Merchant Archive
Thread: After the Nerf ... the New Reality ... and New Economy ...
Kharn_JB wrote:
What's ironic is that one of the big excuses for the nerf is 'to give new crafters a chance against the monopolistic crafters', yet this nerf will make it much harder and expensive for new crafters to obtain what they need to even get anywhere near the level of the other crafters.
If they really want to level the field for crafters, or for that matter all professions, they would have to nerf skill tape mods. Newbs who have not been on the server for long, have not been around to get the multiple skill tapes to give the massive bonuses to professions.
Plus, with the item cap, more people will be forced to sell in bulk or crates, which will be too expensive for the average newb. This will only increase the monopoly since the veterans will be the only ones who can afford to buy quality and/or bulk resources and products.
Limiting vendors just limits the amount of items that can be sold in a given amount of time. If a weaponsmith is successful enough he can just sell crates of weapons to merchants who then sells his weapon in many different places... that will give him a 25 times as high an output positional as a WS that just sells his weapons in singles. How is that not a monopoly? Even more so then now when the Weapon smith's just sell their weapons themselves.
Crimsonsplat wrote:
Ha. Ha. Master Arch/Artisan, 4444 Merchant.
Ok, I'll assume youmissed my point and knock off the sarcasm. It's not that I run 1000 at a time (I don't, except for structure modules), it's that it makes no sense to be ABLE to run 1000 copies of any one item when you can sell only a tenth of that on a single vendor. And in fact, I expect that is part of the point--elsewhere, I speculate that the next change is to reduce all schematics to max 100. That way, they indirectly deal with demands for extra storage space (we don't need the huge amount of resources for smaller runs), cross server lots (don't need them for mass mining), combat balance (who can make huge amounts of the best stuff anymore?)
Who knew that combat balance was going to accomplished through a merchant nerf?
Actually ... it's all about time. It's much easier / faster to do a run of 1,000 of something then it is to do 4 runs of 250. If you are going to use all the components or be able to sell allthe stuff at the quality level. Plus, you get 100 output storage in each factory ... plus 100 on the input ... that's 200 spots right there. I will be using mine much more if this 110 limit goes live.
Gremicwas wrote:
Kharn_JB wrote:
What's ironic is that one of the big excuses for the nerf is 'to give new crafters a chance against the monopolistic crafters', yet this nerf will make it much harder and expensive for new crafters to obtain what they need to even get anywhere near the level of the other crafters.
If they really want to level the field for crafters, or for that matter all professions, they would have to nerf skill tape mods. Newbs who have not been on the server for long, have not been around to get the multiple skill tapes to give the massive bonuses to professions.
Plus, with the item cap, more people will be forced to sell in bulk or crates, which will be too expensive for the average newb. This will only increase the monopoly since the veterans will be the only ones who can afford to buy quality and/or bulk resources and products.
Skill tapes are not the deciding factor in the "majority" of professions. In my profession it just brings down the HAM, gives slightly better mods, or brings up durability. I would venture to say that this is "not" the deciding factor between me and a new smith.
But ... as long as my vendor is full ... and my weapons are slightly better ... and reasonably priced ... why should they buy from that other guy?
Not only that ... there is something comforting about buying from a vendor that is fully stocked ... makes you feel they are reliable ...
That will change .. my vendor will be empty more often ..
joined42904 wrote:
If the older crafters quit because they can't be oligopolists anymore, so be it. Maybe they should be concentrating on finding merchants to buy and sell their wares rather than giving up in disgust. Because the merchant profession is just now becoming viable. They should probably expect to charge less to those who buy in bulk for example. To use an example earlier in this thread, in no way is 100k each the market price for heavy harvesters purchased in bulk.
This is incorrect. Whether *I* myself am a master merchant or whether I choose to sell through another master merchant does not change the fact that these vendor caps will not allow ANY MERCHANT to stock 46 different varieties of weapons in quantities enough that will allow them to continue to enjoy the game and not live at their vendor.
Trying to make the argument that big-time crafters should seek out other merchants to sell their wares instead of doing it themselves does not work, because another merchant is JUST as nerfed as the original crafter.
Tarnak_Archvold wrote:
If the devs wand to limit monopolies, removing factories from the game would be much more efficient.
Limiting vendors just limits the amount of items that can be sold in a given amount of time. If a weaponsmith is successful enough he can just sell crates of weapons to merchants who then sells his weapon in many different places... that will give him a 25 times as high an output positional as a WS that just sells his weapons in singles. How is that not a monopoly? Even more so then now when the Weapon smith's just sell their weapons themselves.
If they are trying to cut down the ammount that any 1 man can control on the market then they have made a stupid way of doing it.
IF my tailor supplys business was to continue with the new system then i would have to log in 3 times a day to restock my vendors on weekends just to keep up with demand!
Im not going to do that as its a waste of my time and i would prefer to just either change the character to do something else or maybe wait for JTL and just transfer over all my money and stuff to a character i will make as one of the new races if i like them.
So cos my store has been open in 3 different places from about november last year i have a nice 60 million creds in my bank (i can make 300,000 easily on a weekend and normally about 100,000 a day on all other days. But i also spend alot on helping people and buying fancy new things), i will have a good running start on anyone on farstar.