Merchant Archive

Thread: can this be addressed w/o being flamed

Songe
Fri Jun 18, 2004 8:22 am
#313

wow I thought I was stubborn and argumentative but obviously some people are way worse. I guess I can be reassured now. I can't believe this thread hasn't died yet, and that we are still at the same point that it started. Some people just never open up to new ideas and will never admit that their arguments may be failing... so just drop it.



------

Novice Lekku Stomper
Balkstar
Fri Jun 18, 2004 8:32 am
#314





JTGAlpha wrote:

Alright. So Balk's in. Now Balk...that means anytime ANYONE brings this issue up, our job is to go in and tell them that the dev's said it's broken, and that it's going to be fixed, so the entire discussion is moot or academic.






/agreed


As long as it pertains strictly to a vendor poaching thread.

Message Edited by Balkstar on 06-18-2004 08:44 AM



Balkstar Bartoc - 56th level Smuggler, Ex-Master Smuggler, Ex-Master Merchant, Privateer Ace Pilot,

Coosin Larstar - 90th Level Jedi, Ex-Master Fencer, Ex-TKM

Flurry

p4Samwise
Fri Jun 18, 2004 9:52 am
#315






lisasdarren wrote:








Broom wrote:


Sorry to have to say this, but I think the whole Merchant profession needs to be integrated into Master Artisan. That would at least make THAT profession worth having and keeping, for as it is, Master Artisan is severely lacking in money-making potential. A Scout can make millions going after the HQ meats (85-120 cpu being no exception). An Artisan can go run missions for a maximum of 1600 credits per till his/her nose bleeds.


Master artisan is a novice profession, it is a stepping stone to several elite crafting professions and will never make you as much money as an elite profession will.



Psst... Scout is a novice profession too. I think that's why Broom used it in his example.




"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
DragonScout
Fri Jun 18, 2004 3:35 pm
#316

Well.. to respond...

First off... You really shouldn't tell Broom that storage is not the issue, because incase you failed to read what 'this' particular subject is actually about, it is vendors as storage. All the vendor poachers and vendor revamp people came in and kept sidetracking the issue.. and I admit I let myself get sidetracked with them. But, he/she has every right to bring up the storage issue here because that is specifically what this topic is about. Don't like it, cause it doesn't fit your perfect world idea of merchants who just sell things on vendors, well, start a different topic.

okay.. now to start in again.

The vendor is not the storefront.. the vendor IS merchant. Leave the vendor and get rid of the merchant profession and ZERO has changed in the SWG world. That is a problem.

There will never be a demand for merchants to be the middleman. You are never going to see merchants running most of the sales. I am talking 'true' merchants.. the ones that would actually make use of things like consignment sales. The ones like Dingoboi who says he isn't a crafter w/ merchant skills. Because as it is now, no one is going to bother with that much work just to have someone else take a portion of their sales. The only possible way this would ever happen, is if they raise the skill point cost on merchant -- which would be a joke -- or they put item limits and required you to have or be near master merchant to have a higher item limit per vendor. And even then, people are not going to use other players, they will just work enough of merchant into their template to make it work.

Vendors alone do not make a profession! They make a utility skill point sinkhole that is a necessary evil.

The systems I suggested were meaningful and would add some fun to merchant. And they would allow ways to earn money. Which would allow merchants to gain capital by just being a Merchant and then set up a resale business or whatever they wanted to do.

And it is nice that you think merchant is more than just vendors... yet everything you say points it right back at them. Vendors = merchants. And the only tools you want are ways to make those vendors better.

Yay!!! I want to be part of a profession that doesn't require me to do anything at all!!! I mean like wow! It is just soo cool to PAY to PLAY a GAME and not actually have to DO anything. lol.

And broom. Good comments

In closing... Vendor poaching will be fixed.. big deal. Vendors as storage.. will never go away as the system is now.. and merchant is a doomed profession unless it expands away from just vendors and becomes something you can actually play.

ps. I love when merchants tell crafters not to make so much, or not to store so many components. or when they say using merchants to sell their items will be easier for the casual player. I mean it is just so easy to lug around hundreds of items -- ever moved a house? -- and put them up on some merchants vendor. Just super easy for the casual player. And I stand by previous comments made by myself that say the best thing they could do, as merchant stands now -- centered around vendors, is to take away the skill point cost and make it use phantom points like the pilot professions. Then, as long as you had skill points invested in business 4.. you could master merchant without ever spending another SP on it.

Message Edited by DragonScout on 06-18-2004 03:39 PM



Zerathi/Shawn -- the grumpy wookiee of Shadowfire
lisasdarren
Sat Jun 19, 2004 3:02 am
#317







DragonScout wrote:
Well.. to respond...

