Merchant Archive
Thread: Focus Thread: Galaxy-Wide Vendor Search
Rowgue
Mon Feb 28, 2005 2:32 pm
#391
Ok here's the problem with your arguments as I see it.
It will not deflate the economy significantly. The huge guild backed crafters will still have a massive advantage over the "new guy". They have the capacity you speak of to produce mass quantities of goods which the new guy does not. They also as well have the advantage of being at least a 10 point and most times a 12 point crafter in their given field, so the new guy cannot even begin to compete on quality until he reaches master. If every item from every vendor is listed side by side on the bazaar why in the world would anyone ever buy a weapon that is lower on stats than the one right next to it, it's just not going to happen. And it will no longer be the case that people are willing to keep buying froma trusted vendor, even though his quality is not "max", because they know he always has what they want and charge fair prices.
This would not increase competition, competition comes from being able to reliably stock your vendors, produce good quality (not necessarily "the best"), charge fair prices (not necessarily "rock bottom", and having good customer service habits.
This change would make most of those aspects irrelevant thereby reducing competition by forcing the mom and pops out of business. Reliably stocking my vendors would no longer be worth my time. Even if I only have one item for sale on the galactic vendor system everyone will see it, noone will think twice about there only being one item for sale on it, and if it's uber quality and rock bottom price someone will buy it. Producing good but not uber items will no longer be a viable option for people who are not backed by guilds with uber resource stockpiles or the means to get a significant amount of said resources themselves. Noone is going to buy stuff with lower stats if there is stuff with higher stats right next to it (even if the stuff with the better stats costs 20k more), and the fact that your vendor is well stocked would no longer make a difference. Pricing fairly will also no longer be possible, you will be forced to price all of your goods at the same prices the huge megamart guild crafters are able to offer because of their ability to procure the resources and everything else needed at not only much lower credit costs but also much lower time costs than the "new guy". The smaller scale or slightly less than uber crafters would not have a chance at competing in this setting. Customer service would become all but a thing of the past except when a friend needs a special item made up for some reason, like maybe they want a custom starship crafting station named "Plasma TV" or something, but that's about it.
You say that people will get noticed on the bazaar, prey tell how would this happen. When you are looking for your new set of comp armor, and the first one on the list has all of the best stats, are you going to look through the remaining 3000 sets of armor on the bazaar and look for the exact set with the exact stats you want for the exact price your willing to pay? No is the answer to that question. Nobody is going to waste the time to actually look at who made an item anymore and take note of it. Right now there is very good reason to set waypoints to vendors that reliably have the items you require at fair prices. When there is instant access to at least hundreds and probably more likely thousands of the item you are looking for at all times there is no reason to take note of the guy that can keep his vendor stocked, it no longer matters to you.
It's funny you talk about in one sentence how a large collective of crafters can be "taken down" by a lone small crafter that can charge less thereby bringing the market price down on said goods. You go on a couple of sentences later to state how crafters will be forced to mass produce because that's the only way to bring prices down, which would in turn bring more goods into the economy. Well guess what that single small crafter that's supposed to take down the big guys, he can't mass produce unless your talking about making metal combat stalves or something. I would like you to take me on your server and show me the small time shipwright that can mass produce the guild backed crafters into lowering their prices, lol.
Of course guilds are beneficial to crafters, but some people are in small guilds that are comprised of people they have actually gotten to know and enjoy spending time with. Others take pride in getting a nice shop up and running themselves without having to get support from others. Some people are just not up for joining some big time guild with hundreds of members that are often rude, obnoxious, imature, beggarts just for the sake of being able to mass produce buff packs with the tons of avian meat they can provide. I have the attitude that if you just want the uberest item then go to them. If you want friendly customer service in the fastest time I can manage, and a more personal approach, with a nice looking shop, and well stocked vendors then come to me. Of course massive guilds give you an advantage in anything you do in this game, but it should not be a requirement to remain in the market. I don't see your theory of specialization playing out either. The massive guilds on my server have massive malls (sometimes 2 or 3) with at least 3 or 4 of every type of vendor you can imagine in them, they can produce every single item in the game in mass quantities, so I don't see how this is going to leave some sort of nitch for new crafters to fill.
