Merchant Archive
Thread: Don't Panic 411 On TC Vendor Changes Not So Bad!
-Meishka-
Thu Mar 24, 2005 7:46 pm
#40
Ah, I see. I'm glad they cant see prices or actually buy from the vendors from the bazaar. Sounded really scary but this does sound like a good thing.
egoe
Fri Mar 25, 2005 4:38 am
#42
hehe,
I would like to retract my previous rant. I was under the impression they could buy and deliver, not just browse for products. As long as it stays a just a "search" and consumers still need to travel to the shops i dont have a problem with it. However, i still dont see the convenience. I spent an hour looking at resources...page after page after page. travel packs too. But if it brings more to my shop then im ok....we will see in a few days.
I would like to retract my previous rant. I was under the impression they could buy and deliver, not just browse for products. As long as it stays a just a "search" and consumers still need to travel to the shops i dont have a problem with it. However, i still dont see the convenience. I spent an hour looking at resources...page after page after page. travel packs too. But if it brings more to my shop then im ok....we will see in a few days.
Phaelyn
Fri Mar 25, 2005 9:46 am
#43
Bethya wrote:
I don't understand why some are so upset about this. It actually gives me heart that they don't understand the dynamics of business very well at all, which means that those who do (and I would humbly number myself amongst them) have an instant advantage.
Understanding the dynamics of a real world business and an in game business have many similarities - But quite a few variances that change everything drastically.
What does this new development actually do?
1. It provides a new way for making your goods known... that in itself is always abusiness plus.
Agree - But later in your own post, you ask for this feature to be augmented to the point that it WOULD be the ONLY way. I wil address it down there.
2. It makes clear the prices being charged for goods galaxy-wide. It means you can see what your competitors are doing (if you have any) and what they charge. It means you can provide a good deal for your customers and they cancheck themselves and discoverthat they aren't being fleeced. It builds trust, loyalty... all important torepeat business.
It isn't making that very clear at all. With the randomness of the system, and the attention span of people who "Don't want to spend hours looking for that certain item", people aren't going through every possible page. They are remembering what they paid BEFORE the GWVS for a Swoop, and after the first few pages, setlling on the first one they see that sells sufficiently BELOW that "base" price they have in their mind. What builds trust and loyalty are PERSONAL relationships with your customer - Not some search on the bazaar. I'm glad you must have time to greet all of your new customers - I'm too busy playing the game.
3. It should mean that prices come down. Okay, so your swoops at 20k are being undercut. Guess what... next time you buy metal, I bet you will be prepared to pay less for it.As a result, the resource prices come down. If the resource prices come down, the harvester prices come down... and so on and so on. Ultimately, I would guess this is why it's being done... to take heat out of the economy and lower prices.
There are certain items throughout some professions (Shipwright, Architect) that CAN'T come down any more than they already have. But the ILLUSION will be that they can - I can't WAIT for the posts of how greedy Architects are for selling their Harvesters for the very SAME prices they always have - They are practically at BASE prices as it is. Sure, weapons and armor have plenty of leeway - But please stop using your wide brush to paint a pretty picture - It just ain't true.
Anyone remember Luke Skywalker's comment in ANH?
"Ten thousand... we could almost buy our own ship for that"
Not in SWG at the moment, he couldn't.
Apparently Luke never had to mine his own resources, or pay anyone for the resources he'd need to BUILD that ship. Luke was talking about a bulk freighter. Well, that bulk freighter in SWG, if mining your OWN resources and make ZERO profit from it is base 75,000 - So, it will NEVER be in SWG. Luke was a farmer - Not a Merchant or Artisan. Nice quote though.
What does this new development not do?
1. Customerscannot buy goods without visiting your shop. You can still provide a customer experience for them on site when they turn up to buy goods. And hey, guess what, new customers arriving who have heard about you from the bazaar. Again, a business plus.
I have never, not once, from day ONE as a Merchant bothered with a pretty mall, a "great" location, or a shopping experience. Yet I still do incredibly well. Many of us are WAY overblowing the importance customers are placing on a "well decorated shop".
2. Is the map still important? Of course it is. Someone gets a waypoint and visits the shop next to you. They check the map... ooh, there's XYZ goods next door. I'll pop in and see what they have to offer. Any business that relies on one method of marketing is sunk - the map, the bazaar, mailings you to do to regular customers, special events, promotions etc etc etc are all important. Nothing they have done changes that.
