Merchant Archive
Thread: Merchants and Suppliers
- I've removed the need for him to deal directly with his customers. Yes, he will still have people come by to purchase his weapons but now there is another avenue for them to tap if they want his weapons and he is not around or doesn't have any vendors at all.
- I've helped him by purchasing some of his goods and he has immediate cash flow from that.
- Once I've put the items up for sale, I'm going to be actively promoting my shop using barking droids, forum posts and chatting with others. There's more to a successful business than just putting stuff on a vendor and waiting for the credits to roll in.
- If the item I purchase don't sell, for whatever reason, I'm out the capital invested in those weapons. I have to sit and wait until someone, anyone, purchases those items.
Of course, this all pre-supposes that I have purchased the item before hand and not on commission. Commission is a far more fair way to do things as money does not change hands until the items are purchased but, again, there must be trust in the relationship.
DocSavag wrote:
The most important thing Merchants need at this point is better tools for doing retail sales for crafters. A reliable, safe consignment system, and a better way to do sales reporting is a must to make the merchant profession capable of fulfilling the role it has in this game.
Gavvot wrote:
Nope, those put their armor on auction.
The others do a little lower compo armor for a little lower fixed price.
And the rare one that have more time then others sell ubese.
Non master usually have vendor with hundreds ubese shirts and that's pretty much it.
Wow. That's really eye-opening. I don't think I've auctioned off a set of any armor, save RIS. Actually, that wasn't even an auction, I just didn't want to seperate sets and I didn't think my customers didn't need to be paying eight digits for items in a travel pack, so I sold them via forum.
It's much different where I play. We've got about half a dozen dedicated masters at the top, and a bunch of folks working their way up selling stuff like Ubese, unlayered comp, and wookiee armor along the way. There's also a good bit of churn among the top armorsmiths, and retirements or long vacations are not uncommon.
Regarding RandomStatic's comments: I enjoy selling in bulk, but I would not sell on consignment. I'm not interested in building a "relationship" with one merchant. I don't desire to be tied to another player, which is what having a large amount of product out on consignment would effectively do. If someone comes to me with the capital to buy in bulk, I'm more than willing to shave the price a bit, and what they do after the sale is not my business.
RandomStatic wrote:
A quick question to the crafters on this thread: do none of you have a relationship with a player who is a merchant? No one in your PA or even anyone that has approached you to sell your wares that you feel you can trust?
NO. You are assuming that every crafter belongs to or even wants to belong to a guild. You are assuming that everyone knows a friend that WANTS to spend the added skill points to get merchant skills. You are also assuming that the "friend" in question is going to being playing the game when and for how long you will be playing for.
Its a game environment we're talking about here. People come and go like a revolving door. What happens when my friend decides to not log in for a few weeks and I've just completed the consignment contract order? What to all the stuff? Its not junk. Its high quality stuff that cost me money and resources to make. What happens when I decide to go with another merchant because I don't have the vendor and inventory space to just have it lie around? Is he/she still going to be my friend?
Things must change, things will change. Those that can't adapt will be left behind. Those that don't want to change are the ones that are causing the most (most being the important term in the sentance. There are plenty of others that are concerned about the changes simply because the limits are too low but that's another topic) uproar over the loss of unlimited vendor capacity.
Its much more than an issue about those that CAN'T adapt. Its about those that may not have the MEANS to adapt. Start ups will have an even steeper uphill climb. Of all the professions, crafting has the largest learning curve IMO. Getting ripped off or taken advantage of shouldn't be increased as part of that curved.
Placing a hard cap that is so small that it forces crafters into a wholesale to retail relationship is anextremely importantconcern. Limited vendor capacity will have far reaching effects on more than just the crafter. The customers will feel the sting as well. If they are accustomed to buying your stuff and you no longer have a means to deliver it convienently then you have to make 1 or 2 choices:
1) Get used to having to deal with a much large volume of custom orders. Crafters live in tell-hell as it is. Besides, like any other crafter that has gone through this, some customers have you work up custom orders and then back out of the deal.
2) You have to take your chances on additional retail merchants that you don't know. As in #1, I'm sure there will be quite a few merchants that place consignment orders and then simply change their minds. Once again, the crafter gets screwed first and then the customer gets screwed later.
Just one Merchant's opinion.
Just one crafter's opinion (but I'm not alone on this one, I assure you of that).
joined42904 wrote:
I wish folks would adopt a wait and see approach to the changes instead of a "the sky is falling" approach.