Merchant Archive

Thread: Vendor NERF (Item limits) has nothing to do with DB. It has to do with controling crafters!

Mantherean
Mon Aug 09, 2004 7:45 am
#40

Hmm...I just started being a Master Chef about a month ago. On top of that, I'm only a 10 pt chef. Am I intimated by the large well established chefs? Heck ya. Has it stopped me from being successful? Heck no! I do quite well. So there is not market cornering by the big guys.


This vendor nerf sucks. I'm also a master merchant. So I'm not an exploiter. And it does not bother me if ppl get master merchant then drop it and still maintain their vendors.



Rowak - Retired
"So long and thanks for all the fish SOE!"
Rhowak - Undead Rogue, Laughing Skull, Horde
AudioOrgana
Mon Aug 09, 2004 7:46 am
#41


Vaelorn wrote:
I think there's a possibility that if this change goes live, we'll see crafters selling items to customers of the same "level" as the crafter.
i.e.: Master Weaponsmith, Master Armorsmith, will only make Master level items, and those items will only be affordable by Master Elite combat people. They won't waste vendor space on low level items that aren't worth much money, so newbies will stay away from the extremely high prices.
i.e.: Novice Weaponsmith, Novice Armorsmith, will only make Novice level items of VERY poor quality (because that's all they have the schematics, resources, and experimentation points for), and they will only be purchased by low level poverty-stricken Novice combat people.
If this occurs, it won't change the high level game very much, because Master Elite combat professions can run high level missions for high pay-outs, so their income can keep up with the inflated prices on high-end equipment (this isn't including all of the veteran players who already have 50+ MILLION credits rotting away in the bank). What it will do is completely screw all the newbies, because the only equipment they'll be able to afford will be high-priced garbage from a Novice crafter who simply does not have the experimentation ability or the resource quality to craft anything even remotely close to what we've gotten used to seeing. With such low experimentation, even if the Novice used all resources with 1000 in every important stat it would be completely wasted because the best they could do on experimentation would be around 30%.
It's hard enough to get started in this game, as ANY profession, be they crafter or combat or utility/support. The last thing we need to do is make it even more difficult by forcing new players to use CDEF weapons to level up to their novice Elite combat class!





It already works much like this.

I have become good friends with a female AS who got very tired as a novice combat player looking for new lower-level armor, so she saw a need and filled it. Over the next months, she worked very hard gathering materials and non-grinding up AS, she sold virtually everything she made on her way up. Newbies loved it. She started with Padded (remember padded armor?) and worked her to Ubese. Once she became Master, and had spent the required months it takes for any elite Crafting profession to gather the "best" resources, by this time all the noobs who bought Padded and Ubese were at the level that they wanted advanced composite, and she grew with her customer base. These days she still sells the best armor at prices that anyone can afford, and caters to all levels. She makes no money on the little stuff (Padded/Ubese) anyomore because she sells it so cheap - because no one else is selling it! If only everyone were as industrious as she was and will fill this need, she'd LOVE to stop making it. But very few people are willing to do what it takes to be a true Master Crafter in SWG, not just someone who gets a skill box and expects to be a millionaire.

Anyone that whines about not being able to compete wants instant-gratfication. Grinding your way to master is just the begining - being a Master crafter is MUCH more than that. You can't expect to macro-grind and suddenly become successful. They need to wait for resource spawns or expect to pay through the nose for them - both of which take time (waiting for the spawn or earning the credits to buy). They need to find a customer base. They need to refine their skills and learn what materials do what. They need business sense.

Regardless, this change will not help those whiners who aren't willing to put in the work. It's simply going to make it harder for those of us who have worked very hard to serve our customer base to continue to serve them. Harder, but not impossible. Those people are still going to make crappy products, master or not, until they DO put in the time and energy into waiting for/finding the best resources if they want to compete.

In the end, it's the vast majority of players in this game who are fully-combat that will be paying for this, in terms of credits and not being able to find the items and tools they need to play their game. If they have to wait for me to restock, they will - they don't want crappy items, they will wait until the best are available and they will hoard them when they find them. They see good guns, they will buy 10 or 15 instead of 5. Good armor? They will buy 5 sets instead of 1 or 2.

The tools are there for someone who wants to put the time and effort in, and if the intention is to make it easier for them to play the game by making it harder for the rest of us they will fail miserably.