Heh - All I ever used before the search was Planetary. No ads. No mailings. I do quite well, thanks, not sunk at all. The vendor search enables me to ditch those Planetary points as well. If price is king - My prices already speak for themselves, and people buying from me will do the word of mouth advertising without my prompting. I really will enjoy the additional Skill points in other areas - Go ahead and keep yours to stay on the Map - We both have viable thoughts on the system.. But my in game experience shows a totally different picture than you paint.
Is this development perfect?
No.
1. I sympathise with Tokklyym's experience of using the waypoints. It would help to have them named by product. The waypoint seems accurate to the actual vendor (which does help) but renaming them would help a lot.
2. The lack of a search (I would suggest by product type rather than freeform... after all, all those re-named products would be a drag with a freeform search).
3. The categories need a serious re-organisation (MISC > GENERAL ITEM anyone?)
Here's the part I mention above - You wish to augment the search even further, making it even more convenient than it already is - If they DO implement a search as you lay out here, making it so a customer can find the EXACT item they are looking for painlessly- THAT will be the end to the usefulness of Planetary Map and Barking. It will also diminish impulse buying, because they would take the time to make a shopping list, and get exactly what they need at the lowest possible cost, period.
I've said my piece
Bethya
Fri Mar 25, 2005 12:18 pm
#44
Thanks for the detailed response.
Just a few brief notes:
I see no reason whythe bazaarwould be the only way to do business. I also don't see how improving the categories would make it the only way. I would continue to use the planetary map for the example I quoted, I would continue to mail my regular customers, I would continue to run promotions and events, and yes I'd continue to use the bazaar. Sure, improving it would make it a major option for customers... possibly THE major option but I don't see how it would ever be the only way.
>I'm glad you must have time to greet all of your new customers - I'm too busy playing the game.
It takes two seconds to send a mail to a new customer saying thanks for stopping by. For me, being a good merchant and building relationships with customers is part of the game. :-)
>I have never, not once, from day ONE as a Merchant bothered with a pretty mall, a "great" location, or a shopping experience. Yet I still do incredibly well.
Well, I guess it depends what industry you are in. :-)Some industries will always be more popular than others. I take your basic point though that the importance of the 'experience' is being overblown by some.
I don't think we are a million miles away from each other in many things. Just wanted to clarify one thing (bazaar being the only way) and make one or two comments elsewhere...
... which reminds me.I can't see how Luke being a farmer would make him ignorant of the costs of ships. He owned a speeder, he went to Tosche station to buy stuff, he had his head in the clouds generally so I'm sure like young men with a passion for cars, he could have given you chapter and verse on the minutiae of spaceships, including prices... but we digress and I'm definitely not getting into a discussion on how much Luke Skywalker knew about the price of a T-1300! 
FriedSquid
Fri Mar 25, 2005 12:28 pm
#45
Yes, actually, he could. 10k is about the right price for a basic ship - fighter up, of course. Two seater y-wing, 20k + chassis dealer. And that's got weapons and stuff you wouldn't put on a cheapo ship to go from tatt to alderaan.
Phaelyn
Fri Mar 25, 2005 12:47 pm
#46
Bethya wrote:
Thanks for the detailed response.
And thank YOU for understanding I wasn't flaming you - Most would have seen my words and jumped to that conclusion.
Just a few brief notes:
I see no reason whythe bazaarwould be the only way to do business. I also don't see how improving the categories would make it the only way. I would continue to use the planetary map for the example I quoted, I would continue to mail my regular customers, I would continue to run promotions and events, and yes I'd continue to use the bazaar. Sure, improving it would make it a major option for customers... possibly THE major option but I don't see how it would ever be the only way.
I wish I could agree, I honestly do. But with the increase from 6k to 20k on the Bazaar itself (Nice Stealth job on that, SOE), combined with the GWVS - I see a definite trend beginning to form. That trend is of course TIME saving for the players. It's all about convenience in the name of saving people time to go out and experience Content. While great for ALL - The decisions being made lately amount to the beginning of "centralizing" the Merchant system. At 20k as the upper sales limit on the Bazaar - People are being rewarded with the ability to place MASTER LEVEL goods on the Bazaar, and to bypass the Vendor system entirely. So - More centralization, less emphasis on Merchant - Can you see why i feel the way i do?
>I'm glad you must have time to greet all of your new customers - I'm too busy playing the game.
It takes two seconds to send a mail to a new customer saying thanks for stopping by. For me, being a good merchant and building relationships with customers is part of the game. :-)
And it is a viable method, and I /salute your involvement... But I have developed a core of return customers without that process.. Could I have more doing it your way? Most likely, I will admit. But then I would need to increase my production, which would in turn take away my time for experiencing other content, right on down the line..
