Merchant Archive
Thread: Anything less than 5 fold increase on current item limits simply NOT acceptable
joined42904 wrote:
SeaRaptor,
If you read my entire post, you would see that these are related. They are related because established crafters on certain servers who already have 12 points are buying experimentation tapes and driving up their price by bidding on them even when they don't need them.
Is this kind behavior toward newer crafters? Well...no. Where do they get the ability to do this? From volume sales which would partially be cured by this so-called "nerf." The issues are very much interrelated.
You're not seeing the big picture and are forming an opinion from one or two personal instances but ignore the macro effect of a change like this.
You're being short-sighted. You're being vengeful. You're being petty.
I don't kowtow to anyone - same crafter or not. I broke into two very difficult selling professions; Doc and Architect. I was able to earn enough credits to purchase a +25 tape to be a +12 Doc. I sell 75 to 125 itemsa day and have finally built a customer base and steady traffic to my shop. And I started my shop 3.5 months ago. No PA. No clue about the game.
You don't have a clue on what you're talking about. All you're interested in is getting your pound of flesh without any regard to the overall impacts it will have on the player economy and the community at large.
joined42904 wrote:
Ansalon,
What you don't like is that the "wholesale miners" you are using will be able to operate their own vendors and sell directly to crafters if they want to. After all, you won't be able to keep buying their products and putting it on vendors. And they now have money to buy their own heavies and power if you haven't taken advantage of them too badly.
I don't think it will be a bad thing for crafters if we get a bunch of new mining folks with their own shops and their own board auctions. That sounds like an ok thing to me. No sense in letting anyone's account be a wholesale mining operation for another person's account. I very much like the effects of this change on the relationship between you and your miners.
I can just about guarantee your departure won't be all that bad for your server if you will just explain what good resources are to your miners before you leave.
joined42904 wrote:
Ansalon,
What you don't like is that the "wholesale miners" you are using will be able to operate their own vendors and sell directly to crafters if they want to. After all, you won't be able to keep buying their products and putting it on vendors. WRONG!! And they now have money to buy their own heavies and power if you haven't taken advantage of them too badly.
I don't think it will be a bad thing for crafters if we get a bunch of new mining folks with their own shops and their own board auctions. That sounds like an ok thing to me. No sense in letting anyone's account be a wholesale mining operation for another person's account. I very much like the effects of this change on the relationship between you and your miners.
I can just about guarantee your departure won't be all that bad for your server if you will just explain what good resources are to your miners before you leave.
Look pal, I am not a dictator and they can leave any time they want but no one in my 7+ months of working with my team has left me. Now why is that? Mainly because I treat them like a partner not an employee. They know i will always buy all that they can harvest even if it is crap. That is my aggreement with them. BTW, I always ask them if they are happy with our partnership, and they all tell me that they have never made money easier!
I survey, send an email, they drop & harvest and then offer to my vendor and I pay them right away. I as a businessman take all the risk in moving the product and there is no risk on their part. My team does not want to stock shelfs or fill orders because they want to enjoy other parts of the game. Sometimes what I buy will sit on my shelf for a long time- That is why, as a resource business, it is important not to limit the amount I can put on my shelf as it will always sell when a crafter needs it!!!
I will always be able to buy everything my team produces because I have a huge bankroll and thriving business! So much, I have plans to expand my team to 20 miners and open up 3 more vendors.
I see you are a person with a negative Mindset and you will never think outside the box! If that's you, that's ok, just don't try to crush this great economy by your limiting beliefs!!! You can be, have, or do anything you want to in this game or in life! It takes goals and following through with them.
As mentioned before, or you may have missed it, I have given away millions to other players and bought homes, weapons, tapes, and also given free resources to my docs, chefs, and BE's without asking anything in return. If I was poor like you, I could never do these things! I like being rich in this game and in RL because I can help other people who just need a ramp-up to get them going! I am not talking about beggars, but players that just need a boost so they can achieve their goals in this game! I find great joy when someone I helped makes it big!
Message Edited by Aslanon on 08-10-2004 09:59 AM
Message Edited by Aslanon on 08-10-2004 10:00 AM
SWGaddict01 wrote:
250 items for Business III, 3300 for master merchant. I think vast majority can live with that, anything less would disrupt the economy to a point making the whole game crash, especially with vendor exploit being removed. Sign here if you agree. We really should be fighting for the minimum limit not try to get back the no limit as that won't happen.
Neuro
That sounds awesomely acceptable.
Like I've been saying for a while now. 200-300 per vendor starting at business III is ALL I'd settle for. ![]()
joined42904 wrote:
Phoenix,
200 items at business 3 with each backpack counting as one item...50 items per backpack is 10,000 items of storage space.
This has nothing to do with storage and you know it. You're now grasping and trolling.
anyone that cant make tons of money simply didnt plan well. I started up my armorsmith business the day patch 9 went live(right as there was a large decrease in demand) and have NEVER had a day with less than a mill in sales and has only gone up from there.
joined42904 wrote:
How will it fail to crush the big oligopolies?
Simple really...they will have more stuff to sell and will be able to have a small number of people dominating the market. Very few of them will camp their vendors 8 hrs a day. So the proposed changes mean that anyone 1/3 of the playerbase on a given server is going to for armor or any other product is going to run out.
When the oligopolist runs out, second-rate "noob" products become something to be considered.
Sound good? It does to me. This may actually mean that crafters will be able to go up in crafting selling their products as they improve in skill. Just imagine that. No longer will just masters be able to completely dominate the market.
I love this so-called nerf. It's high time the oligopolies were dealt with.