You started off by trying to tell us how this is going to be good for the "new guy", but I think your third point reveals the real story. Just to let you know I myself am in the mom and pop category. I am not backed by a huge guild, and do not participate in lot trades or any of the other shortcuts. I have built up what for me is a very nice business with a solid customer base, and make myfair share of credits from it now. I am the mayor of my city and my business does not even come close to covering the maint costs of the city, but I'm not broke either. I'm telling you I am the small guy that you speak of, and a change like this would utterly destroy my business. Sure some people will probably still be loyal to me and by my goods instead of someone else's, but convenience is a very motivating factor to most people and would take precedenc over continued patronage of a proven vendor.
I'm also getting tired of this whole, the economy is broken we need drastic changes to fix it argument. The economy is inflatedon most servers, but that is because of all the insanely easy ways to make cash (none of them crafting activities by the way). It's the power gaming, double combat master, hunting fiends that drive up prices on things. If people weren't running around with 20 million credits in the bank who the hell would be willing to pay 5 million credits for a Firespray. People offer me insane amounts of money if I build them a Firespray, I don't even offer them for sale but people come to me saying I'll pay you 7 million if you can make me a Firespray. Space is also a very lucrative way to make cash now, any shmo with a ship can easily make 200-500k within 30 minutes if they know what to do. Lot trading resource farmers that exploit the system by having 100's of lots pulling in resources at all times drive up the prices of goods indirectly, because people buy from them because it's the only way to get the quantities to mass produce on any sort of scale. How many times have you heard "I have to pay 15cpu for the resources, so I charge 20cpu for the finished product".
Everyone understands how frustrating it is to try to find a certain item you need with all of the empty vendors floating around out there, even crafters themselves have to actually go buy something themselves every now and then ya know. This is simply not a good solution to that problem. Sure it would drive people out of business that you would probably rather not have in the game anyway, but that's their gaming experience you are taking away just for your convenience. I'm sure there's a solution to this problem somewhere, but this is not it.
Message Edited by Rowgue on 02-28-2005 01:43 PM
Crimsonsplat
Mon Feb 28, 2005 5:31 pm
#392
Several days ago, Tirranus posted an idea, and I posted a followup. However, the threadseemed to die on page 2 and it got buried, ending discussion. But I think there's some merit in the ideas we were kicking around, so I'vebrought them back to this thread (forgive me if it's somewhere in the last 17 pages....) Tirranus' comments are in blue, mine in yellow.
Interspersed. For brevity, I have not added comments where I agree wholeheartedly with a suggestion, only where I disagree or would enhance/change it slightly.
Tirranus wrote:
Now that we have some breathing room with this thing, let's think about ways to make the whole buying/selling experience in SWG better.
Goals of the System
- Make it easy for a buyer to find what they want without spending hours visiting empty vendors.
- Keep the actual shops and player cities useful.
- Make listing items easier for Merchants.
- Making auctions viable for auctioning.
- Enhance the Merchant profession, instead of it being a point sink.
Vendor Search
- Create new Merchant Terminals that can be placed in player cities (and willonly be in player cities.)
- At Advertising I, grant a skill to list your vendor and items on Merchant Terminals in your city.
- I would push this ability all the way down to the basic Artisan terminals, but only allow the name/category of the vendor to list below Advertising I.
- At Advertising II, grant a skill to list your vendor on Merchant Terminals on your planet.
- Move this to Advertising III. At level II, substitute "same region"
- At Advertising IV, grant a skill to list your
vendorShop on all Merchant Terminals in the galaxy.
- To prevent database lag, less information is provided at the higher levels. This is also more immersive, since a vendor couldn't instantaneously updatewhat acustomer seeson Roribut is stocked on Dantooine. (edit: in "real" life, I mean)
- Items listed for a city can be bought from the terminal, but must be picked up at the vendor.
- If a player is banned form a house, they cannot see items on the terminal. If they have already bought items, they will be delivered upon attempting to walk in the door.
- Vendors are listed with the following stats: Planet, City (if applicable), Region,Items Listed, Sales in the past 7 days, Average Price Per Item. (Due to processing concerns, the last3 categories will be calculated once per day.)
