:23 am
#26






Hero_DarkJedi wrote:

Are you sure your a crafter? 1000 items = 40 crates (100 crates for things like powerups, etc). You generally don't empty 40crates right into a vendor.

Well ... most vendors that run 1,000 at a time don't. They leave the crates in the output hopper :-) (talking "most" here)







Master Tailor here. *sigh* Yep, I'm toast. I'm one of those that stocks, on average, 2000-3000 items. And that's only counting my regular and wookiee only vendors, not my crates only vendor. Those days are over. And although I usually enjoy doing in person custom orders, or mail orders, I do NOT enjoy tell hell or an inbox jammed with custom order mails. I'm a casual player and most people are in too much of a hurry for new boots and a hat to wait a couple days to get one in a certain color. So I stocked vendors to insane levels and rarely had to deal with custom orders. It was on the vendor. Worked for me. The vendor nerf will eventually result in more of what we already have: Tailors with their titles off and set to /anon. Tell hell and rude impatient customers are not fun.


As for putting 40 crates right into a vendor? Yeah, I do. A lot. I generally stock backpacks with 40-20-10-5 crates in them for other crafters to use in factory runs. RFPs, SCs, Trim, mostly. Factory packs, various counts, all named with serial numbers to match any split sets. Most of my full factory runs go straight into the vendor. The "crates" vendor is usually stocked with around 3 pages of "packed" crates. That's over too. The nerf killed that. Bleh.





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ailor &Entertainer
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