Merchant Archive
Thread: Vendor NERF (Item limits) has nothing to do with DB. It has to do with controling crafters!
You are right. There is more to the item limits than just database stuff. There is an economic concern. The devs think it is a serious concern to have too much of the economy in a small group of peoples control. Are they right? Probably though the people who have worked hard to get there obviously dont' see it that way and why should they? But those who are trying to break into those markets probably have a different view.
Message Edited by WulfFeir on 08-09-2004 05:45 AM
Its interesting I wonder how many of you who dismiss this as an issue at all are newer crafters.. I wonder if there are some who have stories about trying to break into markets or have stories about trying to compete with some of you
- Just because my compitiion can't stock a wide slection doesnt mean I can
- Now a new crafter will have to master not only his crafting profession but Merchant for ANY chance to compete...and will be unable to do so until he's mastered BOTH professions
- Even after mastering he will be unable to put enough examples of his various wares to draw a significant client base
- He will be forced in to a continual grind-mode to keep his vendor stocked as the few items of the "big sellers" sell out every 8-12 hours... and he needs them stocked to get a name for himself
This change will do the opposite of helping the new crafter.
This change will change Merchant from a profession which can support crafters to a profession which MUST be mastered by a crafter or at the least be partnered at a 1-to-1 ratio.
This change will force the masses into grind mode once again ... only the establised crafters and power gamers (who have a ton of resources already, a fleet of harvesters, and a farm of factories) will benefit from this all possible new compitiion will have no chance at all.
DocSavag wrote:
Its interesting I wonder how many of you who dismiss this as an issue at all are newer crafters.. I wonder if there are some who have stories about trying to break into markets or have stories about trying to compete with some of you
I had a newer MAS stumble on my warehouse about a week ago. For whatever reason I had I had it set as public, and all of my resources (a few million of the best comp and Ubese resources to spawn) neatly stacked up so I could find them easily.
I got a /tell from him. "Seeing all of your resources makes me want to quit armorsmithing." To me, that reinforced the point in my mind that the big gate to existing markets is resources, not other crafters. He didn't send me a tell saying "seeing your vendor with 1000 pieces of sliced comp makes me want to quit armorsmithing", "seeing your nine factories all cranking 24/7 makes me want to quit armorsmithing"or "seeing your +21 experimentation suit in your workshop makes me want to quit armorsmithing."
Any armorsmith on Shadowfire can sell armor if they've got the resources to make the same stuff as the "established" 'smiths. Vendor limits aren't going to help them, unlessthose limitssimply drive the established crafters nuts and make us give it up. Frankly though, I see myself selling in bulk to resellers, guilds, or just people so frustrated with that they buy a lifetime's supply ofarmor in one shotbefore I give up the craft I enjoy.
Message Edited by DirthNader on 08-09-2004 06:26 AM
AudioOrgana wrote:
Honestly, I'm starting to feel this isn't a fix for Merchants, it's the Devs trying to get more people to add accounts to compensate.
The ones that are prone to do that already have- I have 3. Go thru some of the I quit threads - count how many have multiple accounts, 3, 6 even 8 or more.
Not only will this drive those out - but also all the singletons that refuse to buy another.
Wire3k wrote:
The ones that are prone to do that already have- I have 3. Go thru some of the I quit threads - count how many have multiple accounts, 3, 6 even 8 or more.
Not only will this drive those out - but also all the singletons that refuse to buy another.
DocSavag wrote:
Guys I'm not preaching this theory I'm only giving you my honest opinion of what the devs think about it. Perhaps they will be good enough to share a more detailed opinion.
Its interesting I wonder how many of you who dismiss this as an issue at all are newer crafters.. I wonder if there are some who have stories about trying to break into markets or have stories about trying to compete with some of you
Well, I can tell you that I decided to break into weaponsmithing about a month or so ago. Its very competitive, especially since as a tailor for so long, I *still* don't have enough for all those skilltapes. Do I sell as many weapons as the long time weaponsmiths? No. Do most people on the server think of me when they think of weapons? No. On the other hand, I am making decent money (someone else who mastered at the same time as I did, but has more time to put into it makes more) and business is increasing. I am also beginning to see repeat customers. In other words, the business is going somewhere. Maybe I am not competive with the mega-smiths who have lots of every weapon on their vendor, but they certainly are not driving me out of business.
Message Edited by Sigrun on 08-09-2004 06:39 AM
Its interesting I wonder how many of you who dismiss this as an issue at all are newer crafters.. I wonder if there are some who have stories about trying to break into markets or have stories about trying to compete with some of you
DocSavag wrote:
Guys I'm not preaching this theory I'm only giving you my honest opinion of what the devs think about it. Perhaps they will be good enough to share a more detailed opinion.
Its interesting I wonder how many of you who dismiss this as an issue at all are newer crafters.. I wonder if there are some who have stories about trying to break into markets or have stories about trying to compete with some of you
Well, this story isn't from SWG, but it's regarding the exact same issue. Differences were the system wasn't nearly as deep, the products weren't nearly as needed nor were they as necessary for basic gameplay, in short - not nearly the demand for product. I was WELL established on my server - master tailor, top of the charts and this same exact issue came up. Newbies to crafting ALWAYS think they can't, well - I set out to prove them wrong.
Started fresh on a new server. No twinking, no help, no guild - nadda. Within 3 months - I was at the top of THAT server as a master tailor competing and excelling beyond folks that had been there since launch. Yes, it can be done, but not if you haven't a clue what it takes to be good at business - or interpersonal skills - or time to devote to it.
You wanna help newbies break into markets? Educate them. You probably can't help them much with interpersonal skills, that you pretty much have or ya don't but cash and supply management, market trend analysis and advertising all play a critical role in whether any crafter is going to succeed - or sit in their shop and wonder why they never sell anything - or are broke - or can't turn a profit, yes.....even in 'just a game'.
Its interesting I wonder how many of you who dismiss this as an issue at all are newer crafters.. I wonder if there are some who have stories about trying to break into markets or have stories about trying to compete with some of you
DocSavag wrote:
Guys I'm not preaching this theory I'm only giving you my honest opinion of what the devs think about it. Perhaps they will be good enough to share a more detailed opinion.
Its interesting I wonder how many of you who dismiss this as an issue at all are newer crafters.. I wonder if there are some who have stories about trying to break into markets or have stories about trying to compete with some of you
That post I made about Armani...he was not always one of the biggest crafters on Corbantis...I remember when he was the new guy starting out...