AO
dodz
Mon Aug 09, 2004 7:53 am
#42

wake up SOE quit with the stupid sh!t, and fix the bad, are you trying to kill this game and have everyone quit



Dodasa
Onave pre pub 9 Jedi
MariusF
Mon Aug 09, 2004 8:16 am
#43

If this is an issue to address player monoploies then its a pretty bad idea.


Why do the monopolies form?


The serious crafter puts the work in ! Good play


The serious crafter spends TIME at the skill! Good play


The serious crafter Collects over time the best resources ! Good play


This generates the monies to purchase the skill tapes needed for 12pts . Well this is good play.


But once you have your skilltapes then they are still available for everyone else. Now I know some cases where existing crafters try to buy up all skill tapes that come up to prevent competition but this is expensive and reportable and I have never heard of it working over time. Something to be watched for yes but not IMO a major problem.


Now If you accept SOE and the DEVS premise that the "so called" monopolies are bad there ARE ways that they can be addressed but the vendor limit will NOT work.


MOST of the best crafters have multiple accounts. I have allready looked at a procedure for my multi account players to work round the vendor limit to MY ADVANTAGE! One of my accounts will get Master Merchant and Camp my Mall. She will craft there and also take deliveries. Stay there and a couple of times a day log on and fill the vendor from stock. In fact I have a home network and she may just stay online and refill when nescessary whileI happily play my alternate in the real fun stuff. A little inconvenience but not too bad. MY vendors will be fully stocked. I can charge more cos the competition will be reduced!


SALES HEAVEN ! I WILL GET EVEN RICHER! THANKS SOE THANKS DEVS YAY ME!


Most "average" crafters will not be able to spend the time to do this and will be severely limited in stock and scope. Some will leave.


Now If they are serious how SHOULD they be addressing it.


IF they look at my initial comments the only thing stopping a newer crafter from competing in the market place and driving competition is THE RESOURCES>


So all SOE have to do is increase the good spawns of materials to reduce the advantage of the big crafters Resource stocks.


Lets look at the implications.


Currently a Major AS say can out quality significantly any average crafter and does. This means most ppl pay premium for this quality increasing profit margins. This is a major deterrent to competition.


After a jump in spawns there MAY still be a market for the quality but the difference is no long major and as such its worth buying from a slightly lesser crafter just for the price advantage.


Result Downward price pressure and variety of supply


The items limit will NOT do this









I would just like to say that Sony has given me one thing. A truely new experience: considering Microsoft to be the lesser of two evils.
Terlo
Mon Aug 09, 2004 8:21 am
#44

/agree



Terlo
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joined42904
Mon Aug 09, 2004 8:57 am
#45

DocSavg,


I love the idea of limits on vendors. I love the idea of limiting the part of a player economy any one person can have. This will spread wealth among crafters. And it will make it so fewer goods are traded in ebay (in my opinion).


I've broken into the armor market on Kauri. (But it's boring so I'm taking a bit of a break. This will probably cost me market share but I'm not all that sure that I care.)


What is necessary to successful crafting as an armorsmith are these magical items called skill tapes which I wish the devs had never put in the game. Established armorsmiths are very wealthy. And 12-point armor is worth more. If one is a 12-point armorsmith, one doesn't want other 12-point armorsmiths to compete with him or her. So...what happens? The 12-point smiths...who make lots of money selling their 12-point armor...often buy up the experimentation tapes others need in order to become good smiths. This has a much greater effect on competition than the vendor issue. What could the devs do to help new crafters? Increase the drop rates of all crafting experimentation tapes. Sure...they'd still be worth something. But if there were enough of them...the 12-point smiths would have trouble buying them all without losing all their profit.


I've seen this happen in the weaponsmith market also. I've seen a 12-point smith buy a high experimentation tape a poor wookie weaponsmith needed to get to 12 points. Oh well.


I love the new vendor limits. It makes me want to go play that AS a bit more. Because it harms oligopolist crafters in the same way that their buying up the skill tapes harms me. And if they can't put so many items on their vendors...well...they will sell less and be able to buy fewer crafting tapes...so that things will equalize.


I agree that getting great resources can be a challenge. But not nearly so much of a challenge as getting those experimentation tapes. I found that one or two runs of composite with the money being put back into my business was more than enough to get me enough resources for many more runs.


I hope that realistic vendor limits are applied. It can only help starting crafters. And it may enable the starting crafters to compete on the basis of "I have merchandise in stock" rather than solely on price (which is what I have done so far).


