Merchant Archive

Thread: Vendor Maintenance Fees coming – your input request

cidtheslayer
Tue Aug 26, 2003 10:57 am
#391

st

could you please stop advertising on the planatary map from unregistering all the time? I have to re-register all the time.



Bajet (eclipse)




Bajet Slayer - No longer bound by club or shop
Astymma
Tue Aug 26, 2003 10:58 am
#392

st

The crafter gets nailed trying to produce resources to make goods.


The crafter gets nailed trying to provide a place to sell them.


The crafter will now get nailed listing those goods for sale.



And people wonder why crafter prices are through the roof...


This proposed change will shut down crafters all over the place... it will


eliminate the use of vendors for all but the extremely rich. Since vendors


will no longer be commonplace, we'll have to rely on your boards to do


our business, further making anyone but a well-known crafter viable for


making profits. Did you *really* intend to destroy the Merchant class in one


fell swoop?



Jeredin - Bria

FalloutSBM
Tue Aug 26, 2003 11:01 am
#393

st

a tip from AO!



Charge for mission terminal use.


Charge a flat rate for each 5 listed missions. Then charge a small fee for transfer of information based on the difficulty of the mission.


Artisians taking relatively low level missions to gain whatever like a payoff while scouring for hides and bones will not notice much. Groups going to Endor and Yavin 4 and doing 30 missions a night will notice a big change...a money sink for once.




Crowley

At the end of the game, the king and the pawn go into the same box.

ex-master weaponsmith
Doth
Tue Aug 26, 2003 11:07 am
#394

stYou forgot about the architechs. if somoene puts up factorys just one would cost over 1500 a day maintiance and thats not even selling the thing a 3c a resource not including fails.
Gelondil
Tue Aug 26, 2003 11:07 am
#395

Currently, I'm don't like this pricing scheme much. It DOES NOT effect the economy at the transaction phase!

From what I've seen, the people who are making all the money are the high-scale elite crafters (Weaponsmiths and Armorsmiths). These people already have a high turnover rate, so charging a time-based fee isn't going to hurt them. On the other hand, the people with low demand/low turnover items or people in high-competition areas (the competition is increasing everywhere) would likely lose all profit on anything that sits for more than a week.

As was suggested above, I would suggest a 10% sales tax, maybe coupled with a flat vendor salary. This method would more accurately follow the money.


I would back you 100% if you fix or change at least one of these:

- Consider reducing and/or replacing this with a sales commission.

- Put a vendor efficiency skill on every box in the merchant efficiency line, so no matter where on that line you go, you know your vendor costs will drop.

- Increase the Bazaar fee to 50 credits, or scale it upwards (up to 1000 = 50cr, 2000 = 100cr, 3000 = 200cr)
at 500 credits/item this scheme costs 5-6 times more than listing in the bazaar
at 3000 credits/item this scheme costs 33 times more than listing in the bazaar

- Fix the merchant registration - when you do this, you could easily charge 500cr/day extra on registered vendors and people would pay it.

- Fix the person-person vendor control issues so crafters can better share merchants (& their pricing burdons)

- Fix the corpse bugs so you can start charging insurance again - this is where a lot of our extra money should be going.



-------
Onevan - Rodian - Master Ranger (CH, & Pistoleer) - Kettemoor
Elon - Human - Master Doctor (CM, Pistoleer) - Scylla
Gelondil - Mon Cal - Master Merchant, Master Artisan (Shipwright, Architect) - Bloodfin
Resa - Zabrak - Master Image Designer (Commando, TK) - Valcyn
Doth
Tue Aug 26, 2003 11:08 am
#396

stand where is the money sink for the combat proffesions?
Ayala
Tue Aug 26, 2003 11:11 am
#397

stAt the moment, as a tailor with a wide selection of clothing./colours on my vendor, I pay 8000 credits a day in maintenance. Some days my vendor doesn't even sell that much and I have to subsidise it by my bazaar sales. This is absolutely insane, I'm all for maintenance fees as long as they are nowhere near as much as we have to pay with the 'box' vendors at the moment.



Ayala, Mos Arcanum
Chilastra
GalaticGypsy
Tue Aug 26, 2003 11:11 am
#398

st

As it is now, anyone that buys a house can make use of the vendor in it for storage purposes. This causes a huge database problem. I think that is why they are going to this outrageous maintenance fee. Now if they were to limit who can have vendors(which is what they should do) then there would not be so many people making use of the vendor system, which in turn would cut back on items being stored on the DB.


Solution:


Only novice merchants and higher can have vendors. Make it so that only people persuing the merchant class can actually use vendors. Also limit the number of items a vendor can hold based on the merchants skill level. A novice merchants vendor can hold a maximum of say 30 items. A master merchant can hold 100 items.


DB problem solved.


Varkus
Tue Aug 26, 2003 11:12 am
#399

stIf you put this in, I am out of business. I would have to pay almost 70,000 credits a day. You know what, nothing you guys do (SOE),surprises me anymore. You make me want to throw up in my good shoes to see what you are doing to this game.
beecharmer
Tue Aug 26, 2003 11:12 am
#400

st

SALES TAX not CRAFTER TAX


First of all I have no problem paying a vendor fee, it is the same as paying a person to be in my store and sell my goods for a salary. That person does not get paid based on how many items i keep in my store. They get paid a set fee. A Wage. That is fair and understandable. What is not fair nor understandable is forcing us to pay this person (npc) for the goods i have in my store every 45 minutes regardless of anything being sold.


