Merchant Archive

Thread: Vendor Poaching -- What is a VIABLE Solution?

LonelyGhost
Thu Jun 17, 2004 8:28 pm
#27

My humble suggestion to you would be to take a few minutes to send an email to all your friends, asking them if they could offer a name of a Merchant they know. Then take a few more minutes to put together an introductory email about your goals. Then, if any of them respond, Begin the process of forming a business relationship with them.


You would be wise to do this now, when the changes are still a couple months away. This way you can lock in a deal before the rush. And, you will be able to make things right with the universe by getting rid of your illegal vendor. But be prepared, we do not yet have the tools to make it easy. You will likely have to develop an amount of trust in this Merchant, as it is possible they will not be able to (or willing to) buy lots of stuff from you. They will likely want commission, and this would mean you defer your payment till your product sells on their vendor. If you trust the person, it shouldn't be a big deal.



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
Maisland
Fri Jun 18, 2004 12:26 am
#28




nefarious wrote:

The way Merchant SHOULD work is that, as a merchant, you come to me and say "I need a vendor to sll my BE things", we set up terms such as a % of the sale I get as commission, then I either drop a vendor in your house, or if I have a mall with vendors I give you access to one of them to sell your things. When the item sells, you get your payment and I get whatever % we agreed on as that is a setting that allows you to access my vendor.


The nice thing about this system is it allows multiple people to be on the same vendor, or as a merchant you could give someone a dedicated vendor for a higher fee.


This system would work that you as the BE have access to the vendor to sell your items like you have with a vendor now. If the vendor is being used by others, you can see those items for purchase, but they wouldn't show up under your sales tab, same as the merchant, you can see anything that is being sold on it, however you have no control over the items in the vendor.


This is how I would have the mechant profession and how I believe it was originally thought to be.




This would be fine... just one problem with it... I don't know/can't find (through search) any merchant who is willing/able to sell my items.




I survived the CU


I can not survive the NGE


p4Samwise
Fri Jun 18, 2004 12:39 am
#29







Maisland wrote:


This would be fine... just one problem with it... I don't know/can't find (through search) any merchant who is willing/able to sell my items.





Funny story... I tried once to find a merchant to help me with resale. I only got one reply, and it was from another crafter who ended uphaving ME help HIM with resale (hawking wares by means of manual trade, since I didn't have a house or vendor yet).


I think the hope is that this will allchange the instant thatpoaching ends, but I think it's a bit optimistic...





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Blue glowie.
Songe
Fri Jun 18, 2004 12:53 am
#30

Well with good tools I am sure that merchants would be willing to do it. The problem currently is that you have to buy everything to sell it again, which requires a big investment without knowing what will sell and what won't... so it's not worth it. Or the crafter has to totally trust the merchant and it's pretty hard as well. But I'm sure that you would have more chance finding a merchant with this kind of deal.



------

Novice Lekku Stomper
Maisland
Fri Jun 18, 2004 12:53 am
#31




BountyBlunter wrote:


Hmm.. I said this in another thread I think.. To another BE..


Novice Artisan up to Buisness IIIfor a vendor. - 226/250sp remaining.

Novice Scout up to Hunting IV to stem to BE and Exploration II for mask scent. - 192/250sp remaining.

Medic Organic Chemistry IV to stem to BE - 163/250sp remaining.

Master Bio Engineer - 100/250sp remaining.


So, lets examine the options from here on in with the one hundred measly skill points you have left after gaining master bio-engineer, your stems (with mask scent)and your 'coke machine' vendor.


Basic Professions.

- Master Any Basic Profession, with mixedsp left over to dabble depending on your choice.


OR !


Elite Professions.

- Master Teras Kasi.

- Master Fencer.

- Master Swordsman.

- Master Pikeman.

- Master Rifleman.

- Master Pistoleer.

- Master Carbineer.

(any of which leave 8sp)


From what I can see here, your options are not limited as you say and I didn't bother to spend the time to put together all your options..



What's this skill point problem you have again ?





