Merchant Archive
Thread: For the propoents of limit Answer me this please, How does a vendor limit make the game more fun?
joined42904 wrote:
I'm with Resource Monkey on this one.
It will be more fun for more crafters. The oligopolists will be upset. Some will quit. The rest of the community will go on. Maybe if we are lucky they will act as a credit sink on their way out. Or perhaps they will donate their credits to their cities on the way out.
Those crafters who are obscure but almost as good as the present overstocked oligopolists will see a dramatic increase in sales. They will feel like valued members of the community. They will be encouraged to continue crafting. Just think about it. Good all around.
The new search feature should minimize time folks spend trying to find a vendor that carries what they need. The Auction channel...if they would stop the spamming by some kind of code...could be used to let people know what you have in stock as well as the search feature. Folks won't have much trouble finding what they need. And the purchases will be spread around so that more people become well known and popular in the community.
Most crafters will like the result of these changes. Just watch and see.
joined42904 wrote:
I'm with Resource Monkey on this one.
It will be more fun for more crafters. The oligopolists will be upset. Some will quit. The rest of the community will go on. Maybe if we are lucky they will act as a credit sink on their way out. Or perhaps they will donate their credits to their cities on the way out.
Those crafters who are obscure but almost as good as the present overstocked oligopolists will see a dramatic increase in sales. They will feel like valued members of the community. They will be encouraged to continue crafting. Just think about it. Good all around.
The new search feature should minimize time folks spend trying to find a vendor that carries what they need. The Auction channel...if they would stop the spamming by some kind of code...could be used to let people know what you have in stock as well as the search feature. Folks won't have much trouble finding what they need. And the purchases will be spread around so that more people become well known and popular in the community.
Most crafters will like the result of these changes. Just watch and see.
I believe Resource Monkey was being sarcastic. Please correct me if I am wrong Resource Monkey.
ok just so I have this right joined42904,
-Quota = fair = more fun.
-No quota = unfair = less fun (because some players play longer and craft more then others its then unfair and unfun to the ones who dont play as much?Also, time spent working on achieving things should not be rewarded, rather discouraged?)
Would not then it be logical to also assume:
- Resource and EXP determined goods = unfair = less fun
- Every crafted item being identical = fair = more fun
So we should just get rid of experimentation, resource stats, and make all guns do the same damge, all armor protect the same etc... While were at it lets also put up computer stores that sell all the indentical items at a higher price then crafters would...that way customers can be gaurenteed to be able to find what they want. Oh wait that would be L2 (one of the worst games I have ever played IMO) True this makes us all equel, but I hardly think it would make the game more fun.
Message Edited by VarnaxDespin on 08-12-2004 12:28 PM
joined42904 wrote:
Smerdy,
Resource Monkey's post doen't at all sound sarcastic to me. He even explains why quality won't suffer all that much.
There will be a bit of inflation. I grant you this. But it won't be game-destroying inflation for anyone. And given how much it is possible for combat folks to earn in a buff session.... I don't think there will be a problem.
It was I who thought the post was sarcastic.
1. Becauce the data pace problem is the Dev's issue to solve, not our to suffer for.
2. Because he cleary stated he doesnt think it will help average Joe crafters sales.
Once again Monkey if I mis-read you post please let me know. ![]()
Message Edited by VarnaxDespin on 08-12-2004 12:49 PM
joined42904 wrote:
Halaster, 1-2% difference in base on armor isn't all that much inferior. But it's what new crafters will be stuck with in competing with someone who has resources stretching back to launch date.
YES!!! You hit the problem square on the head! I didn't think you had it in you! But you DID it! YAY! Please... read and re-read the last sentence you wrote - right above this one - until you have it firmly embedded in your brain. Once you've done that, THEN continue reading my response...
There ought to be some point...3 months?...over which actively following current spawns will allow new crafters to catch up. Or do you disagree?
I agree 100%. New crafters need the good (at least comparable) resources to catch up to the established crafters. We're on the same page... Yay still!
The new search feature is the old search feature with two changes....
The disappearance of empty vendors and vendors of those exploiting the merchant profession. Yay!!
The exclusion of all empty vendors from the search results.
OK, that's not any new search feature. That's the absence of empty vendors. Still means I get to go to vendors that a) don't stock what I want, b) charge too much, and c) stock crappy quality. A "new search feature" should be made that fixes all that, but that's irrelevant for the moment since we're talking vendor limits and how that solves the problem of new crafters having to wait for comparable resources to spawn...
Thus whether vendors are or are not on the map becomes meaningful. Especially if they are labelled "Full Suits of Ubese"or "approx 400 max dam approx 7.1 speed T-21s." Just watch the creative vendor names that folks will come up with. The changes to the system make the old search feature useful enough that I think of it as a new search feature.