First off... You really shouldn't tell Broom that storage is not the issue, because incase you failed to read what 'this' particular subject is actually about, it is vendors as storage. All the vendor poachers and vendor revamp people came in and kept sidetracking the issue.. and I admit I let myself get sidetracked with them. But, he/she has every right to bring up the storage issue here because that is specifically what this topic is about. Don't like it, cause it doesn't fit your perfect world idea of merchants who just sell things on vendors, well, start a different topic.


Oops, sorry.. I got sidetracked too...



okay.. now to start in again.

The vendor is not the storefront.. the vendor IS merchant. Leave the vendor and get rid of the merchant profession and ZERO has changed in the SWG world. That is a problem.


Okay, we obviously look at this from a different point of view. I am talking about playing a 'merchant' not just having the profession with the title merchant, but playing a mechant, its a roleplaying thing and this is a roleplaying game. Skills are there to help you roleplay, they shouldn't be defining your gameplay.


Your clearly focusing on the skills and that is why you can't see past vendors.



There will never be a demand for merchants to be the middleman. You are never going to see merchants running most of the sales. I am talking 'true' merchants.. the ones that would actually make use of things like consignment sales. The ones like Dingoboi who says he isn't a crafter w/ merchant skills. Because as it is now, no one is going to bother with that much work just to have someone else take a portion of their sales. The only possible way this would ever happen, is if they raise the skill point cost on merchant -- which would be a joke -- or they put item limits and required you to have or be near master merchant to have a higher item limit per vendor. And even then, people are not going to use other players, they will just work enough of merchant into their template to make it work.


Why won't there be a demand? make it beneficial for crafters to sell through merchants and they will... Why do you look at it as taking part of their sales? Crafters have two options, be a small business selling through their own storefront by investing points into merchant (therefore restricting what else they can do with their skill points) or sell wholesale to a merchant who then deals with the sales side of things. Remeber one of the big complaints from crafters is that they will have to drop other skills they like having to take merchant skills, selling through a deicated merchant would solve this. If we need to give more incentive to crafters then how about getting paid up front for their goods as an option? See my post here for a way to do this.



The systems I suggested were meaningful and would add some fun to merchant. And they would allow ways to earn money. Which would allow merchants to gain capital by just being a Merchant and then set up a resale business or whatever they wanted to do.


And as i said fair play to you, but PVE should always be secondary for a profession that by its very nature is about interaction between players.



Yay!!! I want to be part of a profession that doesn't require me to do anything at all!!! I mean like wow! It is just soo cool to PAY to PLAY a GAME and not actually have to DO anything. lol.


You make me want to scream with comments like this, but i will just comment calmly instead.


To be a successful merchant requires a lot more than just putting things on vendors, which part of my many lists o things merchant needs to do to be a successful merchant didn't you understand? I'll list some of them again for your review:




  • Market Research - talking to different types of players and finding out what they want to be able to buy


  • Price Research - Checking the pricing of the competition in the area


  • Sourcing Products - Finding a good range of crafters selling the products yuo have decided to stock, and not just one of each if you are selling armour you robably want stock from 3 or 4 different 'smiths


  • Negotiating deals - negotiating what quantities you want from these crafters and how often and for what prices.


  • Marketing your store


  • Communicating with past customers to check they are happy with their purchases


  • Searching the galaxy for that something a little different to be able to offer

To play a merchant there are lots of things to do... Its not just about vendors /takes deep breath



ps. I love when merchants tell crafters not to make so much, or not to store so many components. or when they say using merchants to sell their items will be easier for the casual player. I mean it is just so easy to lug around hundreds of items -- ever moved a house? -- and put them up on some merchants vendor. Just super easy for the casual player. And I stand by previous comments made by myself that say the best thing they could do, as merchant stands now -- centered around vendors, is to take away the skill point cost and make it use phantom points like the pilot professions. Then, as long as you had skill points invested in business 4.. you could master merchant without ever spending another SP on it.


I am not just a merchant, i'm a crafter too... I tell many people who complain about storage that they need to get rid of stuff, and crafters who complain they don't have enough room for subcomponents and resources that they obviously have too many resources and subcomponents.


I have also moved house, took me two trips to move all my stuff, big deal. (inventory plus backpack gives 110 storage slots, drop your normal backpack in the bank, grab a knew one and the 150 item limit in a house is nothing)


Finally on the casual player issue...