You have clearly NEVER played a BE.


Exploration 2 for mask scent? Ever tried sneaking up on a Rancor with mask scent at that level? Even with Exploration 4, they detect you more often than not.


A BE needs a viable combat skill for when (notice I do not say "IF") the creatures that are being sampled go agro... or were you thinking I should stick to sampling Corellian Butterflies and making crappy pets?


The setup you are recommending would make for a mediocre BE at best... and a poor one at worst... unless the BE ONLY made stims and tissues. For myself, I want to make pets... and GOOD pets at that.





I survived the CU


I can not survive the NGE


Songe
Fri Jun 18, 2004 12:54 am
#32

It's still close to 100 points left... what takes all your points?



------

Novice Lekku Stomper
Gooney
Wed Jun 23, 2004 5:26 am
#33


A lot of the problem is that a majority of the so-called merchants are not "Merchants" but instead simply vending machine fillers.


You know the type, they get a pallet of goodies and drinks fill up thier vendor machine then go watch tv or whatever.


A Merchant is someone that hunts down suppliers and makes deals. Then the Merchant buys the product from the supplier and places the product at their outlets (stores, vendors). They earn their money by makeing good deals with craftsmen who can supply.


The whole thing gets a bit short-circuited by the "vendor poacher" he with vendors but no merchant skills. Bad bad.


The original poster waxed fantastic on his difficulty selling his product. Classic supply demand problem. However there are no merchants who will buy his product as BE products are very specialized. The BE in question does not even need a merchant...what he needs is a business plan.


Find a niche and fill it. Build relationships with tailors and chefs, get steady buyers of your product, thats it.


The pet market is essentially Nil, no one can convince me its not so as a BE just make pets on a personal face to face order basis.


Sadly, until the system is over hauled the classical "Merchant" class wont exist. No merchant can compete with 10000 independant craftsman who have their own vendors.


Until a revamp call a merchant what he is... A vendor filler, as he is most certainly NOT a merchant.


-Gooney

Message Edited by Gooney on 06-23-2004 03:34 PM



Prev Mooney
~LVN~
~ Pro Res Republica~
Scoooter
Wed Jun 23, 2004 7:39 am
#34






Maisland wrote:


I just thought I would list the problems for a non-merchant that leads to what you call vendor "poaching."


The PROBLEM:

I have a BE on Eclipse. In order to be a GOOD BE, I cannot spare the skill points for Artisan, let alone Business 3/Merchant.

The bazaar is not a viable option to sell the pets, tissues etc that I make as there is both a 25 item limit and a 6k price cap.

Offering my products to a merchant's vendor is not a viable option as the 25 item limit on the bazaar includes offers to vendors.

I know of no merchants that would purchase my items.

I have too many items to sell to just store them in my house.


At this time, I find that the only way that I can get my items on the market at the prices they are worth would be to pick up Artisan, get a vendor, then drop that profession in order to pick up the skills I need to be a good BE. So, as I see it, those who are against vendor "poaching" would rather I be a mediocre BE if I want to be able to sell my items and spend the points I need to be a good BE on Artisan/Merchant. There are several posts about how we BEs are supposed to sell our items on the BE forum.


Just HOW am I supposed to sell my items?


One SOLUTION:

There MUST be a better way. A first step would be to GET RID of the 25 item cap if the items are offered to VENDORS. If such items were also put directly up for sale (with a fee payable to the merchant who owns the vendor much like the one the bazaar charges for listings there) I would be MORE than happy to sell my items that way. Unfortunately, vendors do NOT WORK THAT WAY!


If you are going to ask the devs to stop people who do not have merchant skills from having vendors, please, please, PLEASE also ask for some method by which a NON-merchant would be able to USE a MERCHANT to sell their goods FOR THEM.


If you are going to be RETAILERS, give the CRAFTERS a BETTER means of selling to you.


I ask all of you "REAL" Merchants to add SOLUTIONS to the problem to this thread because if there were a VIABLE means of selling through a merchant, then vendor "poaching" would not happen.