- Really don't see a point in the Sales, and AP/item could be manipulated, further, it's not that relevant in some classes. Structure deed average could be skewed by a single city hall, for instance.
- Drilling down through categories will update with stats per category (i.e. how many Ranged Weapon Powerups listed/sold/avg price.)
- Ditto above, plusthis information is "Nice feature, butwhy?"
- Add to terminal ability: Record Vendor Waypoint. Clicking this button will result in you being sent an email with the currently highlighted vendor's location.
- Vendors with no items drop off allBazaar listings. Withless than ten items for sale will drop off all listings above the City level. With less than 25 items for sale, will drop off listings aboveRegion level. With less than 100 listings, will drop off Galaxy level.
Auctions
- Remove Auctions from the Bazaar.
- Create new Auction Terminals that can be placed in player cities (and willonly be in player cities.)
- Just make this a tab of the regular PC bazaar; no sense in making it a new item/feature/art.
- Allow Novice Merchants and up to create auctions
- Disagree. All players, so combat-only classes can auction loot. However, they can not auction asoften (number of items per week is capped). Possible variation: non-merchants can designate a Merchant "agent" who automatically gets a cut off the sale. 2nd variation: City receives sales tax on the auction.
- Auctions do not have a price cap, but they may have a buyout set by the seller.
- Auctions cannot be cancelled once they have been bid on.
- May be canceled freely in the first hour, thereafter only if no bid. Auctions can last no less than 12 hours, no more than 48.
Vendors
- Allow multiple items to be selected and sold for the same price, this would reduce a lot of redundant clicking.
- Add ability to restock at same price with one click.
- Add ability to change prices on 1 or all items of a type without withdrawing the item. There must be a delay of a few minutes for this to become effective, to prevent griefing. If the player wants an immediate change, then they can remove/relist the item.
- Don't send me email when I manually cancel a sale or buy an item that was offered to my vendor. I know I did, I was there.
- Do send me an email when someone offers an item to my vendor. I actually need this information.
Vendor/Bazaar Interface
- Read my Category Revamp thread. Redo the broken category hierarchy.
- Haven't read the thread but if it's not mentioned there, extend the category revamp into the Register Vendor and Vendor Barking features.
- Create a search feature, which at a bare minimum is a min/max price.
- Disagree. Limit this to the City Bazaar search only. Category revamp +next suggestionwould remove most of the need for this.
- Fix sorting so results are actually sorted (i.e. the first page is A-B, not just A-Z of the first page.) Allow users to jump to a page.
- Fix the bug where some items show up on many, many pages of the listings. This simply creates clutter. Making sort work would probably do this for you.
Advertising Terminals
Create newAdvertising Terminals that can be placed in player cities (and willalso be placed inNPC cities.)
- Need for new item/art eliminated by changes below.
- Ads for individual items will display on a screen viewable by passers by.
- For technical reasons, I do not believe this will be possible. At the least, itwould be extremely difficult tocode. Alternately,when passing through any starport, a tabon your datapad is updated with the latest ads from that planet & galaxywide; you can check it at leisure. (the update would be handled as part of the character load-in). Also, city and regional lists could be created and handled similarly when traveling via shuttleport.
- The ads would contain the image, name of the item, the name of the vendor, and the coordinates.
- Advertising I, II, III, or IV required, depending on whether the ad is City, Region, Planet, or Galaxy.
- Only local vendors can be listed, based on the level. i.e.:Naboo vendors couldn't advertise on Corellia, one player-city's vendors coudn't buy up the city advertising slots in another city.
- Note a corollary: you have to place your vendors in a city to get on it's listing! Not in some shop in the "ring" around a major city. (edit: now if you wanted to be MEAN, the devs could disallow appearing in the regional list unless you were in a city...heh, heh.)
- Details on the items could be obtained by accessing the terminal. All advertiseditems listed in that city could also be viewed.
- Too simliar to the Bazaar as conceived. Just drop this ability; it's only an advertisiment anyway.
Up to 15 spots would be available on the ad terminal, rotating every 60 seconds.