>I have never, not once, from day ONE as a Merchant bothered with a pretty mall, a "great" location, or a shopping experience. Yet I still do incredibly well.
Well, I guess it depends what industry you are in. :-)Some industries will always be more popular than others. I take your basic point though that the importance of the 'experience' is being overblown by some.
I don't think we are a million miles away from each other in many things. Just wanted to clarify one thing (bazaar being the only way) and make one or two comments elsewhere...
... which reminds me.I can't see how Luke being a farmer would make him ignorant of the costs of ships. He owned a speeder, he went to Tosche station to buy stuff, he had his head in the clouds generally so I'm sure like young men with a passion for cars, he could have given you chapter and verse on the minutiae of spaceships, including prices... but we digress and I'm definitely not getting into a discussion on how much Luke Skywalker knew about the price of a T-1300!Eh, i was just trying to point out with a little whimsy that the ability for some professions to lower costs is nearly impossible. It just happened to be in that section of the response. Certain professions are already at or near their lowest possible sales prices - But when customers begin to see price "normalization" from Weaponsmiths for example.. A VK with ranges from 4k to 12k will normalize to around 6k - They will begin to question why the Architects aren't drastically dropping prices - Or why Ship Chassis aren't getting lower.. Leading to people not trusting those professions, because they "Haven't dropped their prices like all the other crafters"..
Bethya
Fri Mar 25, 2005 2:35 pm
#47
>>Can you see why i feel the way i do?
Yes, I can. Personally I don't think that this is the thin end ofthe wedge you describe but I can see where you're coming from.
Isleh
Fri Mar 25, 2005 3:05 pm
#48
Eerif wrote:
I still say it needs to be high level advertising or master merchant to use.... give some more meaning to the merchant profession.
God... why does everything have to be shoved up in the master box? Wouldn't it be nice if aartisan with business 3 could actually sell the items they make and play rather then grind till the day they reach master whatever?
What wrong with giving the ENTIRE merchant profession and Business 3+more meaning?
While you're at it, why don't you suggest moving all schematics execptone grinding schematic into the master box as well? Might as well make it official.
Rowgue
Fri Mar 25, 2005 3:14 pm
#49
Ok this is to all you morons who think merchants are complaining about this simply due to the fact that we don't have your elite understanding of how a free market works, and think we just hate it because we relish in being able to "rip-off" unsuspecting customers.
First of all this is pretty much the only game around that has a truly involving and entertaining crafting mechanic. I have tried many other games, and found the crafting functions to be so rediculous that I can't stand playing them. I, like many others that play this game, enjoy the crafting and business side of things much more than the hack and slash mode of play.
Up to this point being a crafter was more about learning actual lessons, and learning how to run a successful business than it was about getting to master. I saw many a master that couldn't figure out how to make a buck, all the while I was building a small but thriving business within sight of their store. You actually had to learn how to be a crafter and a merchant. You didn't make master and geta skill called "Sell all inventory every day", you actually had to figure out just how to make it work.
This is the equivialent of thinking "hmm everyone has hands and there is no reason to think they wouldn't defend themselves, so let's just give everyone the skills of masterTK right out of the box".
People are upset because this undermines a profession that they actually enjoyed playing. I enjoy playing a crafter/merchant and I'm not looking to make millions every day, but without a certain level of profits the profession becomes more like work than a fun aspect of the game. I've worked hard to get my business to where it is now, it should take time to build up a good customer base and build your business.
For the last time this is a game. There is absolutely no relevance to things that are true in real life. No game economy has, does, or ever will reflect the economy of the real world. There is a very simple reason for this first of all the products for sale in a game do not exist therefore there is no benchmark price or any real value to the product. Secondly the means and speed by which you make money in game also bears no resemblance to the real world. If I go in my back yard and kill a nest full of hornets I don't get paid $5,000 for doing so. See how rediculous comparisons to real life situations are?
So for all of you people that continue to opine about the internet and free market economies, get a clue.
SystemJinx
Fri Mar 25, 2005 4:04 pm
#50
Well put Rowgue.
I'd like to add that most crafter's profits are respent back into the system. I as a Chef spend a lot of credits just buying various BE's nutrientsneeded to create food, andI'm always on the lookout for some good extinct resources. It seems that many people think merchants and crafters are just in it for the credits. That's far from the truth. I like running a business, but it requires credits to be successful.
