Merchant Archive
Thread: Revamp proposal, draft 1.. comments please!
Kwee wrote:
And why do roleplayers keep coming up? The majority of shops I enter have somewhat attractive NPC vendors, often dressed up nicely, meaning they have taken and used Hiring boxes and used their valuable time in trying to get an aesthetically pleasing vendor.
1) My feeling is that having attractive/thoughtfully placed/nicely dressed vendors should be encouraged in any way possible, rather than given a skill point cost - the skill pointsystem exists to keep the game balanced in terms of the economy and combat.Charging skill points for interior decorating perks doesn't fit into that formula.
2)Another motivation comes from my own shopping experiences - the majority of shops I enter have defaultvendors plunked down by the door with garish randomly generated outfits.My hope is thatmaking vendor customization a bit more accessible would make the game world that much more of a pleasant thing to look at. I'd rather get novice merchants started early on being able to customize vendors, which gives them time to experiment with new looks as they climb up the tree and set up bigger and better stores.
3) There's also the angle that if all merchants can ID/dress their vendors without having to spend an extra 14 skill points, there's that much more of a market for image designers and tailors, which I never see enough of in game(though I'm going to bow to your experience in that area, Kwee).
Kwee wrote:
I also feel you are limiting your view of Advertising by wanting to chop out Ad Bark. A vendor can certainly play an advertising role either by informing a customer that you take custom orders or giving out coordinates to another shop (just a couple of examples). Also don't forget the vendors that can see through walls and holler at people walking around outsideAd barking again is a skill that people see as valuable and as such should have a place in a tree, not at Novice Merchant.
The vendors that see through walls only do that if someone's already wandered in to initialize them, as far as I can tell. Good point about giving coordinates to other shops, though (although that can also be accomplished by naming items with that information and placing them strategically).
Those are uses for "custom barking", though. Any reason not to scrap the preprogrammed barking skill and have there be a single "Vendor barking" skill that allows customization? The Advertising tree in its current state reeks of "quick, think of random skills to fill these boxes so people will feel like they get something for their skill points."
Kwee wrote:
Why seek to gimp the profession on the hope that more things will be added to replace skillboxes taken down to the Novice Merchant level? Removing skill boxes reminds me of that statement made in Fanfest that perhaps Merchant should take less skillpoints since it doesn't have a lot of meat to it (my paraphrase). That's dangerous territory imo.
I definitely do not want to remove skill boxes and leave nothing in their place - that would indeed be a "gimping". What I want to do is provide skills that are more on par, functionality-wise, with what other professions have, and to a large extent I feel that the current skills in those boxes are "placeholders" that provide an excuse for not doing that.
lisasdarren wrote:
There is no reason why a low level merchant who logs in twice a day to manage their store shouldn't be able to out sell a master merchant who only logs in once a week, they are working harder and therefore deserve a greater reward.
A master who logs in twice a day can still sell more than a novice who logs in twice a day if they have the customer base to buy that much of their stock, but the master who only logs in twice a weekwon't be able to make as much.
The system should encourage people to be online using their skills and not make it possible to succeed as well only playing once a week asyou canplaying daily.
I have a real problem with this. My vendors regularly hold 100 of EVERY heavy harvestor and 150 to 200 mediums. When people want them they clean out whatever resource is hot. This would prevent my slaes, not help them.
Also, playing a merchant should have manageable tools associated, not twice a day log in requirements.
Fivo Asia
Cafa wrote:
lisasdarren wrote:
There is no reason why a low level merchant who logs in twice a day to manage their store shouldn't be able to out sell a master merchant who only logs in once a week, they are working harder and therefore deserve a greater reward.
A master who logs in twice a day can still sell more than a novice who logs in twice a day if they have the customer base to buy that much of their stock, but the master who only logs in twice a weekwon't be able to make as much.
The system should encourage people to be online using their skills and not make it possible to succeed as well only playing once a week asyou canplaying daily.
I have a real problem with this. My vendors regularly hold 100 of EVERY heavy harvestor and 150 to 200 mediums. When people want them they clean out whatever resource is hot. This would prevent my slaes, not help them.
Also, playing a merchant should have manageable tools associated, not twice a day log in requirements.
Fivo Asia
I don't actually see how your having a 1000 harvesters on your vendor has anything to do with my point, but i could be missing something...
What i am saying is a master merchant has a bigger shop than a lower level merchant. Both can restock as often as they like, the more often you restock products that sell out the more sales you have the potential of making.
If you have a bigger store you need to restock less often in order to make the same sales as a merchant with a smaller shop. Assume you both sell 100000 creds of goods an hour, as a master you may need to log on twice a week to add enough stock to sustain this level of sales, but as a merchant you will need to restock daily or even twice daily. So being a master allows you to have a greater throughput of sales for the amount of "work" you need to undertake, as it should, but the lower level merchant can still out sell you if they "work" harder than you.
This doesn't mean you have twice daily log on requirements, unless you want to sell more than your rank of merchant allows with ease. This system means that effort is rewarded, but so is being a higher ranking merchant.
Just because a change to the system means that it will change the way you play does not make it a bad change, i don't know how much merchant you have and so i have no idea what your stock limits would be when converting into P4's theoretical system, but they may be enough for you to hold the same level of stock as you currently do or they may not be and you might need to change the way you play.
I actually discussed both of those points in my last post, calling them out as problems that were tricky but not insurmountable.
Mkappus wrote:
Sorry, I think the shop idea is even worse. I know many people like to have vendors on multiple planets. Would you be able to have multiple shops? Also, with the lot limitation, most vendors are not in houses owned by the merchant. What about all the malls that guilds have?
Message Edited by Mkappus on 06-29-2004 01:37 AM