Merchant Archive

Thread: Remove Vendors from Business Line

Songe
Thu Mar 25, 2004 1:40 am
#14

That's why there are 250 points in the game.



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Novice Lekku Stomper
VTmoon
Thu Mar 25, 2004 5:00 am
#15






Wire3k wrote:





Tira-Misu wrote:

yeah, and i think that i should be able to drop tailor and still be able to make master level clothing! I mean, wow, making us have to actually USE our skill points to have profession skills that we deem useful? how unkind of them.







Make schematics and you can.







Are you serious??? That like me wanting to buff after dropping doctor... It is game breaking to have a skill that you do not have the skill box for. It is the same with the med use tapes that where made a while back and then the dev realized no one would need to get novice medic because they can just get a +5 tape.


And make schematics... as a tailor are you aware how many items your class can make? (I'm going to ignore color because we can get in the thousands then) but you can't make schematics for all the tailor items and I'm talking about deleting all the wps, your bikes and pets.


For anyone to say keeping a skill with out having the skill box for it is totally being unlogical and un reasonable.




Mono Noke
.......:::: Proud ex-Leader of Oasis ::::.......
.......:::: DarkLord of The Troll Order ::::.......
.......:::: Colonel Of the Imperial Army ::::.......
- Bike Repair, Perfect LS Tools @ Crystal Oasis Dantooine, -4295 6915
DeuceX
Thu Mar 25, 2004 5:32 pm
#16

It's not hard. I am making brand lines and mass producing them. Yes there are lots of schematics but some work together as outfits better than others so i put togethera series of looks that are based off of putting those items together. Once i have those items together and sold to the merchant, i get feedback from them on what items sell and what items dont. I adjust the line based on that to optimize sales and increase production. When i have one line selling well i design another line with different color sets and do the same thing. As my production needs increase I put down more factories and as it decreases i redeed them. It's easy to custom make items per customer, its harder to make clothing that is widely accepted and liked so i focus more on that. This way people can put together outfits strictly off the rack or can go to other tailors and buy items not in the line to personalize their look.

Having mass produced clothing items keeps the venders filled and for tailors takes some of the grunt work out of tailoring so they can focus on more personal stuff. I may not provide alot of variety but i do make clothing more accessable to the community.



look a fancy colorful sig.... oooh pretty
DocSavag
Fri Mar 26, 2004 7:10 am
#17






DeuceX wrote:

It's not hard. I am making brand lines and mass producing them. Yes there are lots of schematics but some work together as outfits better than others so i put togethera series of looks that are based off of putting those items together. Once i have those items together and sold to the merchant, i get feedback from them on what items sell and what items dont. I adjust the line based on that to optimize sales and increase production. When i have one line selling well i design another line with different color sets and do the same thing. As my production needs increase I put down more factories and as it decreases i redeed them. It's easy to custom make items per customer, its harder to make clothing that is widely accepted and liked so i focus more on that. This way people can put together outfits strictly off the rack or can go to other tailors and buy items not in the line to personalize their look.

Having mass produced clothing items keeps the venders filled and for tailors takes some of the grunt work out of tailoring so they can focus on more personal stuff. I may not provide alot of variety but i do make clothing more accessable to the community.






This is a fantastic idea and proof that it doesn't have to be done the way everyone else does it. Excellent job.




----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



rexan
Fri Mar 26, 2004 7:52 am
#18

I think that being able to have a boxy vendor at Business 3 is a good alternative. It allows people who want to sell stuff for more than the bazaar cap allows a means to do it for only 24 skill points (or 12 if your already an artisian). Otherwise for novice merchant, you need 29.




Rexan Ryu
Master Smuggler
Flurry Server
DocSavag
Fri Mar 26, 2004 8:41 am
#19

My concept of the way it should work is leaving the vendor at Business III but limiting the use of that vendor. If there are going to be vendor item limits the best place to start is limiting the number of items you can sell from your business III vendor and increasing that at Novice Merchant and up until you get to Master. This has the effect of allowing any artisan based crafter the ability to have a small business (ideal for custom sales expecially if we can get directed sales implemented) while making it desirable to either contract with a merchant for more sales power or giving up the skill points yourself to become a merchant.






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Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



ideas
Fri Mar 26, 2004 11:21 am
#20






DocSavag wrote:

My concept of the way it should work is leaving the vendor at Business III but limiting the use of that vendor. If there are going to be vendor item limits the best place to start is limiting the number of items you can sell from your business III vendor and increasing that at Novice Merchant and up until you get to Master. This has the effect of allowing any artisan based crafter the ability to have a small business (ideal for custom sales expecially if we can get directed sales implemented) while making it desirable to either contract with a merchant for more sales power or giving up the skill points yourself to become a merchant.










Yes, thank you. All this talk of killing the non-Merchant crafter was getting on my nerves. Doc's solution here is a very nice compromise. People without the Merchant skills can still make a shop and sell from it, but they have to re-stock quite a bit more often to sell the volume of a true Merchant.If the "inventory limit" falls into the Management skill line, then there is more incentive to keep the skills high.


