Merchant Archive

Thread: The nonskilled ‘merchant’ problem – or be careful what you ask for.

Iannyen
Wed Aug 18, 2004 8:41 am
#27

Barris, merchant skills are as much of a sink to Crafters as they are Combat classes. If I could drop Merchant in favor of something else, I would, but as a crafter, my gameplay depends on me being able to sell my wares to a broad audience. This means multiple sales locations. I may not *LIKE* having to spend 63 points to be able to sell my wares, but I acknowledge it as a necessary evil of the game, deal with it, and move on.


No one WANTS to spend those precious points on anything that they feel is frivilous. I'm betting that most Bounty Hunters were steamed when theyused to haveto fill both Scout and Marksman skilltrees to begin theBounty Hunting tree, considering they rarely used3 of the scout skill trees. Of course, I'm not one, so I have no proof.


Basically, there are tons of choices in thegame. Being a crafter AND a merchant means that I'm at a disadvantage because I can't have decent combat skills, but it gives me the advantage of being able to market my own wares effectively.


What you are pushing for is having all of the advantages, without the disadvantages, and frankly, us being forced tomake choices in matters like this aresome of the biggest things thatdifferentiate my character from the Architect next door. Maybe he doesn't want merchants, and wants to dabble in combat. Well, thats his choice, but its not my fault he can'tfield the vendors that, asyou yourself have pointed out,get placed by Merchants.


I'm not flaming, but theres really only two choices at this point to your dilema. Deal with it, or walkout.






Now, as to flooding thebazaar with craftedgoods (because flooding it withcrap like portions of heavy duty leather, CDEF's, and gimp crystals really isn't going to hurt a single crafter out there)....


I can sit on the bazaar and buy stuffjust as fast as other people can list it.


I have millions. I can spend every cent, and relist the items on my merchant. Heck, thats one thing merchantsdo! All you'd be doing is playing into the hands of merchants.All I'll have to do is stall production for, what, a week? While people dump crap? I pick thru it, relist it, pocket my proffits, andget back to business as normal.


I honestly welcome anyone that thinks that dumping a whopping 25 items on the coronet bazaar is somehow going to bork the player economy, when most of the people that would do something so "childish" as to try and wreck a player economy are the little l33ties that are clogging the system with 500 broke ass force crystals thatno one wants to begin with.


Most of the crafters that I know that aren't planning to work up the merchant tree, and are getting out of business are simply having sales.


And buying their stuff at 20k per crate, and reselling for 100k total as 10 singles, is making me a fortune too.



Iannyen Cap'asin
Offer Vendor: Mith Elaniouth Goodth
Corellia, Junction, 1212 -4809

Selling Top Quality Furniture at Coronet Mall;
Personal Orders are available, as well as decorating services;

Master Architect, Master Merchant, 100% hawt.
Sevardos
Wed Aug 18, 2004 8:53 am
#28






Wire3k wrote:





joined42904 wrote:

This first post strikes me as extremely foolish.


What will I do if they list good compo on the bazaar? Buy it and sell it in my shop of course. That's what a true MASTER MERCHANT can do under the new rules. Plenty more vendors for a second shop. I'll just resell the stuff they are selling at a loss.


Can they keep it up? Well...NO...they can't. But I have enough to buy how many 6k bazaar sales? Any other merchant can do the same.


So I still tell them to spend the skill points or use the bazaar. Why? Because it's what they deserve if they don't invest skill points in vendors. And I hope they take your foolish ideas to heart. Because if they do I will make a killing.







You absolutely can do this - for awhile. Till you run out of space and it doesn't resell because the market is flooded and there is no room for the markup.


Folks have done this before - with a LOT less motivation than they have now and no cooperative effort or organization.


Just how many people doing this would it take to really gum up the works? How many people with merchant skills that have become bored (or are ticked over their own issues) would join them? I love my shop, I love my customers, I love a truly free system where everyone has a shot and effort and competence is rewarded, AS a merchant - this cheapens MY experience by removing equality in the competition.








Hmmm... being a Merchant and the fact that I like going around looking for deals, I'd do the exact thing that I do now when I see a deal on the Bazaar.


I'd buy it ALL and then resell it. I do it all the time now especially with vehicles - you want tosell swoops at 6K on the Bazaar? ... great! I'll gladly buy all your stock and resell it.


I actually hope your right. That's a lot of resell product I can buy for a song. However, it's very unlikely.






