Merchant Archive

Thread: Merchant Correspondent List (Week 2)

marqie
Fri Aug 01, 2003 12:14 am
#27

Add that to next weeks post I make, the above has gone out this week.



Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

JuBoomSlang
Fri Aug 01, 2003 12:23 am
#28

It's been said before, and again, and again.


I'm a tailor/merchant on Tarquinas - Theed, Naboo. I'm progressing through both Tailor and Merchant at a reasonable rate but most importantly, I'm finding clever ways of selling items that aren't the top of the line (meaning they aren't master tailor items but still very sellable). My only problem is the vendors. If I can't drop a vendor where I need to, it kills my business expansion.


I have the goods. I have the customers. I just need to be able to control how and where those customers access my goods. I use a single NPC vendor right now and won't expand until these issues are corrected.


Just a thought.


JuBoom Slang


JBS Incorporated - Theed, Naboo, Tarquinas




================================================
JuBoom Slang
COG General Store and Specialty Store
"Fine Tailors and More"
(-5252 2857) Theed > Naboo > Tarquinas
Look to COG for custom tailoring, TKA unis and more
================================================
Numtini
Fri Aug 01, 2003 12:54 am
#29

I would like to raise a disturbing prospect. Many people are complaining that the droid and terminal vendor fees are broken. It looks very much to me like the NPC vendor fees are the ones that are broken. We may very well find these applied to the NPCs rather than changed on the electronic ones.




Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
KruppeRift
Fri Aug 01, 2003 2:28 am
#30

Good Work ... Just ignore the Whiners - There are always some, and your doing a great job..


I agree totally that it is unacceptable that we haven't even had a "thank you for your list, we will review it as soon as possible" response. Even if it was only a private one to yourself..


My top issues are:-


1. Total Item count in houses IMHO Vendor sales should NOT count.


2. Vendor item retrieval.


3. Access / Vendor / Admin Permissions.


All of which have been addressed previously.


KEEP UP THE GOOD WORK - AND KEEP BADGERING THEM FOR A RESPONSE..




Kruppe
Eclipse Server
Master Architect & Merchant
Politician, and Mayor of Northstar City
HUGE inventory of Resources, all at 2CPU - Creature Harvested Resources 5CPU - at the Northstar Mall, 730 6450 Naboo
JazzmanianDevil
Fri Aug 01, 2003 5:14 am
#31

That list will do for now, IMO. With such a broken class and so many things to fix, a limit of five is simply insane. So, just cram in what ya can and move on to more next week.



lilililililililililililililililililililililililililililililililililililililililililililil
Jakyle Lv'Taryl
Retired and soon to be deleted Master Architect
Disgruntled Bothan Rebel Pistoleer
In the player built village of Twinloch, on Talus, Tarquinas server
Shop location, SW of Dearic at Neg 1110 by Neg 5015

DocSavag
Fri Aug 01, 2003 6:09 am
#32

Thanks for your hard work Marqie. I agree that it is difficult to do what they have asked you to do if they give you no feedback on it. They really need to split the team in half and put half of the team working on exploits/stability and half working on fixing major profession crippling issues. Waiting months to make the profession viable is just not going to be much fun.



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



MeowtheGreat
Fri Aug 01, 2003 3:36 pm
#33

I am a Master Doctor going in to merchant field and this is a big issue with our meds, We create factory produced meds and put them on vendors, when poeple buy them they cannot use them, say invalid target or just bug out completly and disappear when relogging or going in to a new screen! This is a real problem that should go up next to your resource bug because with out factory created stimswe have to sit there forever creating these things to work and most poeple want them in factory crates. Please please put this on your top 5 to get this issue corrected.


Thanks


Meow the Great, server Bria




Scotty: I canna hold her together cap'n. She's ginna blow.
Kirk: Sulu, engage Ultimate Grief Mode
GASP
Spock: Captain, do you think that's prudent at....
Kirk: S T F U n00b
Osmol
Sat Aug 02, 2003 12:36 am
#34

Someone mentioned earlier something about making the credits people have be more important. Q addresses this in one of his posts today about the fact that Cloning and Insuranve problems are being worked on because that is a very important "drain" for the credits in the economy. I think this will help with someof the economy problems. But, as of now, I think things are pretty good, just as long as you know how to get customers and find things that are useful and consumable.



Osmol Duran
Theed, Naboo (Kauri)
Master Artisan/Master Merchant/Master Droid Engineer/Bartender
Jedi Mind Tricks Alliance Shop, Naboo: -6620, 4300 (W of Theed)
Providing you with equipment, weapons, medical supplies, structures, and slicing services!
MMOGAddict
Sat Aug 02, 2003 6:25 am
#35

I'm a Tailor/Merchant, one thing I would like to see eventually (other than the removal of mob dropped clothes and decay of clothing) is more restrictions on the bazaar, if not the nerfing of the bazaar outright.


We need to encourage people to buy and sell through Merchants more than the Bazaar, not only for the big things like houses and factories but also for the small things like clothes & food.





RESOLUTE - Marksman (Master) / Dancer (Ex-Master) / Musician (Ex-Master) / Image Designer (Ex-Master)
AOKI Talhorn - Artisan (Master) / Tailor (Master) / Merchant (Master)
PAYNE - Entertainer (Master) / Dancer (Master) / Musician (Tech 4) / Image Designer (Master)
STILL AWAITING SWG's RELEASE IN AUSTRALIA
Yes I do have 3 accounts - And the game isn't even released here.


Spelter
Sat Aug 02, 2003 7:21 am
#36

If I could send PMs across the gfalaxy I'd send you a thank you note. I appreciate the time you spend collecting our gripes.


My issue, vendor maintenance fees, made your list, but not quite in the way I see the problem. Let me explain...

As I understand it, vendor fees are a function of the value of the items placed for sale in them. The problem is that expensive items do not sell quickly. Consequently, crafters/merchants do not place many (or any) high value/low volume items in vendors. This ends up creating an economy where it is more cost-effective to sell houses, factories, droids, and soon, vehicles and mounts by running around town spamming the chat window.

An example of this effect is the near impossibility of price comparisons for factories (I'm looking to buy one). Factories cannot be found in vendors. To shop based on price I have to spam architects asking them what their prices are, and if I find someone, I probably need to wait for them to construct it. I would rather browse vendors (and browsing I believe generates merchant XP for the vendor owner).

A solution that has been mentioned by several people is a sales tax, combined with low maintenance charges (maybe based on number of items or value in vendor, but it would be very low). The way the tax might be implemented is that when adding an item for sale to your vendor, you set a price it is sold at, and also you see the amount you will recieve for the sale. The difference between the two is the tax.
marqie
Sat Aug 02, 2003 8:30 am
#37

Spelter,


Right now, I want to know what was the intent. We know there are bugs in the fee, so we need to know what is right before we can say it is wrong.


But I do understand




Marqui - Former SWG Correspondant - ][IooCam
EQ-Squared.com the most pathedic fansite in the world.
Guild Leader - Artisans of Conquest

Tea
Sat Aug 02, 2003 1:23 pm
#38

This Stockroom thing is Hurting me real bad
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