Merchant Archive
Thread: After the Nerf ... the New Reality ... and New Economy ...
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 :-).
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.
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.
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.
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.
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...
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 ?
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...
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 ...
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.
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)
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.
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
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?
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)