Sevardos

The ))SUN(( Centre
636 -3836 Corellia (just outside Coronet) - Bria
Buff Packs * All Meds * Harvesters * Factories * Designer Furniture * Tools
*** ALPHA TESTER: Combat Balance ***
Sevardos
Wed Aug 18, 2004 9:07 am
#29






Barris wrote:





SeraphinAnnie wrote:


You say you don't blame the merchants. But your original post was full of "they need to pay", and "be taught a lesson" and that "a point needs to be made." What point? That they shouldn't of complained? Or that they should of posted nicer? It makes no point to merchants. They didn't make this change, and they can't reverse it either. All you'd be doing is wasting your own breath and time.


If you don't blame merchants, then you have no cause to try and punish them. You are saying that those pissed by these changes have/could have the motivation to try and ruin a merchant's gaming by ruining their business because their posting on these boards was harsh or spiteful, that's what you're saying yeah? Yet...that act alone, and your posting is created solely out of spite, which makes you no better than the people you want to teach a lesson to. Do you see that?


The only thing you'd be proving, is that you're bitter. Be angry, if you must. But trying to take away from other players' gaming experience, or to encourage others to do it, just because it will make you feel better is very misguided.





Actually the nerf will be taking away from players' gaming experience more than w/e you think wire is trying to do. Wire actually stands up not because he is trying to cause a fuss but because he is concerned with the economy and profession as a whole.


I support what he says, however people like ourselves are often met with torches of short sited ignorance who think that some how not having skills to place venders but still using them 'defaces' the profession, which is only really good for placing venders and nothing more.


The profession can be fun, but as it stands all it is really is a skill point sink for combat characters such as myself and many others. Many crafters look and say, it's not fair, blah blah blah, etc, flame flame, but never look at the fact that even the 24 sp it takes for management 3 in artisan can cripple a temple very badly. Crafters get to have the skills for merchant in the same starting tree line (artisan). For combat characters they have to pick it up totally separate from their skills, which is an instant 15 sp missing there, then all the other sp that goes into merchant and keeping what ever level you need with the up coming nerf.


As it stands, I went from being MCM M-rifles to M-Rifles, novice brawler, 4/3/4/0 medic, 1/0/0/0 scout so I can actually walk up hills (something CM allowed for) artisan 0/0/4/0, merchant 0/0/1/4, with about 5 SP left over. Can you see how this is a drastic change from MCM and M-rifles, a template I was happy with, to this which is all but useless. Granted I could go master melee something master rifles, or master 2 ranged professions, but I won't be truly happy with it, because I enjoyed my CM rifles template.


All that happens with most crafters is they invest another few skill points to get merchant, and put the rest into crafting. No real issues come from this, as it does not affect ones ability to try to function in the comunity in a PvE or PvP fashion.








And I'd love to be a M-Fencer, M-Doctor, M-Rifles with a bit of CM for kicks and giggles ... but I can't and I had to make a choice.


That's the point of skill-based system. Just because you keep calling the profession a SP sink doesn't make it so.






Sevardos

The ))SUN(( Centre
636 -3836 Corellia (just outside Coronet) - Bria
Buff Packs * All Meds * Harvesters * Factories * Designer Furniture * Tools
*** ALPHA TESTER: Combat Balance ***
Wire3k
Wed Aug 18, 2004 9:10 am
#30






joined42904 wrote:

Wire3k,


I don't think you can gum up the works all that much. I'd like to see people try. If I run out of space on my vendor, I'll just buy it for 6k and delete it. No harm there. And I don't have to buy everything either. If there aren't any composite chestplates or helmets or leggings that's enough that folks will come to a real shop to buy armor. Don't you think?


Plus I 've got the 25 item limit working to my advantage. And 2 accounts. Just imagine. Only costs me 150k to absorb all 25 of your items which is less than the sales price of a single suit of armor. Kinda nice, huh?


I really don't think you and the other vendor exploiters are going to make a dent in the server economy using the bazaar no matter how much you try.


So yeah...please...go ahead and use the bazaar if you don't want to invest skill points in vendors. There. I said it again.







This sets the expectation of customers lower - they aren't going to be as happy with your prices.


You'll never be able to buy everything - the danger here isn't the occassional person that tries to do it alone, THERE ARE MORE OF THEM THAN YOU, the problem is a sleeping Goliath.


There you go calling them exploiters again - throwing gasoline onto the fire. It's NOT an exploit - everyone was equal - anyone COULD have managed their points in the same way. I chose not to - you chose not to - doesn't mean either of us COULDN'T have - the very definition of exploit is gaining an unfair advantage over others.


