Merchant Archive
Thread: Item Limit on Vendors is a very, very, very bad idea
Message Edited by Ke_la on 06-21-2004 07:21 PM
p4Samwise wrote:
If that's not the case, credit caps on vendors would actually serve as a balancing factor, since it'd motivate crafters of overpriced goods to drop their prices a bit (or to strike deals with more skilled merchants, either way).
Numen wrote:
p4Samwise wrote:
If that's not the case, credit caps on vendors would actually serve as a balancing factor, since it'd motivate crafters of overpriced goods to drop their prices a bit (or to strike deals with more skilled merchants, either way).
Or just quit. The limit would have to be very high. Easily 10+ million per day and allow for at least 100 million worth of goods on a vendor. I realize not everyone has those amounts on vendors, but many certainly do.
p4Samwise wrote:
I think there are other imbalances in the economy - all elite crafting professions, having invested the same number of skill points, should have roughly the same earning potential as a function of time (at least, that's the way it seems to me).
I realize this is just a game, but that makes about as much sense as "everyone with a four year college education should have the same earning potential, regardless of their profession"
Sorry - it just doesn't work that way. Free enterprise and market dynamics are at work here - granted, we have a pretty artificial system here, but there are many instances in which it's easy to see supply & demand principles at work.
LonelyGhost wrote:
It should be noted that the combat balance will be changing a lot in this game. Combat is how the vast majority of credits enter the game. If combat finally becomes a challenge, and people are no longer going to ba able to make 2 million a day fighting, the willingness for people to pay hige sums for realatively little gain will disappear.
Less credits entering the economy = fewer sales
Once the items with HUGE profit margins like Armor and Weapons can no longer sustain their makers at the current inflated price, the price will fall. The desire for the items will be there, but the demand will be damped by the prices. And the crafters will have to lower thier prices to stay in business.
Price caps on a vendor may be the best way to go. If the cap was set to 500k, it should be fine. I dont know of any single crafted item that goes for more than maybe 450k (City Hall). Crafters could sell sets of Armor in 2 pieces instead of a asingle backpack (but then again, the cost of armor will be droping radically when we start to see Composite nerfed to around 50% or less).
But for the record, I would hate to see such a thing, because there is still a huge issue of storage. These Devs seem hell-bent on trying to force us to only have a certain number of things....and the number is REALLY low. I wold not be satisfied until they give up this useless quest and up our storage limits. I use a vendor to store artifacts and memorabilia. And resources. I dont want that to be at risk. If I have to drop 10 ghosted structures to store it, I will be a little upset.
Loot vendors sell high-end loot items on their vendors for what the market will bear. A Giant Dune Kimo scale on Tempest regularly sells for 5 to 8 million credits. Why should their sales be limited by a price cap?
I seriously see the economy getting totally screwed if any sales limits go into effect.
I find it screwy that the devs have made the players give up all rights to any privacy with a vendor in place but think it's great to set up a system where dull crap like loading a vendor more and more will take up the majority of my time. This game economy is going to be crap if these cap get implemented, but yet again they blame players for their own mistakes. Just ask TH!
Fivo Asia
Less credits entering the economy = fewer sales
Once the items with HUGE profit margins like Armor and Weapons can no longer sustain their makers at the current inflated price, the price will fall. The desire for the items will be there, but the demand will be damped by the prices. And the crafters will have to lower thier prices to stay in business.
Price caps on a vendor may be the best way to go. If the cap was set to 500k, it should be fine. I dont know of any single crafted item that goes for more than maybe 450k (City Hall). Crafters could sell sets of Armor in 2 pieces instead of a asingle backpack (but then again, the cost of armor will be droping radically when we start to see Composite nerfed to around 50% or less).
But for the record, I would hate to see such a thing, because there is still a huge issue of storage. These Devs seem hell-bent on trying to force us to only have a certain number of things....and the number is REALLY low. I wold not be satisfied until they give up this useless quest and up our storage limits. I use a vendor to store artifacts and memorabilia. And resources. I dont want that to be at risk. If I have to drop 10 ghosted structures to store it, I will be a little upset.
Right now people are screaming "get rid of the empty vendors" (and rightfully so).
However, with some of the proposed changes coming down the road, I can see people saying something like:
"I'm a Tailor - I can't find anyone with a vendor to sell my clothes. All the Merchants I contact already support another tailor or their vendors are full because of item limits. Does anyone have any empty vendor?"
Oh the irony!