Merchant Archive
Thread: Post-patch SWG Economy how it will be...(and why the nerf wont happen)
Hero_DarkJedi wrote:
Sepen wrote:
Hero_DarkJedi wrote:
2) Monopolies ruin new crafters gaming experience.
What is all this talk about monopolies? I've seen player after player say "this is why the nerf is happening or needs to happen". WHERE did the devs ever say anyting about monopolies?
I'd like to address my opinion on it, but at this point this "reason" looks like some forum-poster-created "reason".
Someone please enlighten me...
Thanks,
Martek
Go read "way" back when this came up last time ... one of the Dev's listed 3 reasons why they are going to limit vendors ... one of the listed reason was monopolies. There is other things in other places ... but trust me on this ... I have been here a looooong time ... monopoly busting is one of the major reasons for the size being at 110 as it is now on TC.
Yes, they did say that they were worried about monopolies in SWG.
However, I submit that the devs have very little to zero idea about how the game actually works. How many times has there been change after change after idea after idea after proposal after proposal that has originated from higher on up that has illustrated in full technicolour that they have really no clue at all? Any good changes have come from player driven directives, or have been sheer luck. Have a look at this Jedi debacle - I think that's a good case in point right there. I don't think you can come up with a more effective griefing class right there.
Believe it or not, some, most, if not all, large scale producers of high end goods aren't trying to make a monopoly to shut crafters out. Heck it would be darn nigh impossible. No, the reason I've personallyalways strove for a fully stocked vendor is because as a fellow consumer I hate vendor hopping from one empty vendor to one overpriced one to the next. You think we all sit there cackling about trying to shut any new competition out? I happily train any up and coming weaponsmith who asks, will answer their questions, give advice, tips that I have picked up. I'll provide some components to get them moving. More power to them, I say.
If you want to break into any market, you just have to price competitively. My prices are fairly low compared to similar quality from other weaponsmiths but I'm still making a healthy margin. If I was a true monopoly I'd aggressively hunt out new weaponsmiths, and undercut them, even unto taking losses for a while, because I can bleed longer than they can, to drive them out.
But I don't.
And I doubt anyone else would.
People who complain about not being able to break into the market could possibly be having problems. Personally though, I believe it's a lack of patience combined with a dash of greed. It's taken us a year and more to get where some of us are today, but they see what we are making now and wonder why is it that they don't coin money the instant they wear a Master's tag. I started early, but still after a handful of top notch smiths on my server. Everyone knew who the top three were to see. I was behind the ball on most resources, especially with harvesters of size were hard to come by. Idid survey missions to get money to pay for my harvesters and to stay afloat - took them every time I planet hopped in fact, to pay for tickets. Opened a store on the all but abandoned planet of Tatooine. Whenever I had a spare moment I'd hand sample every last resource I could. I never spammed. I didn't advertise on the forums. I understood that it takes more than just a Master's tag to break into the market. It took a few months, sure, but that's what it takes. A few month before my sales could pay off all my expenses. Another couple before I started making a healthy surplus.
Zoom to today. Glut of resources on the market. Readily available credits. People starting weaponsmith these days all say things like "Well I just spent 24 million credits to get resources .... ". I wish I had that! They slap down money and expect instant returns. They wonder why it's been 3 weeks now and they hardly get any sales. Word of mouth takes time, and believe you me, word of mouth is the way to go. I earned my customer base, I didn't expect it to fall out of the sky and land in my lap.
And now you're expecting us to believe that this change, which opens up a market by giving consumers no power to decide, is a good thing?
Crafter Bob says, "Haha! Because there are enforced bottlenecks on availability, people MUST buy my stuff regardless of what kind of job I do!"
On my server there is a newhigh profile weaponsmith whose work, frankly, is the worst I've ever seen. However, he hides his builds using loot components, so his gaffi stick with +178 max damage will disguise the fact his resources would have made a gaffi stick thats 20 damage behind the ball. But he's breaking into the market, some people think he's a great weaponsmith, and now he can catch up on resources, improving his overall quality and make it look like he's improving leaps and bounds when in reality he's just catching up. *shrug* I'd say he broke in just fine.
I'm not shutting anyone out. Neither are any of the other big weaponsmith businesses. If you want to break in, you need to undercut old master prices (which is honestly not that hard), and develop your customer base. It's precisely what I did, and what I would do now.
If your'e truly dedicated to taking pride in your profession, then that's for the best for the player base overall. The irony is the best reputation builder is being a vendor that has always has stuff available, so people can avoid vendor hopping. These new crafters might get increased, enforced traffic, but then sell out quickly anyway and will fall into the same trap. How many of them will last? The truly dedicated would have bided anyway. The money hungry will realise this isn't an easy cash cow after all, and drop all crafting and grind enraged rancor/mokk/janta missions. You look at the established old crafting suppliers - most have enough money to not want for it ever again - but we keep it up for the pride of being an effective supplier that people rely on.