From Raph's rules page....


Darklock's First Law
Cheating is an apparently advantageous violation of player assumptions about the game. When those assumptions are satisfied, all apparently advantageous methods are fair. When they are violated, no apparently advantageous methods are fair. "Using exterior means to influence the play of a game is not necessarily cheating. It is only cheating if it violates the assumptions of other players *and* provides an advantage. When a player expects that gaining levels in a game takes a long period of time, he will call any method of gaining them rapidly "cheating" -- even if it is an intentional feature of the game. When he expects that gaining levels is a rapid process, however, he will not think the people gaining them slowly are cheating... because that is not an apparently advantageous situation. It does not matter whether this actually *is* an advantageous situation, only whether it *appears* advantageous."

Corollary to Darklock's First Law
A bug is an apparently *disadvantageous* violation of player assumptions about the game. "This may be viewed as a specific application of Dundee's Law, "Fighting the battle for nomenclature with your players is a futile act. Whatever they want to call things is what they will be called." It does not matter whether "cheating" or a "bug" was an intentional part of the game design; it only matters whether the players *assumed* they were intentional."


BOTH sides of this argument have valid points within BOTH of these statements. Since everyone had access to the same game mechanics - and those mechanics weren't addressed for a year - the position of those that want more from their experience is every bit as valid as the position of those that claim the high moral ground of 'what was intended'.


Further about player motivations....


Mike Sellers' Hypothesis
"The more persistence a game tries to have; the longer it is set up to last; the greater number (and broader variety) of people it tries to attract; and in general the more immersive a game/world it set out to be--then the more breadth and depth of human experience it needs to support to be successful for more than say, 12-24 months. If you try to create a deeply immersive, broadly appealing, long-lasting world that does not adequately provide for human tendencies such as violence, acquisition, justice, family, community, exploration, etc (and I would contend we are nowhere close to doing this), you will see two results: first, individuals in the population will begin to display a wide range of fairly predictable socially pathological behaviors (including general malaise, complaining, excessive bullying and/or PKing, harassment, territoriality, inappropriate aggression, and open rebellion against those who run the game); and second, people will eventually vote with their feet--but only after having passionately cast 'a pox on both your houses.' In essence, if you set people up for an experience they deeply crave (and mostly cannot find in real life) and then don't deliver, they will become like spurned lovers--somebecome sullen and aggressive or neurotic, and eventually almost all leave."


I aspects of the above that apply to this particular argument is that taking away tools and options that have existed since day one to a large number of players is making their world experience SMALLER - not larger. It makes those that crave a deeper experience have fewer options that are acceptable to them - and at NO BENEFIT TO MERCHANT AS A CLASS. I've seen the pox on both your houses in action time and time again - up close and personal - it ain't pretty.





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Sevardos
Wed Aug 18, 2004 9:16 am
#31






Wire3k wrote:





joined42904 wrote:

Wire3k,


I don't think you can gum up the works all that much. I'd like to see people try. If I run out of space on my vendor, I'll just buy it for 6k and delete it. No harm there. And I don't have to buy everything either. If there aren't any composite chestplates or helmets or leggings that's enough that folks will come to a real shop to buy armor. Don't you think?


Plus I 've got the 25 item limit working to my advantage. And 2 accounts. Just imagine. Only costs me 150k to absorb all 25 of your items which is less than the sales price of a single suit of armor. Kinda nice, huh?


I really don't think you and the other vendor exploiters are going to make a dent in the server economy using the bazaar no matter how much you try.


So yeah...please...go ahead and use the bazaar if you don't want to invest skill points in vendors. There. I said it again.







This sets the expectation of customers lower - they aren't going to be as happy with your prices.


You'll never be able to buy everything - the danger here isn't the occassional person that tries to do it alone, THERE ARE MORE OF THEM THAN YOU, the problem is a sleeping Goliath.


There you go calling them exploiters again - throwing gasoline onto the fire. It's NOT an exploit - everyone was equal - anyone COULD have managed their points in the same way. I chose not to - you chose not to - doesn't mean either of us COULDN'T have - the very definition of exploit is gaining an unfair advantage over others.


From Raph's rules page....


Darklock's First Law
Cheating is an apparently advantageous violation of player assumptions about the game. When those assumptions are satisfied, all apparently advantageous methods are fair. When they are violated, no apparently advantageous methods are fair. "Using exterior means to influence the play of a game is not necessarily cheating. It is only cheating if it violates the assumptions of other players *and* provides an advantage. When a player expects that gaining levels in a game takes a long period of time, he will call any method of gaining them rapidly "cheating" -- even if it is an intentional feature of the game. When he expects that gaining levels is a rapid process, however, he will not think the people gaining them slowly are cheating... because that is not an apparently advantageous situation. It does not matter whether this actually *is* an advantageous situation, only whether it *appears* advantageous."

