Merchant Archive
Thread: Focus Thread: Galaxy-Wide Vendor Search
and no ammount of "optional" would be able to fix that.
-Indene-
DarkJedi49 wrote:
I know someone will rip me a new one for this statement, but I just wanted to say that we already have this in real life, it's called the internet, and I don't think many complain about that. I know a lot of people would rather sit at home in their scivvies searching the internet for the best deal, then having it shipped to them, rather than running around town wasting time and gas.
I really thought about your post for a bit and wanted to revisit it.
The difference in a SWG reality and Real Life reality is that there are consequences to your actions in Real Life that cannot and will not emulated in the game. The Internet is the perfect example.
The Internet "Boom" caused people to pay outrageous amounts of money on stocks that would have taking (projected) 20+ years to actually get the companies in question "valued" at their stock worth by professionsals. That's because people in the biz have seen these "booms" time and time again. Maybe not to the level of real dollars during this "Net Bubble". But on a inflation projected scale the dollars were not that far off from when oil companies started consolidating.
Even today, there are literally thousands of small undercutting computer sales companies on the Internet. They pop up every day on Ebay and disappear the next month. They try to exploit a market, get their cash and usually run out on vendors, customers and others in the supply chain. SWG is a perfect reflection of the use of the Internet with this method. The people that come undercutting do so to either take a market or destroy a market. Trying to take a market through drastic harm to competition finds yourself unable to purchase resources at some point without lying to other people in the game or gaining another source of credits. When a business fails to make a profit, it becomes a hobby, not an income. If you get into a product line in SWG to destroy a market, you will eventually hurt the customers because there is no way that one person or group can supply consumption for a whole server.
Finally, I am against major changes in the game that enable this undercutting WITHOUT using the same technology available TODAY in real life to find resources within the game, much less on a fictional genre that has hyperspace but no apparent means to analyze resource locations out side of 320 meters. If personable sales are going to be changed into that completely idiotic process in EQ2 the database you so fondly want to search will be nigh useless since everyone will just throw crap on there.
We got rid of the thousands of illegal vendors and things have stablized well. Rework the UI and profession skill set before making 75% of Merchant skills completely useless in the sales process, please.
Fivo Asia
R0ZM4N wrote:
Bhasayate wrote:
[snip]
Yes, buying stuff like that is so very convenient, but your convenience is the death of another profession. I The point where you have people working hard to get thier products known no longer exists. I disagree completely, the best qualitygoods will stillmake a name for a crafter and those crafters who give good quality at great prices more so, it's about time we had a system that promotes that kind of economy openly without Famous Names hiding their overinflated prices behind the resistance factor of not actually being able to find anyone else. No reason for people to compete over space for thier shops anymore, they can sell from across the galaxy. Great! Now newcomers to professions can work on a level playing field No reason to even advertise, Fantastic! Reduced starport spamming! ...as the only way to compete will be to lower your prices, put a few A's at the beginning of your product's name, and toss it on the vendor. Ha, yeah, that's a good point, AAAAAAT21UBER lol, I guess naming will become an art unto itself
Merchant is not a combat class, but the competition between people peddling thier wares can be just as tight as a duel between PvP people who actually know thier profession. It can be, you're absolutely right but now I see this developing as not between a couple of crafters who everybody knows, while the less famous wither and die in the wilderness of empty vendors; but good crafters backed by good playing time (you can't sell what you don'ttake the time to make). Older crafters will mantain respect as they have the resources that keep them on top. I can only see this change benefitting Classic, hardworking, well stocked crafters as well as giving newcomers a level playing field on which to compete.
Thank you for the opportunity to respond to some new and interesting comments flower.
Sincerely
Cass
Message Edited by R0ZM4N on 02-15-2005 12:08 PM
Cephalo wrote:
Because I wanted to weigh in on this particular issue that is important for everyone. I am a merchant BTW, not that I wanted to be one! but I HAD to be one in order to function. It's a very painful subject for us BE's.
Andymantium wrote:
Then why are you posting here?
Cephalo wrote:
I've always been against having a merchant profession in the first place. I think its more of a basic game function. It's like having a 'driver' profession just to use a vehicle. Therefore, I don't care what happens to the merchent tree.
- It were a perk of Master Merchant
- The options were per vendor, and included hiding prices as well as hiding all items
- Delivery optional to both vendor and buyer, and expensive (at least 20% of price)
I have always thought that competition between a Master and Novice Merchant should be like that between corresponding levels of combat classes -- the master always wins, and the novice has to play somewhere else. Merchant is a PVP class by design -- at least until they invent NPC customers. Somewhere else in this case means in your guild town, or at least with friends as customers.
It allows Master Merchants to dominate the market. It forces even the big time crafter to either master Merchant or sell through one. Master Merchant would no longer be a waste of skill points. I was MM for about 30 minutes -- I wanted the badge, but it offered nothing useful. Today I am 3.4.0.1 and feel I get all the benefits available to my business, and have doubts about advertising.
The option to restrict delivery allows a stronger pull to your shop (for valuable items) for those accessory sales. Of course the "better prices on other vendor" comment works fairly well too.
Hidden prices are needed for big ticket items. Public auctions aren't really appropriate for retail sales of those, any more than putting them on vendors at wholesale prices.
Reaching Masteris hardlya challenge,as you can always wait out the vendor experience. It is mostly a skillpoint sink. Crafters can keep their vendors for regular customers and order pickups, but all volume sales would be through a Master Merchant. Not many crafters can afford the whole Merchant tree in skillpoints, unless they start buying components elsewhere.
As a Master perk, I could even accept the original proposal. As a novice perk it would be a disaster.
Rowgue wrote:
[snip]
If people think the economy is inflated now wait til they see what happens when 90% of the crafters and merchants leave the game and there is one godlike guild controlling all commerce on each server. What do they think will happen to prices then.
Most of the people I know capable of being the few that survive don't want that to happen.
Fivo Asia
Message Edited by Nitwit on 02-28-2005 11:44 AM