Bottom line is the people willdeserve business would still earnitin the current system, as long as they are patient. I'm more than happy that the greedy cash-cow now-now people don't make it. Too much "Must Have Now" mentality and this'll only feed it. Look at how easy it is to jump from profession to profession in comparison to other MMORPGs and yet still the complaining goes on and on and on.
And in the long run, all I'll do is get even more merchant, perhaps turn an alt into a merchant, or look for a merchant partner to expand vendor count in my store. Not because I'm wanting to choke new crafters, has nothing to do with trying to create a monopolybut because it's taken me a full year to earn my reputation, I take pride in people admiring my store and stock availability, and I earned it. Perhaps that's the secret agenda all along ... SOE forces us serious crafters to buy even more accounts just to operate as we have been!
- Kersh
Hero_DarkJedi wrote:
Enix_Dayspring wrote:
A) "Too Lazy" ... Those crafters are going to die on the vine ... but I would not say that is 90% of the new smiths :-)
B) "Track down older resource" ... now why should they *have* to do that? You see this is EXACTLY what this hinges on. If this patch goes through, as is, the new crafters will not *have* to track down all the good stuff. They will be able to mine what is available, make weapons, and have them sell. As they look at other weapons they will start to *figure* it out.
C) "Charging 3 times more" ... Why? maybe because of B? where they had to pay outrageous prices on resources that you and I mined when they were practically free? That is the vicious circle I have spoken about.
Hero: Question: Why should a player need to "buy" their way into a profession at the cost of 10mil to 20mil credits?
Everyone has to spend money to make money.
I started weaponsmithing several months after SWG had been out and there were already popular crafters who had all the best resources. I didnt spend 20 million on resources before I sold my first weapon. In fact I was so poor that I mined all my resources to grind through weaponsmith (making rifle barrels).
But weaponsmithing was what I wanted to do. So I started out selling WUKs and survival knives for smugglers to grind on until I got money and mined resources to get good resources. Making good connections with customers by providing good customer service.
The more money I make, the more I invest in those old, rare resources. I made my first 40 million when I was still making 8.0 speed/ 650 max dmg T21s. So you cant tell me that new players cant break into the market.
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Enix said:
- Adventure players now get an additional several hours of down time searching for stocked vendors (especially low to mid level or poor adventure players who dont get to the reliable high quality weapons or cant afford them).
See, you tainted something here ... you said "high quality" ... sorry ... if you want the best it's going to cost you something ... and not all the folks need *high quality* and will settle for less and maybe it takes a few extra shots to bring down that quenker ... oh well.
- Many crafters quit crafting because its just not worth the trouble anymore
Maybe they will ... and guess what ... new crafters will fill their shoes. I am sure that if I retired tomorrow along would come 3 new crafters to fill my shoes ... well ... in a new economy yes ... in the current economy? my volume would get swallowed up by other long term crafters.
I am looking on the *bright* side of things ... I have serious issues with 110 items ... but outside of tailors I don't think vendors storing thousands of items are actually good for the overall community. I spoke about this in an "eclipse->stryker" thread once upon a time. For those of you not on Eclipse ... Styker was a smith that ended up tooo big and affected the entire community.
Basically ... the short story is he made top-of-the-line weapons... madeto much money that he hit the caps ... figured it was better to store credits as resources ... so would put out unlimited contracts on the "best of server" spawns ... most all of the contract miners would sell to him ... allowing for him tonot only turn hissurplus credits into resources, but also have the best resources to make virtually unlimited numbers of weapons ... which turned into more credits which he converted into resources.
That isabout the time the Dev's started looking at this problem and I think his modelshowed how the current system could be exploited ifplayers choose to work itlike he did. I believe we own this Nerf to Styker :-) ...Had toblame it on him, but I truly believe it was his activities that really brought this situation to the Dev'sconscience. He was a good enough guy ... played straight up ...and played to win.
I'm sure every server has its Apex crafters. On Sunrunner its Fatal-One- He has enough credits to buy anything he wants and can throw around as much money as he wants. And his reputation for being the premiere weaponsmith of the server gives him advantages that other crafters dont have. If he wants it, he can get all the best krayt tissue or whatever other components.
But he is NOT capable of affecting the entire economy. Even if he wanted to. He is not capable of hogging up all the resources because there are tons of resource miners that are happy to sell their resources to anyone for various prices.