Amy the Artisan makes a selection of goods mass produced, one day she spends some time crafting powerups until she gets one she thinks is good enough, makes a schematic and sets her factory to work. A day later she logs on grabs drops her normal backpack and grabs her delivery pack, heads to the facotry and collects the crates (okay the process of collecting them needs improving, anyone say multiselect?) grabs a shuttle to where the merchant she deals with is based and offers them to the vendor (again multiselect would make things easier) The she goes back to crafting custom items that have been requested by friends. Or puts on her heavy swordsman hat and goes to bash up some nightsisters.



Message Edited by DragonScout on 06-18-2004 03:39 PM





So to summarise, I feel that fixing the vendor interface & issues (to allow easy reselling of timed-out items, allow a multiselect on all windows, preferable allow packs to be opened on the vendor so the contents can be checked, some type of credit or consignment sales and of course restricting vendors to those with the SP) along with creating an incentive for crafters to sell through merchants would be enough to create a demand a for merchants and make using them easy enough that people will. Then there is plenty of things for a wannabe merchant to do while role-playing their merchant, they have to do all those things i listed above.


We will obviously won't agree on this, you are focused on skills and won't accept that most of the things a merchant needs to do don't require any in game skills, just the ability to communicate and roleplay. While I am a great believer that so long as I have a simple and effective means to buy and sell goods (vendor and some type of credit / consignment system) I can play a successful merchant, and be better or worse than the next guy who has the same in-game skills, due to my negotiation and customer service skills etc.






Trax Treort - Rifleman, Fencer & Imperial Pilot
p4Samwise
Sat Jun 19, 2004 10:19 am
#318






DragonScout wrote:

I am talking 'true' merchants.. the ones that would actually make use of things like consignment sales. The ones like Dingoboi who says he isn't a crafter w/ merchant skills.



Doesn't Dingo sell power? Power/resources being the only commodity that a merchant can acquire on his/her own without picking up any other skills?


How many "true" merchants are there under the current system who actually make their living solely by selling goodsmade by other crafters? (Not counting alts and guildmates, that is.) That to my mind is what merchant should really be, but I don't think I've actually seen any of those in game.





"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
DingoBoi
Sat Jun 19, 2004 1:29 pm
#319






p4Samwise wrote:


Doesn't Dingo sell power? Power/resources being the only commodity that a merchant can acquire on his/her own without picking up any other skills?









Yup. How did I know this thread was calling out to me? I don't harvest anything myself. Everything is employee/contractor harvested and offered to my vendor at 1cpu flat which is convert to PE pricing and resell at 1.5 to 3 credits per unit.


Also going to be going Master Shipwright, along with several other people in my PA and we are forming a mega-corp shipyard corporation. Market saturation should not be a factor as people will naturally gravitate to the well stocked vendors with quality and consistancy. Plus not many have the organization and resources and capital to start an instant mega-corp like this and keep it going.


almost forgot,


/throws eggs.

Message Edited by DingoBoi on 06-19-2004 07:30 PM



~ EPC SHIPYARDS ~
_________________________________________________________________________________________________
Premium Ships & Components Featuring 5 Master Shipwrights * Powering the Eclipse Galaxy
u A R B O R E A L H O R I Z O N S u L A R G E S T S H I P Y A R D S I N T HE G A L A X Y u Naboo -6500 3300u
u M E G A C O R P u P O W E R u Talus -546 -2767u
DragonScout
Sat Jun 19, 2004 3:25 pm
#320

Okay. Roleplaying is a wonderful thing, but unfortunately, graphical games as they are now, are not very encouraging to it. So to me.. a profession in a game where it is the only one that requires you to 'roleplay' the tools you need to be successful.. has something wrong with it.

Yes, I like tools. Especially in a game where you are limited by skill points as to which tools you get. Every other profession in the game(except maybe politician -- which is another horrible utility prof) grants you skills/abilities/tools to use on a daily basis while PLAYING that profession. Merchant on the other hand, gives you vendors, which you do alll the things you mentioned once -- the set up of your shop, the layout, figuring out what you are going to sale, etc -- and then once you stock it, you are done. You can then log out and go play another game or read a book or go the gym... whatever. But you don't have to actually PLAY, to continue being a successful merchant. Every now and then you have to come back into the game and restock your vendor and that is it. To me, any profession that doesn't encourage you to be in the game and PLAYING, has major issues with it. And with things like consignment sales or automated emails -- all cool things -- it will be even worse, because there will be that much less to actually DO as a merchant -- because it will all be done for you.

And again. In a world where players can dabble in merchant, the chances of them going through the trouble of bringing the items to a third-party merchant, or to a consignment vendor, and then loosing even 5% of his sales... is just not realistic. Not when it would be easier to just load his own vendor and be in complete control of his items and make all the money for himself. Item limits on vendors might change this, but I think it will just encourage more people to have more skill points invested in merchant -- meaning more alt characters.