- Altered by the prior suggestions.
- Players would bid on ad space,with the top 15 bidders getting a 7-day ad. (This would be a great money sink if placed in Coronet or Theed.)
- As noted above, regional & city lists should also be available, but part or all of the money bid goes into the City's treasury as an additional source of income. Additionally, mayors can place up to threeads or announcements for free (these appear on all listings, up to & including galaxy). Regional advertising income is prorated among cities in the region.
- Additional semi-related change: shuttleportsshould bepushed down the (city) size list to make it easier to get to player cities/vendors.
I'm waiting to hear comments, suggestions, cirticisms. What do you think?
Likewise, comments on the changes?
Rowgue
Tue Mar 01, 2005 4:55 pm
#393
Nitwit you're missing the main point in this whole thing. The kind of customer service that you describe is what is in jeapardy here. No one is going to care if you are willing to take the time to craft something for them when they need it. Nobody is going to care if you keep good stocks on your vendors. Nobody is going to care if you carry a wide variety of items. Nobody is going to care about being loyal to a crafter. Sure you'll still get requests to put together special loot items that most people do not make on a regular basis, but that will be the exception not the rule, I don't care how customer oriented you think you are. 90% of the people will simply go to the bazaar look for the first item with the stats they want and buy it. They are not going to look through thousands of items and comparison shop to find the best balance of price and quality.
And for the thousandth time people stop trying to compare a game economy with the RL economy it just doesn't even come close to being relevant. Yes in real life a high end furniture shop that charges more can compete with a low end furniture shop that charges less and vice versa. But in this game nobody wants to buy inferior goods. You quoteone of the few examples (armor) where people are willing to buy stuff a little less effective for disposable situations. This does not apply to every item across the board however. Most people would never even consider buying anything but a BER 13 heavy harvester no matter what the price. Most people would never consider buying a crafting station less than 42% no matter what the price. Most people would never consider buying a crafting tool with less than 14 effectiveness no matter what the price.
And for the ten thousandth time, try crafting before you cry about how rich they are. I used to be a master doctor as well, and that is far from a get rich quick plan. It takes insane amounts of time to gather up all of the organics you need to make the meds, and if you waste your time collecting stuff with less than 950 in any important stat you can't sell them for 1 cred. Nobody will even look at a doctor that can't buff for 2500 or better. I am now a master shipwright, and even though I keep well stocked vendors and commit about 75% of my time to the trade, I still make at least 10 times more money from piloting and running missions than I do from my business. It is insanely easy to make money in this game, don't try to hand us that load.
P__Day
Thu Mar 03, 2005 8:56 pm
#394
I think alot of the problems come down to peopel being lazy, on all servers you have the "top dog" crafters but often you can find the same good at equal stats at half the price at some relativly unknown crafters vendor
Corsican_Ogre
Fri Mar 04, 2005 1:36 am
#395
I have dressed 4 vendors in faction armor got statues paintings and other decor stocked and restocked my items ONE AT ATIME for over a year so that in one patch all that work is wasted?
The reason I am playing a multiplayer game as a crafter is to try to make the best items I can. Noting Please m more then making an item that is an improvement over what I have made before.
The reason I am a Merchant is to display what I have made in a show room to the public in a setting that befits the work I have put into these items. I want folks to come to my mall and my city. My partners and I have worked hard on this and we want it seen.
IlutyerGuts
Sat Mar 05, 2005 9:38 am
#396
Hate to break it to the merchants out there, but....
1. Having been the consumer (and still am), I know what it is like to go a search for items over a large area, like Coronet or Theed, then to find that you have wasted a day with nothing to show for it but some useless items that you picked up on inpulse.
2. Having been a merchant for a little while, I know the rariety of someone coming to my shop that was in the middle of the circle of vendors around Coronet. When they did, I'd get my exp bonus and be happy that someone bought one of my competitivly price items instead of someone else.