Another fact that alot of people aren't realizing is that theres not always that much difference in weapon stats even if you have the "best ever" spawns. On alot of weapons youre only talking about a couple points of dmg and a couple of .1s of speed. Thats not enough of a difference that EVERYONE on the server will go to those who just happen to have the Titanium Aluminum thats 100 cond better than the second bestso they can have a DX2 thats 3 dmg higher.
Enjoying the debate. ![]()
SunLao wrote:
new crafters grind to master...they don't sell a whole heck of a lot on the way there.
Dracass wrote:
The statement above be an example. Though customers do not like it, SOE does. Time be on the side of the SOE marketin' machine. If it takes people longer to get thin's that they need, that's less time they're gain' xp and money. That means people will have to spend more time to get the xp and credits they want. Longer times, means more months of play, more months, means more revenue.
Hero_DarkJedi wrote:I could very easily argue how it will, in the end, be better for the economy. Short term is not going to be pretty ... but long term it will be better.I also seriously doubt they are going to leave it at 110 items per vendor ... but that is just my educated guess having been around a very long time.
No, in the long term it won't be better. New players get info from older players. Info like where they can go to get a pistol or rifle that is best suited for the level the new player is at. What vet is going to try to maintain a set of wp's for weaponsmiths that just happen to be producing at that level?
As an Architect, I NEVER stock the lower level items that can (and SHOULD) be produced by lower level Architects or even Artisans that can produce the product. If a customer demands it though, I'll make it for them after suggesting that they search out someone in training.
It all goes back to the same theme. "I'm playing now and I need it now." I can make those 20 small Tat houses in short order because I have the sub-components in stock from a factory run. I get repeat and referred business because people know I can provide what they need, on demand. New players, trying to break into a business, can't do that. And that's assuming of course that they're not just grinding to make the skill.
Gealache wrote:
Allowing customers to choose their own colors on Tailored goods will only hurt the Tailor profession.
As Zina has already stated, we profit mainly by bulk sales. How will it help my profession if anyone can buy 5-6 items and, by changing item colors themselves, have almost unlimited new "looks"? Why buy new clothes? With the exception of item decay, which actually takes quite awhile for insured clothing items, there would seldom be a point to buying new clothes once you found a style that, with a few occassional color changes, would suit every mood.
Besides the fact that playing with item colors and styles to create innovative "looks"is the primary attraction to the Tailor profession in the first place. Tailor would become a complete bore.
Master Tailor/Master Merchant
I think a set it once color choice would work in this situation. And may dye kits might be something that should be added too...but with the limited vendor storage that is not an option.
One thing I would like to see added would be to allow us to search ALL player vendors on the planet from the bazaar. then you can buy it from the bazaar and pick it up at the shop. A problem with this idea though is what if you are banned from that shop...
I don't like the new limits being put on vendors. hopefully they will be raised to a proper limit so people are not getting screwed too much.
Hero_DarkJedi wrote:
ZinaTheMaker wrote:
Hero_DarkJedi wrote:
I could very easily argue how it will, in the end, be better for the economy. Short term is not going to be pretty ... but long term it will be better.
I also seriously doubt they are going to leave it at 110 items per vendor ... but that is just my educated guess having been around a very long time.
hero, on your 2 points.
1.) one of the biggest gripes i have is that they are changing the economy with one patch. the changes wont be gradual, they will be quick and concise. people will have to rethink their templates to maybe accomodate for merchant. as a master i am fine having 550 items, but my stock fluctuates daily. we have been playing this game for 1 year. nerfing eyeshot, or combat medic poisons really only effects that specific profession. nerf eyeshot, or cripple, and someone doesnt like it? they drop that and get something else. this was just an example, im not saying its how it happened, but you probably get what im saying. nerf the economy and it effects everyone.
Actually I do understand what you are saying.I don't think the economy is going to suffer greatly from the "fix" for non-merchant vendors. That I think is going to be a non-event ... it will just get absorbed in the 45 days or more after the publish goes live. (30 days for items to sell or fall off the vendor, 2 more weeks for them to be removed).
So I don't see the other changes having an affect immediately.
2.) 110 items will not happen. i will be shocked if it does. but back to a point i went back to...tailors. lets equate this to real life. you go to the BMW dealer in your average USA town. they probably have 30-50 bmw's on the lot. they deal in high end items, with high end profits, suited to high end consumers. then you have a ford dealership, with 100's of cars on the lot. then, a bit off subject, you have JC Penny, who sells clothes. 10's of thousands of items. the bottom line is that to put a limit on a vendor, you are implying that all items can and would have equal value to be fair to crafters. tailors deal in bulk. krayt weaponsmiths deal in quality. me? loot vendors deal in stuff that cant be made. etc. 250 items per sounds good to me to be honest
The answer I have for tailors? allow players to colorize their own garments ... like they do armour. Problem solved .. well ... a big chunk of the problem is solved with that answer :-)