If you are looking for ways to increase moneysinks the sales tax is the way to go. I pay a fee based on what I sell NOT based on what I create.


The way it is currently going to be implemented is going to hurt and penalize everyone except those already rich enough that money is not an issue.


When I go into someones store the thing i hate to see the most is no selection. I could spend and hour running into all the shops around me and if each person only has 3 or 4 items on there vendor its a huge waste of my time.


When I go to a tailor I want to SEE the clothes before I buy them. When I go to a chef I want to COMPARE different food items. When I go to an armorsmith its like the tailor i want to SEE the item AND I want to look at the STATS.


I dont go to weaponsmiths because I am one, but I want my customers to SEE the different weapons, different stats, ect ect.


The way you are stating this is going in is going to do a few things, People are no longer going to put up there different items on the vendor because honestly it is to costly, People are going to do more face to face business and that will hurt the casual player because they simply can not be on enough to satisfy the customers. I do ALOT of face to face business simply because I am in my store alot for questions and crafting but they still buy off the vendor as we talk about a variety of things.


This will also cut down on sales because honestly I may have times where there are 5 people in the store and there is no way I can talk to all 5 of them about what they want without the vendor there. Some come in look leave, look buy leave, look talk buy talk talk some more then leave. Sometimes a few will sit and wait if they have a question about whats on the vendor but I can tell you right now If my vendor costs are 200,000/1000 every 45 minutes regardless of if i sell or not that vendor is getting fired and ill post a big ole sign stating to talk to me in email for an order and less people are going to get served, and less people are gonna be buying from me and eventually the TIMESTINK grind ive put into Weaponsmithing will be a waste.


Customers are going to get LESS selection and choice and will have to either wait for there chosen seller to be online, or go to someone else. They are not going to be able to see the wide variety of items they "could" have and will have to depend on the seller to tell them whats what. That opens the door for those less then scrupulous sellers to get away with more.



This needs to be more thought out. WHY are you penalzing the crafter/merchant? SALES TAX not CRAFTER TAX.

Sykes
Tue Aug 26, 2003 11:16 am
#401

st

First off, I think that before any changes should made to vendor fees, that many of the bugs of the merchant class should be addressed first.


I would like to NOT have to re-activate my global vendor listing every time the server re-boots. As an East Coast player, I must wait until I get home from work before activating my global listing, which takes away from half of my day's advertsing.


I would also like to see ad-barking not have to be reset as well. See above.


NPC vendors should be allowed to sell resources without the split bug which currently prevents people from buying resources from NPC's.


I would like to see the merchant skills work as described. Currently, vendors do not wear armor given to them. No custom barking works. Premium bazaar sales are broken.


Increase fees for non-merchant classes to list items both on the global bazaar, as well as their vendors which they get at Business III. 20 credits to list something for 100 credits or 3000 credits is much more cost effective than any of the vendor cost ratios you are proposing. Give the merchant class some benefit of the skill points more in line with advanced classes. A 4-10 credit discount to list items on the global bazaar is hardly worth the skill points spent in the efficiency skill tree.


Allow the merchant class to have their vendor inventories listed on the global bazaar with advanced advertising skills such as Ad 3 or even Ad 4. Perhaps even allow people to purchase items from personal vendors via the global bazaar with advanced merchant skills, and provide the waypoint when the auction is won, so the buyer my go to the shop and pick up the purchased item.


Adding a sales tax in lieu of vendor fees would help alleviate money problems, but allow those with merchant skills to have discounted tax rates.


Overall, targeting the merchants as the way to address money sinks is not appropriate. The money sinks should be applied to those Artisans or general crafters who choose to obtain the benefits of merchants without actually advancing in the merchant profession. This will assist in general game balance by having crafters who want to sell their products, to actually use merchants to do so.




SYKES LIAISON

Master Chef and proprietor of... THE COPACABANA! Located in Polaris on Naboo


Arkkanon
Tue Aug 26, 2003 11:19 am
#402

st

Before I point out to you that this is fine for weaponsmiths and armor smiths opperating on a huge margin for architects and others this is crazy silly stupid, you dump the whole cost of pulling money out of the economy on a few people. With the assumption that people will raise thier prices and it will all balance out. Well perhaps eventually but you are dropping the hammer on your crafters and merchants and they've eaten about enought of the Devs' **edit** unless you plan on buying a bigger spoon. If an oustide entity wants to assess penalties then do it outside the system.


You purchase rifle 100k bam a window pops up, The empire has assessed a 5% sales tax on your purchase it will cost you 5k extra to continue this purchase yes/no

Blode
Tue Aug 26, 2003 11:20 am
#403

st

Okay I just did some math (shocking eh?)---I have over 600k worth of merchandise on my vendor atm....138 items ranging from 200 credits to 8k. So 600,000/1000 is 600 right? 600 per 45 minutes (lets just for laughs say an hour) is...14,400 a day to run my shop???


Pass me whatever you are smoking please That's all I need on top of Large house rent, factory, harvesters, etc.



You will see all the nice showrooms and large inventory shops vanish and be replaced with small houses, a machine vendor, 10 items for sale, and a sign that says "/tell me if u want me 2 make u something". And so we go back to standing in the middle of town shouting "WTS LARGE HOUSE...PST"....great lets rename Bestine into East Commons while we are at it too....



*grumbles*




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