Also I don't have any fighting abilities. I must pay for most of the items I get in game. When most combat professions can merely go out and find all the loot needed to make a model gong, I have to buy it. Those elite combat professionals have no problem charging millions of credits for adhiesive, or agitator motors or skill tapes. Since I can't loot the money like most, I have to earn it by selling a good product.
(edited for errors)
Message Edited by SystemJinx on 03-25-2005 03:05 PM
Swalex1100
Fri Mar 25, 2005 5:32 pm
#51
I'll tell you why I think this has happened....
Make no bones about it boys and gals, this is all about money. Not in game money, but REAL money. I shall explain...
Firstly look at the situation. People are leaving for WoW, EQ2 etc. Now if we were to look at the types of people leaving (and I'm 100% sure that SOE have) we would probably find that higest proportion of them are the Combat players. I've reached this conclusion from the experience of seeing my own combat friends leave, and having played WoW I can honestly say the crafting system is not fit to hold a candle to SWG. This means that crafters are far less likely to up sticks and go and also means that SOE is losing a proportion of it's combat player base to WoW. As a result they're losing all these subscription fees and they've decided to pander to the type of player who is prone to leaving in a bid to stem the tide.
Now the main gripe about SWG is that it takes so long to get anything worthwhile done. To hunt, you need buffs, armour, weapons and you need to travel. People have complained that they can spend an hour getting ready before they've even hit their first Quenker. Now look at the recent changes:
Doc Buffs speeded up
Entertainer Buffs speeded up
Incap Time reduced
Shuttle Times reduced.
I think it would be a fair assumption to say that SOE have taken on board this critisism and done something about it. The vendor change was taking it one step further in that people didn't want to spend ages running around trying to buy equipment, looking at empty vendors etc.
Understanding that these are the reasons behind this (and I may be wrong, but I don't think so) what SOE are effectively doing is putting the Combat Player Base (Who were, by enlarge, for the change) ahead of the crafting player base (who were mostly against it) because they're the ones who are in danger of leaving.
Secondly if we look at the way the change was introduced, we see that when it was first put forward there (compete with buy and delivery options) was a huge outcry from the crafting and merchant community for the following reasons:
1) It made it pointless to have a mall.
2) It made it pointless to have more than one vendor.
3) It was another nail in the coffin for player cities.
4) It would ruin the game for those of us who enjoyed competing for business on grounds other than price.
5) It would lead to undercutting.
6) It would make it harder for a new crafter to get established in the market.
7) It made the entire merchant profession worthless.
So what SOE did then was effectively say:
"OK! We've take your views on board and we'll go back to the drawing board, make some changes and open it up for discussion"
Yay! Reasoned and constructive arguement for TEh wiN! Or so we thought. What they actually meant was this:
"lol @ teh Crafterz! We'llstick vendor search-lite on TC without actually opening it up for any discussion at all! ROFL!"
BUT! They stuck it on TC with one VERY important ommission: Price.
"I've got a better idea! Why don't we put it out on TC WITHOUT price attached? That way it may keep the crafterz a little happier! Even if they're not happy, they're not the ones leaving for WoW are they? VenD0r SeaRCh FoR TeH WiN!!!oneoneone!!eleventy!!one"
We thought "OK so they didn't open it up for disucssion, but without the price attached it's not as bad. I can live with this"
But alas, they put out a different version in live!
"Either because we're too stupid to put out the version of thepatch that was actually tested, or because we're sneaky and wanted to get our changes into live without the outcry from the crafterz, we've gone live with price attached."
We said. Oh. That wasn't the version that was tested. But it's in live now. Guess there's not an awful lot we can do.
Well I for one am pretty angry about the whole situation. Changes nonwithstanding, I feel like I'm coming a distant third behind Jedi and Combat.
I'm not saying I'm going to leave but if things keep going the way they are, a lot of the enjoyment is going to get sucked out of the game for me.
Paaske
Sat Mar 26, 2005 3:44 am
#52
I think this is it for me i have lost so much business in the past few days and no one is visiting any of my shops anymore .
I even did a serious price reduction but nothing will help this , i have been a master merchant in over a year and for what?
For SOE totally ruining to profession and crashing the crafter economy so only a few already very rich crafters get even more rich whats up with this SOE , why are u so eager to mess up this game u nerf u renerf its like u guys have no clue to what ur doing and really dont think through what the consequences is for what ever build u make.
Im seriously considering not to play anymore just cuz of this update cuz it has ruined a years work for me which is even worse than u just crashing crafters economy.