If merchant is broken, it is in part because it is so HARD for a non-merchant to use one effectively.








Sorry I have no sympathy. Doctors have a much higher skill point issue since they have to master their basic profession. If they use the points to get a vendor they cannot master a commbat profrssion.


BE's however can.


Medic 0004


Scout 0040


Master BE


Brawler 0004


Master Pikeman


Artisan 0030


13 skill points left over. So how is it you cannot have a vendor?


You can even get to Artisan 0040 and noovice merchant to get 2 vendors Or artisan 0033 top get some survey.


Like I said I have no sympathy. Because of having to master medic we cannot get a vendor if we get a master in a combat profession and you can do both. And not mastering a combat profession leaves us out of a lot of content. You can at least do that



Although I do agree we should have more use of the bizarre. The caps hurt that. Also a game mechanic for consigmnent for ease of use would nbe better also to make it easier to trust the merchant and not have to wait for your money would be great too





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Squygxicus
Wed Jun 23, 2004 10:35 am
#35

heavy sigh.


Its funny I have a template thats just like the original poster. First off BE without any maskscent, Im sorry that's suicide. You armchair profession planners need to stop thinking you know everything.


Im a BE/CH. I plan on mastering both which leaves me with just enough points to get one tree in Pistoleer. Quick some merchant figure out how I can drop something to get merchant. BE's need other skill sets to make them work! Like either CH to train the pets they sell or Ranger to find the pets they need to sample DNA for andcombat skills are absolutely necessary to stay alive.


Now either I dont know how to read and comprehend or most of you merchants dont (I did say most, theres some constructive stuff here). He is not saying he wants to do this, he is saying he sees no other alternative. Do you honestly think that merchant is sooooo fun he really wants to climb a tree in it so he can be actually run a viable business only to drop it later? Get over yourselves. No one wants to put down a bunch of empty vendors and start charging one credit for 15 mins. to go in there and find nothing.


If we want to base game economics on RL economics (and Im pretty sure SOE looked at real life economics before they started to model theirs), you'd see there are manufacturers, vendors and end users. Unless you want to throw Dell into the mix, but all they are good at is slagging all the middlemen. Manufacturers, they do what they like to do and they do what they are good at, building things. (like the original poster he wants to make pets and pet supplies). Do you honestly think that Petcetera make all that stuff themselves? Maybe just maybe some people dont find having to maintain vendors is fun. Maybe they just want to make stuff to make money. Or just make stuff for the fun of it and have some way of supporting this habit.


Blame the system. There should be a wholesale option that merchants can get into to resell product. But I guess Sony figures two accounts are better than fixing the system. By supporting the broken merchant system you are only hurting yourselves. Guys in my quild have two accounts and they are described this way. One account is the "fun" account where they do stuff thats fun. They use those lots for the "crafting" guys they started, because the crafting guys cant have fun and run a viable business at the same time. My mayor cant pick up a weapon. Hes a master WS, merchant, mayor that never leaves the city. That would be exactly NO fun. He has two other accounts to support his main. (and 30 available lots the lucky duck)


Stand back and look at it from someone elses perspective! Mastering a crafting profession shouldnt have to include ANY merchant skills to be effective.
Wire3k
Wed Jun 23, 2004 10:39 am
#36

Scout 0040


And your figures work out with Scout 4040 how? A BE without 4 boxes of of camo is worse than a dead BE - it's an ineffectual BE - even camo 4 isn't enough without some skill boosting clothing, even then, it's an iffy propostion.





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Scoooter
Wed Jun 23, 2004 11:08 am
#37






Squygxicus wrote:

heavy sigh.


Its funny I have a template thats just like the original poster. First off BE without any maskscent, Im sorry that's suicide. You armchair profession planners need to stop thinking you know everything.


Armchair planners - Well stop with the off handed insults. The poster said it could not be done, in reality it was "it cannot be done with all the other stuff I want to do". Pointing that out is correct to do. It can be done, the poster has to make choices.


