Merchant Archive
Thread: MERCHANTS-- Vendor limit is a GOOD thing
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Mento
Sun Aug 08, 2004 2:24 am
#27
Aori wrote:
Most Merchants are going to need much of their soon to be over-limited itemage for themselves. With it being so limited it actually makes it even harder for merchants to lend out their services because they end up having even less to lend out to Non-Merchants needing a vendor.
I agree
I run one vendor for myself and5 vendors for my guildmates who are non-merchants. With these limits being as low as they are Im going to be forced to need more vendors just to sell my weapons. I either have to drop some of my guildmate's vendors or give up having my own completely as their vendorswill also need more than 110 items. There is no way merchants will make money off of this. We will end up losing much more.
Cinderr
Sun Aug 08, 2004 4:22 am
#28
I would still like to see them institute some sort of consignment, where, upon sale of an item, the price is split between crafter and merchant at the agreed upon rate. There will be more of a need for it now then ever, with the limit set at 50 items for business 3. Most crafters belong to a town, or a guild. If one or two people could take up the merchant role for their group, and with a consignment feature in place, a x5 or x6 the proposed limits would be workable.
TheDarkTrumpet
Sun Aug 08, 2004 12:11 pm
#29
-Xell- wrote:Now, people with business III cannot put everything on one vendor. People will have to pay Master Merchants to run vendors for them!You can take this patch and turn it into a GREAT moneymaking service.
Xell, I agree with you on this, in many ways.
I'm a master armorsmith, and vendor limits would be fine for me. Why? because I have someone in the guild who is a master merchant, plus I can log on every day and put new items on without being in too much pain.
Someone here posted something quite interesting. He said he has 900+ items spread across multiple vendors. Now, lets contemplate that a bit. 900 items is a lot, from a master doc's standpoint, unless I stock every type of stim, every type of wound, every type of buff, every type of healing thing possible - and multiple of them, I won't hit 900. As a master armorsmith, I know how easy it is to do HUGE factory runs and create about 300 suits of armor, then sell them. I know of this being done a lot. There is one armorsmith, probably many who do this (not me), that create a lot of suits, stuff them on a vendor, and play an alternate character for the next few days while the items are selling.
I think that these limits will have a few impacts.
1. Will reduce the overall number of items in the game - This should reduce the number of items from both buyers, and sellers. This should make the crafter more dedicated in selling one good, instead of two or three types.
2. No longer will we see Master Crafting X + Master Crafting Y + Master Artistian. In my opinion this is good.
One possible negative impact is the price increase because most crafters will need to drop their second crafting profession to sell items. I don't think this will be bad, though, since overall the money should be more evenly covered among people, since people who are really good armorsmiths and really good weaponsmiths will now need to choose one or the other.
Overall, I think maybe the limits will be too low for master merchant, but not for anything lower than master. I really wouldn't mind seeing only one crafting profession max per person. There are many in this game who stock their vendor so full that it takes me forever to find anything, this I hate. Per-vendor limits do have that advantage at least.
astiateu
Sun Aug 08, 2004 12:22 pm
#30
It is an issue...
As an armorsmith I think you'd see... consider wanting to put both padded and composit and ubese, and/or wookiee full sets on one vendor. That's impossible with this limit.
Docs - there are stims b-e, buff packs b-d, poison cures, disease cures, fire blankets, wound packs... and if they also serve the CM community, poisons and diseases b-d, area stims c-d ranged stims...
Tailors have mens, womens, shoes, hats, jewelry, and wookiee clothing. twi'leek head pieces.
Right now, as a tailor, I have a variety of customers I cater to.
Wookiees need smoks, tops, bottoms, head coverings, gloves...
Imperial stuff needs Imperial jackets, pants, boots and gloves...
Dancers need exotic leotards, fleshwraps, shoes, jewelry and head coverings...
Ladies and men have different needs and styles they want...
Then there is BIO clothing, for docs, dancers, hunters...
Then let's look at the fact that one outfit usually has (unless a robe or body suit) 2 pieces. Top and bottom, plus shoes, and accessories.
Then couple with that the fact that some want all black, some want white, some want green, blue, purple, red, orange, you get the picture.
On top of that, I have tailored each vendor to the location. People in Bestine want different things than people in Theed, than people in my home town of Corel.
Even if I had one vendor for each, like a wookiee vendor, mens vendor, womens vendor, accessories vendor and bio vendor, that would mean I could only serve on region. Not good.
What about the people that sell resources? They won't be able to make them in small stacks anymore. I remember starting out and I couldn't afford a 100k stack, but that's what they are going to have to do to save space on their vendors.
There are many many problems that come with that limit.
Are master riflemen limited to the amount of head shots they can use? Why are we the only profession with a nerf on our only skill?
There wasn't a problem with how much stuff was on the vendors. There was a problem with EMPTY vendors. Seems SOE got it backwars, and is actually trying to discourage us from having full, healthy vendors.
sad.
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