Corollary to Darklock's First Law
A bug is an apparently *disadvantageous* violation of player assumptions about the game. "This may be viewed as a specific application of Dundee's Law, "Fighting the battle for nomenclature with your players is a futile act. Whatever they want to call things is what they will be called." It does not matter whether "cheating" or a "bug" was an intentional part of the game design; it only matters whether the players *assumed* they were intentional."


BOTH sides of this argument have valid points within BOTH of these statements. Since everyone had access to the same game mechanics - and those mechanics weren't addressed for a year - the position of those that want more from their experience is every bit as valid as the position of those that claim the high moral ground of 'what was intended'.


Further about player motivations....


Mike Sellers' Hypothesis
"The more persistence a game tries to have; the longer it is set up to last; the greater number (and broader variety) of people it tries to attract; and in general the more immersive a game/world it set out to be--then the more breadth and depth of human experience it needs to support to be successful for more than say, 12-24 months. If you try to create a deeply immersive, broadly appealing, long-lasting world that does not adequately provide for human tendencies such as violence, acquisition, justice, family, community, exploration, etc (and I would contend we are nowhere close to doing this), you will see two results: first, individuals in the population will begin to display a wide range of fairly predictable socially pathological behaviors (including general malaise, complaining, excessive bullying and/or PKing, harassment, territoriality, inappropriate aggression, and open rebellion against those who run the game); and second, people will eventually vote with their feet--but only after having passionately cast 'a pox on both your houses.' In essence, if you set people up for an experience they deeply crave (and mostly cannot find in real life) and then don't deliver, they will become like spurned lovers--somebecome sullen and aggressive or neurotic, and eventually almost all leave."


I aspects of the above that apply to this particular argument is that taking away tools and options that have existed since day one to a large number of players is making their world experience SMALLER - not larger. It makes those that crave a deeper experience have fewer options that are acceptable to them - and at NO BENEFIT TO MERCHANT AS A CLASS. I've seen the pox on both your houses in action time and time again - up close and personal - it ain't pretty.









Fine then. Don't call it an exploit. Call it a FIX on something that was broken because that's what it was.


Doesn't change the fact that the liklihood of your worst-case scenario coming true is fairly low. Could it happen? Sure ... just as it's also possible that a spaceship could land on my front yard - however I wouldn't bet on it.






Sevardos

The ))SUN(( Centre
636 -3836 Corellia (just outside Coronet) - Bria
Buff Packs * All Meds * Harvesters * Factories * Designer Furniture * Tools
*** ALPHA TESTER: Combat Balance ***
MaDuece
Wed Aug 18, 2004 9:19 am
#32









Wire3k wrote:


The sky is falling! The sky is falling!


The Apocolypse is at hand!


Repent! Repent!








Ah I see the "Merchant of Doom and Gloom" is still at it. Well, you are persistant I have to give you that.


The fact is most players who log on want to do certain things. The majority of them are combat-centric. Only a small percentage of them will actually take the time out to even care. I'd venture to say that so few of them even know about whats happening with vendors, after this next patch the biggest change they will notice is actually pulling up the planetry registry and actually finding stocked vendors. In the end, thats all they care about: getting their weapons, armor, and supplies to go fight someone or something.


Go ahead and take this message to the GCW forum and see how far you get. I dare you. I double dog dare you.


Message Edited by MaDuece on 08-18-2004 09:21 AM

joined42904
Wed Aug 18, 2004 9:22 am
#33

Wire3k,


How can you possibly say that there is no benefit to merchants as a class for folks with no skill points in vendor-oriented skills to have vendors? That part doesn't make sense to me.


I now don't have to compete with anyone who won't invest the skill points. I see this as an advantage. I'm perfectly willing to compete with anyone who invests skill points in vendor skills or who alternatively deals withthe public through someone else who does.