This is a sensible solution that rewards true merchants without completely obliterating non-Merchant crafters. Thanks Doc for keeping a sense of fair play.


(btw, I am a Master Merchant and have been for months.)







So, let me get this straight: To advance my character, I have to give up my current abilities?

Flurry: Ikeya Ibye (Master Droid Engineer, Master Artisan, Master Merchant)

IKEYA Grand Mall - Naboo, Moenia - Waypoint 5000 -4000



DocSavag
Fri Mar 26, 2004 11:27 am
#21

I have been pretty consistant in my views that I don't want to prevent anyone from selling their merchandise. My opinion has always been that the merchant's unique abilities is to sell large amounts of merchandise to large numbers of people easier than you can do it without merchant. I am also not against anyone being both a merchant and a crafter. I am against someone being a merchant and a crafter and giving up their merchant skills to do something else ( like a second crafting Master) while still selling 1000's of items a day with 6 vendors. That isn't fair to merchants and it isn't how the skill point system is supposed to work.


Small businesses SHOULD be part of the dynamic. If you do custom sales you SHOULD be able to do them wihtout having to be a full merchant. However if you want to run a successful larger enterprise selling many items per day then you need a merchant. You can do it yourself by spending your skill points or you can hire someone else to do it.


Hiring someone else is problematic right now because the tools are horrible..the first step SHOULD be to get those tools fixed. But doing that without the promise of fixing the loop holes in the skill system will not be enough. We must do both.




----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



DeuceX
Sat Mar 27, 2004 8:39 pm
#22

How bout instead of taking away venders when you give up skills, give them a decay so that they slowly fade away (less slots in it). then add to that a regular say monthly ability hire new venders. Merchants will be able to expand and grow while while those who give the profession up will slowly have their ability to sell diminish until the costs outway the advantages of running them.



look a fancy colorful sig.... oooh pretty
MasterGuiJan
Sun Mar 28, 2004 1:22 am
#23

I too agree with Doc on this.


Make non-Merchant vendors more limited.



_________________________________________

Gui-Jan Itor
Senate President - Avian Technology and Trade
Master Architect
Master Merchant
Master ShipWright
Dark Lord of the Quiche
Tira-Misu
Sun Mar 28, 2004 1:45 am
#24

I think that anyone that is willing to spend the skill points on anything from Artisan business three on upwards is entitled to run as many vendors as their skill point usage allows (maybe my last post should not have been so sarcastic, i forget that doesn't travel well in text). Limiting the abilities and storage of the vendors depending on level to me is logical as well. But if you reclaim the skill points you spent on that vendor then you should lose the vendor. anything else is theft, pure and simple.


People have used the arguement that since Merchant skills are "Passive" and don't require daily manual activation (advertising, efficency etc) that they are entitled to reclaim the points and keep the perks. Ranged and Melee Mitigation are passive as well. Does this mean i can level say Pistoleer, then drop it and keep the defensive mods? they are passive, i don't have to activate them.


The schematic argument has been hashed to death and does not hold water. No one has the right to keep a professionability after they drop the skill. Please note for everyone that is taking a breath and getting ready to yell "schematic" at me. Thecreation of that Schematic is a professionability that you lose when you reclaim the skill points spent on that profession. The Ability to create and maintain a vendor is a Merchant (and Artisan) ability. the Devs have stated that you are exploiting, quit trying to justify your actions in your own mind.



________________________________________
Tira-Misu Mostachioli
Master Tailor/Master Merchant
Biscotti Mostachioli
Master Image Designer/Novice Dancer
________________________________________

samijx
Mon Apr 12, 2004 2:12 pm
#25

Here's another comment on the dropping of a skill, yet retaining an ability. I'll pose it as a question.


If a master doc, drops a hospital ina town, then drops the doc skills, does the hospital go away?


I don't know the answer, but my guess is that the hospital stays in place. (Very similar comparrison) As long as the maintenance is paid, the hospital stays. If the maint. isn't paid, the building will go away, and thehospitalcannot be placed again until he re-masters the skill. Same would go for a cantina.


I hope this in some way draws some attention. It surely does bring up a valid parallel.






Sami-jx (Naritus)
Master Weaponsmith, Master Armorsmith, Master Artisan, Merchant 4043

Sambacca (Naritus)
Master Bounty Hunter, Master Combat Medic, Carbineer 0400, Reflexes 0300
salvestrom
Mon Apr 12, 2004 8:10 pm
#26

The fact is when you unlearn merchant you do indeed lose all your merchant abilities. You can no longer create a vendor, place one, move one, show it up on the planetary map, you lose all reductions in maintance cost. What you don't lose is what you already had in place. Think of it this way. The last item I made as a doctor, before unlearning it, still exists. I simply cannot make it anymore, or do anything with it. A house doesn't disappear simply because the architect who made it quit, or surrendered the skills. It is the nature of the things that merchants create (vendors) that makes the situation seem so unique.


Not saying it's right that a player can drop merchant and artisan altogether and still have 6 merchants, all of which are visible on the planetary map (assuming the merchant paid for them all to be), but it's not as unique as it appears.


Kinda funny to be honest.


Sal.


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