Im a BE/CH. I plan on mastering both which leaves me with just enough points to get one tree in Pistoleer. Quick some merchant figure out how I can drop something to get merchant. BE's need other skill sets to make them work! Like either CH to train the pets they sell or Ranger to find the pets they need to sample DNA for andcombat skills are absolutely necessary to stay alive.


Now either I dont know how to read and comprehend or most of you merchants dont (I did say most, theres some constructive stuff here). He is not saying he wants to do this, he is saying he sees no other alternative. Do you honestly think that merchant is sooooo fun he really wants to climb a tree in it so he can be actually run a viable business only to drop it later? Get over yourselves. No one wants to put down a bunch of empty vendors and start charging one credit for 15 mins. to go in there and find nothing.


Well get over yourself. Master doctors haver larger skill point issues than your template and mechants have resisted help there also. I can see their point. The point as the dev's have stated is that you were never to have kept vendors after dropping the skill, and no one is supposed to have a vendor that does not take the skill. In this MMO the vendor everyone can use is the bizzarre. Now the caps probably need to be raised on that. But you have choices to make.



If we want to base game economics on RL economics (and Im pretty sure SOE looked at real life economics before they started to model theirs), you'd see there are manufacturers, vendors and end users. Unless you want to throw Dell into the mix, but all they are good at is slagging all the middlemen. Manufacturers, they do what they like to do and they do what they are good at, building things. (like the original poster he wants to make pets and pet supplies). Do you honestly think that Petcetera make all that stuff themselves? Maybe just maybe some people dont find having to maintain vendors is fun. Maybe they just want to make stuff to make money. Or just make stuff for the fun of it and have some way of supporting this habit.


Blame the system. There should be a wholesale option that merchants can get into to resell product. But I guess Sony figures two accounts are better than fixing the system. By supporting the broken merchant system you are only hurting yourselves. Guys in my quild have two accounts and they are described this way. One account is the "fun" account where they do stuff thats fun. They use those lots for the "crafting" guys they started, because the crafting guys cant have fun and run a viable business at the same time. My mayor cant pick up a weapon. Hes a master WS, merchant, mayor that never leaves the city. That would be exactly NO fun. He has two other accounts to support his main. (and 30 available lots the lucky duck)


To a point. Yes there needs to be an automated xonsigment system to make it easier for people to use merchant. This is a MMO howerver and no one is supposed to be independant. You may choose to get a second account. That is one option. Being in a guild or city that has merchants available is another option.


Stand back and look at it from someone elses perspective! Mastering a crafting profession shouldnt have to include ANY merchant skills to be effective.









Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Elioi
Wed Jun 23, 2004 1:10 pm
#38

again, the tough part about being a good BE is that you need scout 4040 to be effective at the upscale creature market. With 4040 scout, Master BE, and any single line combat prof mastery you can only get to artisan 0020. BE's would be fine if we all got 251 skill points.



I guess the only viable alternative would be master BE, Rifles (or any other) 4444, scout 4040, and Artisan 0030.



And Scooter, you are correct, Doctor does take more SP - at master Doc, Master Rifleman you can only get to Artisan 0010. 7 points off from a vendor. Props to you if you have decided to get the vendor in leiu of combat skills and scout, I couldn't do that, so I had to get an alternate account to have vendors. For me the cost of not exploiting is $15/month (in real "this could be buying me food" money) but yes I pay it. (although I bet I could eat those eggs DingoBoi keeps throwing if I cancelled and poached)
OckVofad
Wed Jun 23, 2004 2:40 pm
#39

Thanks for starting thread #30986545377889753 on this subject.I will give you credit for attempting to work with the Merchant profession. The reality is that unless the whole merchant/vendor system is looked at you will have to drop skills to get a vendor.


The reason why you have such a hostile crowd here is that literally EVERY day we have a differnt person starting a whole new thread on this subject.


I will repeat here what i have said in these other threads:


The vendor bug fix IS going to happen.


You have time prepare for it.


Get over it.



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