What this search will do is either
1. Make the smarter people price their products lower
or
2. Make the people who can't price their products lower get into guilds, making many more guilds prosperous
or
3. Make the consumer a happier person, as he'she just bought an item at a low price with exactly what they wanted, and then got it instantly.
or
4. All of the above.
All you merchants out there who think this is a bad idea, become a consumer for a while, and look for a single item, trying to get the lowest price, but the best one there is. Trust me, it will take a day or more to find what you want. This patch will make it so the consumer can buy things cheaper, faster, and get it quickly.
So as far as im concerned, go devs, get the Galaxy Wide Vendor Search into live, a make one little bothan bounty hunter happy.
Orew
Sun Mar 06, 2005 6:59 pm
#397
Elyssa wrote:
The following is my "as a player" opinion:
I disagree with any system that allows a player to see my prices or retrieve their items without visiting my vendor in person.
Being able to comparison shop from a central location will only favor those players who for one reason or another can afford to undercut everyone else.
Secondly, a significant portion of my business comes from people who look around while they're in my store and see other things they may not have been specifically looking for.
This "impulse buying" is extremely valuable to me as a merchant.
However, the ability to see *IF* something you are looking for is on a specific vendor and get a waypoint to go shop there is a very good idea.
I couldn't have said it better myself ![]()
By the way, the "economic war" is probably the only form of PvP working really well in this game.
Puertoriqueno
Sun Mar 06, 2005 7:18 pm
#398
I am for the display of items and prices galaxy wide. I am not for the instant delivery option. There has to be an option for the player not to show the price, or not to display on the terminal though. Not all prices for items are displayed in an open market.
lordoricle
Mon Mar 07, 2005 2:30 pm
#399
I TOO LIKE MANY OTHERS THINK THIS IS A BAD IDEA, I HOPE THAT A TRIP BACK TO THE DRAWING BOARD WILL REAP A BETTER PLAN. SOMETHING I HAVE LEARNED AS A PROFESSIONAL IN MY LIFE IS THIS.....
IFIT AINT BROKE , THEN DONT FIX IT.
I HAVE SPENT HOURS IN MAKING MY SHOP LOOK BETTER AND BE STOCKED BETTER THAN MOST OTHER SHOPS IN THE SERVER....INDIVIDUALITY IS VERY IMPORTANT TO A MERCHANT, PLEASE DO NOT TAKE THIS FROM US. GIVE MORE POWER TO THE MERCHANTS TO CONTROL THE MARKET, DONT FORCE FEED US CHANGES THAT WILL NOT ONLY FORCE US TO LOOSE CONTROL OF THE MARKET BUT ALSO MAKE MANY LOOSE THIER BUSINESSES.
Nitwit
Mon Mar 07, 2005 4:13 pm
#400
lordoricle wrote:
I TOO LIKE MANY OTHERS THINK THIS IS A BAD IDEA, I HOPE THAT A TRIP BACK TO THE DRAWING BOARD WILL REAP A BETTER PLAN. SOMETHING I HAVE LEARNED AS A PROFESSIONAL IN MY LIFE IS THIS.....
IFIT AINT BROKE , THEN DONT FIX IT.
I HAVE SPENT HOURS IN MAKING MY SHOP LOOK BETTER AND BE STOCKED BETTER THAN MOST OTHER SHOPS IN THE SERVER....INDIVIDUALITY IS VERY IMPORTANT TO A MERCHANT, PLEASE DO NOT TAKE THIS FROM US. GIVE MORE POWER TO THE MERCHANTS TO CONTROL THE MARKET, DONT FORCE FEED US CHANGES THAT WILL NOT ONLY FORCE US TO LOOSE CONTROL OF THE MARKET BUT ALSO MAKE MANY LOOSE THIER BUSINESSES.
IT BROKE!!! SO FIX IT!
FYI, I buy for price...not how fancy the shop looks
RamondChappell
Mon Mar 07, 2005 5:01 pm
#401
Nitwit, you don't buy for quality?
Nitwit wrote:
FYI, I buy for price...not how fancy the shop looks
Nitwit
Tue Mar 08, 2005 12:43 pm
#402
what does quality have to do with shop looks? I could care less if the vendor was the only thing in the guy's house. I just want what he has to sell
UmmonPrime
Tue Mar 08, 2005 3:48 pm
#403
He was refering to the fact that cheap usually mean low quality.