Also, there is nothing about merchant's very nature that says it has to be PvP. Nothing at all. You choose to look at it that way. If, by your limited definition, they are people who sell things, they could just as easily sell things to NPCs and be fulfilling your definition.

But anyways. you keep saying that it is all roleplaying and use of these intangible skills that you only possibly use once or twice. And thats fine. But to me, a profession that is centered around that, is not a viable stand alone profession. And that is why I would like to see other systems and tools and abilities directed at non-vendor-related activities. Things that a merchant can actually DO while they are in game and not stocking their vendor. That is the point you are constantly missing. I could care less in the end about vendors. I think they are fairly cool for what they do. But I think it incredibly sad that they are all this profession has, when every time they get improved and upgraded they encourage the player behind the merchant to actually play the game less.



Zerathi/Shawn -- the grumpy wookiee of Shadowfire
DingoBoi
Sat Jun 19, 2004 10:16 pm
#321






DragonScout wrote:

Also, there is nothing about merchant's very nature that says it has to be PvP. Nothing at all. You choose to look at it that way. If, by your limited definition, they are people who sell things, they could just as easily sell things to NPCs and be fulfilling your definition.






no there isn't anythign that says merchant should be pvp... but almost by definition it is.

Merchants compete against one another daily. Several factors including price, availabilyt, convenience and stock go into this.


EPC built a rep as being always stocked.. even if we had to buy from competition. We aren't the cheapest in the galaxy, but we always have millions of units at each branch to meet your needs (barring someobdy buying out the store).


I didn't read most of prior posts... just the last one.. but pvp in merchant is alive and well.. we can all sell and succeed.. but several of us can take sales to a higher level of competition. I've bought out other vendors and squashsed some through sheer force. Others, I just laugh at.


My advertising thread always has the tag that:


Corporate Warfare is PvP in it's own regard!





~ EPC SHIPYARDS ~
_________________________________________________________________________________________________
Premium Ships & Components Featuring 5 Master Shipwrights * Powering the Eclipse Galaxy
u A R B O R E A L H O R I Z O N S u L A R G E S T S H I P Y A R D S I N T HE G A L A X Y u Naboo -6500 3300u
u M E G A C O R P u P O W E R u Talus -546 -2767u
theonebountyhunter
Sun Jun 20, 2004 8:16 am
#322

This thread is going to outlast the energizer bunny.....

And you guys really need to do something about the rotting eggs!



Brutas / Raah
WOOK, Mos Kashyyyk, Tatooine, Eclipse
Winnings @ -6672 -5060 any Vendor
magunra2k
Mon Jun 21, 2004 6:34 am
#323

well what a thread this is ,i just spent what felt like a week reading it and man im so glad i did ,

i play your typical merchant armoursmith ,i make armour i put it on my vendor and it sells ,if my vendor gets low i make more armour and put that on the vendor ,simple isnt it .


I am a master merchant i buy and sell things ,i use the bazzar ,i advertise i do signs ,and yes i use my vendor to store things ,i have a pa hall ,a large house ,a medium house ,and 2 small houses ,and yes as an armoursmith i have a strorage issue .


but i have never entertained the idea of dropping merchant and keeping my vendors ,till now !

last week myself and a buddy spent 3 days solid trawling round player cities and vendors looking for a beyrillius copper ,i was shocked by the amount of empty or storage vendors that we came accross .


i hope to god the DEV's do the right thing and completely scrap merchant as a profession ,it serves little purpose ,now that may be a little strong for some of you to take ,but i would like to sudgest that they scrap it now ,give active players fair warning that on a perticular date merchant will cease to exist .


they should remove the 6k cap from the galactic bazzar and add a detailed search facility to the bazzar ,then all items listed on vendors can be moved to the bazzars ,they should also remove the limits to how many items can be posted by a player .


this way the auction facility can be used ,also no need for players to spend days searching through empty vendors looking for day to day things.


and if nothing else comes good of this idea atleast it would rid c-net star port of spamming vendor shouts .



Master Armoursmith
Master Merchant
Master Artisan
master pistoleer
master commando
bounty hunter
Master fencer
force user
SEND MAIL OR TELL IN GAME FOR ARMOR REPAIRS
Songe
Mon Jun 21, 2004 11:01 am
#324

And here comes another troll...



------

Novice Lekku Stomper
p4Samwise
Mon Jun 21, 2004 1:19 pm
#325

Bad Balki! Down! Down!


*brandishes squirt bottle menacingly*



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
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