You can't name a vendor as the 2nd one. And it's relatively stupid to have to rename (re-create) a vendor every time you can improve or change the product you're selling.
Some of the older folks are selling resources before they move on. Just FYI. Why can't the newer crafters make the same stuff the older ones made with the same resources? I think there will still be good products.
You're soooooooooo close to having the anwer. If it was a crab, it'd bite you!
If you are 5 lower on max damage with otherwise identical stats on a T-21, does it really matter all that much? If you are 2% lower on base on your armor, is that the end of the world? Here's a toast to all those who would answer those questions with a resounding "No!"
Yes. It matters to the consumer. Even if it only means a 5 second difference in the duration of combat, that 5 seconds can be the difference between life and death.
- Hamstring the established crafters and thus their customers.
- Hamstring newb crafters who've finally obtained comparable resources to established crafters.
Yay vendor limits.
There are really two schools of thought to solving the real problem. If you forgot what the real problem is, please go re-read the second sentence you wrote and I quoted.
The first school of thought is do nothing. The established crafters have spent a great deal of time, effort, and capital acquiring those resources. They *should* have an advantage based on all that expense and effort. Eventually, similar or better will spawn and the newb crafters can "catch up" - by their own patience, effort, and hard work. THIS would give newb crafters a feeling of accomplishment. In the meantime, if those newb crafters know their craft and are intelligent about it, they can certainly produce *something* worth selling, or even convince established crafters to sell off a portion of their stocks (don't tell me they won't - I did this very thing when I mastered Weaponsmith).
The second school of thought is to increase the frequency with which quality "named" resources spawn.
But the solution ain't vendor limits. That just hoses everyone.
joined42904 wrote:
Vernax,
I disagree that the powergamer will benefit most from the changes. It will be the casual crafter. Because the casual crafter isn't going unstocked a lot now. The casual crafter may not have over 660 total items on vendors now.
If the powergamer benefits, it will be because he or she is having no fun having to constantly restock vendors. And not everyone would be willing to continually do that. It would get old. Thus the powergamer oligopolist is faced with the choice to give up market share or alternatively have little or no fun in the game.
Do you enjoy stocking vendors? I don't particularly enjoy putting suits of armor in bags. Maybe you do.
Well This logic totally escapes me. As a power gamer that spends 8 to 10 hrs probly more on the game its nothing to take a hr to restock. Your right certain profesions would find it difacult to place over 600 items (assuming they have MASTER MERCHANT or 0004 merchant), but many crafters only have 1 or 2 boxes in merchant that would limit them to 300-400 items. Most POWER merchants wouldnt have a problem with it an xtra hr isnt much but for a casual gamer who plays 2 maybe 3 hrs a day is taking half thier "FUN" time away compared to 1/10th of mine.
But you are right WE all are losing "FUN" time but you need to look at the ratios between the casual gamer and the power gamer.
Message Edited by RocketM on 08-13-2004 10:52 AM
LadyGrey wrote:This game is supposed to be fun?????Welcome to 1984. Tedium is actually immersion, and work-arounds are actually game-play.How many fingers am I holding up?
I can't tell. These toothpicks holding my eyes open are blurring my vision
-Indene-
joined42904 wrote:
.....Those crafters who are obscure but almost as good as the present overstocked oligopolists will see a dramatic increase in sales. They will feel like valued members of the community. They will be encouraged to continue crafting. Just think about it. Good all around.
Why were they obscure? Why would that change? Oh if they are the only ones left they will eventually be found and word of mouth advertizing (or a merchant importer) will create a dramatic increase in their sales. But if they are selling well now what is their motovation to make better stuff? If they had the urge to make better stuff they would have done so already. Why is it that the players who did go out of their way to make good stuff and get known are demonized (the way the word oligopolist is used implys that it should be an insult.) Why do you believe that a newer player has no chance against the current elders that have spent countless hours of their game time to create their businesses? Why should the current elders be blamed for the newer players hard road? They walked a hard road to get were they were. Is their work not worth as much as the newer player? Why is feeling even in a business discussion?
Now about economics. The (very) successful players got there because of simple market forces in this game. The new player can use the same forces. When I came in I looked around and became a miner and CH. I lisened to what crafters where looking for. I made deals and went and harvested the resources. I found nitches not being filled (ore for houses way too expensive at 6cpu) and filled them. There are big Oligopolist organizations in our galaxy. They make millions of credits per week. They may even share that with their "employees". Me I run a small operation. I had independant cotractors help me harvest. Helped several in my city become better off. I have enough credits to buy anything I want. All this and big oligopolists in my world (in resource businesss). The only thing stopping a player from succeding is their own will.
-Indene-