I don't think this isa sleeping giant at all. Folks eventually tire of doing things that are designed solely to be spiteful toward other people. It isn't mentally healthy to continue doing things only for spite. Which is in essence what the bazaar thing would become after a while. But you are more than welcome to do it if you want. I tell anyone who thinks their spite can outlast my credit supply or my merchant acumen to BRING IT ON and offer their stuff on the bazaar. I don't think 6k bazaar sales are going to redefine everyone's concept of a fair price for goods. Goodness knows legitimate merchants aren't going to sell at a loss from their resources costs in order to makecustomers happy with their "new expectations of price." I won't. And watching the items disappear quickly from the bazaar I think will disabuse people of the notion that 6k is a fair price. Because if 6k is a fair price then the bazaar ought to be just about perpetually stocked with it, right? Hmm...then why can't I find the bigger pieces of armor on the bazaar?


I suspect that lots of loot items will now be available on bazaar. And this will greatly benefit crafters. I can hardly wait to buy lots of 4% plus base janta hides for 6k each. How much do you want to bet I will be able to? That's a side effect of pure combat templates not having vendors. And it's good for all crafters.





Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Wire3k
Wed Aug 18, 2004 9:25 am
#34







SeraphinAnnie wrote:


I am really starting to be amazed...is that you still don't get it. They are not fixing the bug "instead" of making merchant better, geesh. We have our day coming, totally seperate from this. Yes, THEY took away your ownership of free vendors. I'll say it again: They weren't ever supposed to be yours.





And I'll say this again - I HAVE a master merchant, I have a 3rd account with some merchant as well. What part of this is unclear?


As a merchant - what's best for ME - is what's best for EVERYONE. As a MERCHANT - my gameplay is diminished if others are handicapped, if equal and fair methods of distribution are denied to OTHERS. As a MERCHANT - turmoil and price dumping OR price spiking and monopolies (which can't exist NOW - but can if you mess with open markets) are BAD.


As a MERCHANT - *I* need a large array of tools to make my business work effectively and efficiently which we will never see if merchants as a class consider HAVING vendors the core defining aspect of the profession.


You want to be able to sell junk limitlessly, without investing anything into it.


I HAVE invested into it and I don't sell junk, thank you very much.





www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
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Vrond
Wed Aug 18, 2004 9:49 am
#35

The plan wont work its like a starting amrmor smith who decides tto break into the market by undercutting the high end masters. The masters have a friend go to the shop and buy out the stuff selling at 6k and sell it on there own vendors at what ever price they can get above that or just destroy the items.


You cant sell suits of armor for 6k and stay in production long it costs alot of credits to keep all your resources top notch. The same thing will happen here you will be selling all your stuff at a loss and in time your production will dry up and the very rich will again have the market to them selves.



Vrond Novawolf
Get onboard the Falcon kid this game is gonna blow
DocSavag
Wed Aug 18, 2004 9:55 am
#36

People undersell my vehicles all the time. I don't care..you know why? Because I can't keep them stocked at the prices I have now.. lowering them would be insane. No one can keep up underselling the market for very long. Its too expensive and they get tired of doing it if they aren't making a profit from it. If loot prices go down because of this change I don't think it will make that many consumers cry.. and I'm waiting for the 2.5 million credit powerplant to be on the Bazaar at 6k..I'm so ready for that!



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



Wire3k
Wed Aug 18, 2004 9:56 am
#37


Well, the other popular theme is - Bark in front of starports you loser.


That's also another option. If you as a merchant are worried bout competition, which is worse, goods getting dumped at starports purposefully to undercut the market in a COORDINATED effort - or someone that MIGHT find their vendor?


There are a LOT of guerilla marketing techniques, not preferrable - but infinately more damaging to the economy than anything merchants may perceive as damage at the moment.



www.swgbio.com
On-line clothing catalog for tailors, bio-engineers and their customers

www.swgbio.com/mom
MMO Musings - Random Observations and my best advice
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captenjonny
Wed Aug 18, 2004 10:02 am
#38

I do not understand this barrage of anger towards merchants. Why don't you do what SOE wants you to do and just buy a second account. One for your crafter/merchant one for your gunbunny. Doing this made my life much, much easier. Little more expensive but much, much easier. I personally think the game is specifically designed with th is in mind.



Captain Jonny
Iannyen
Wed Aug 18, 2004 10:09 am
#39

The primary flaw in this logis is in assuming that the people of such moral reprehinsibleness that would be willing to do something in an attempt to wreck the economy typically aren't the people that have an inkling as to how to organize anything and work together.



You give them too much credit.



Iannyen Cap'asin
Offer Vendor: Mith Elaniouth Goodth
Corellia, Junction, 1212 -4809

Selling Top Quality Furniture at Coronet Mall;
Personal Orders are available, as well as decorating services;

Master Architect, Master Merchant, 100% hawt.
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