Kudos to the devs for helping out new crafters and trying to provide balance to server economies.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
Lotussutol
Mon Aug 09, 2004 9:03 am
#46






Sigrun wrote:


If they want to give the "little guy" a chance against this sort of thing, the way to do that is NOT to eliminate the big guy's ability to sell.


It's to give buyers a way to easily find goods for sale.


Say I want to buy a Scout Blaster...


I walk up to the Bazaar terminal in Coronet and hit the "Search" button. Up pops the Bazaar's GUI that I use to drill down... I want a Weapon / Ranged / Pistol / Scout Blaster. I don't really want to travel off-world if I don't have to, so I select only Coronet from the list of planets. I could select multiple planets, I just chose not to because I don't want to travel. Then I click the "Do Search" button (or whatever).


After a moment's pause, the UI comes back with a listing of all the Scout Blasters on Coronet. Well, not all of them. It lists each unique type. Uniqueness is defined by a combination of serial number and vendor (so a vendor with 20 identical scout blasters shows up on one line). For each weapon, it lists the primary vital stats (speed, min damage, max damage), price, location, and quantity. I spin through the list and double-click on one that interests me. Up pops a detail window that shows all the gun stats. I don't like the HAM costs on that so I cancel out of the window and keep looking.


Eventually, I find one that I like so I buy it. I receive an email with a Waypoint to the vendor that's holding my gun for me (that sounded wrong!).


Time sink traveling to empty vendors? Gone.


One guy cornering the market? Only if he prices himself into it, I suppose.


Seems like a reasonbly level playing field, without nerfing our ability to actually, you know, sell stuff...

Message Edited by Sigrun on 08-09-2004 06:39 AM





If only the DEV's would see this idea!
joined42904
Mon Aug 09, 2004 9:06 am
#47

I like sigrun's idea, too. And it may be that the devs need to do something like this if items become hard for people to find.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
EvilHomerSimpson
Mon Aug 09, 2004 9:08 am
#48

Bah! Nerf everything then! I've played this game for a whole month and now I feel like quiting b/c of the mentality of some of these me toos, wah, wah, wah. I can't compete so give me a hand out. feh!



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Pahdbacca
Mon Aug 09, 2004 10:01 am
#49






DocSavag wrote:
You are right. There is more to the item limits than just database stuff. There is an economic concern. The devs think it is a serious concern to have too much of the economy in a small group of peoples control. Are they right? Probably though the people who have worked hard to get there obviously dont' see it that way and why should they? But those who are trying to break into those markets probably have a different view.






There is a reason I have not taken up a crafing profession. It is too hard, and they have to deal with too much BS as it is right now. I gather resources and slice for the oldest active weaponsmith on the Flurry server. (He is also a master merchant by the way)


About once a week this weaponsmith bellyaches about how he would love to have an armorsmith in the shop. About once a week i want my smuggler to take up armorsmithing, but I can't. Resources, getting organic resources, and using skill pooints just to be able t sell something for more than 6000 credits is just not worth the trouble of me becoming a crafter. I've tried it before. I am very active in the combat medic comunity and at all times try to keep a list of combat medic mechants to send others to. I have 3 CM vendors that make very good stuff. I can also make meds with the same stats. I could make them in bulk. I have tried getting mechant skills and selling it to the public. Not worth the trouble. Period.


The problem is....I see, as a customer, that this will hurt the player economy, not help it. I hate nothing more than looking for a new suit of armor and sorting through all of the empty vendors. There are maybe 5 armorsmiths on the server where i can go and have a reasonable chance that they are not sold out. The reason they are not sold out is because the are able to store more than 110 items per vendor.


New smiths don't find it hard to compete because the older smiths sell too many items in their vendor, IMO. They have a hard time because of the resources. Look at the newest schematics that are out on TC. How many planet specific animal harvested resources do you need for the new wookie armor? Look at the new doc schematics.....Why do you need Lydium (spelling) intruse ore instead of just intrusive ore? You can take a small house, and fill it with no more than 1 stack of 1 type of resouce, and the house would be full before you have all the resources you need to craft medical items, weapons, or armor.



Points I'd like everybody to take home.....


1) if the 110 per vendor at master is being done because of database issues



  • Why is there a type of fungus and wooly hide per server every 10 days instead of 3-5 different typers per server like the inorganics?

  • Why the insistance on named resources for crafting schematics? Give smiths the ability to use that really good aluminum they have for everyting instead needing 3 different types of aluminum.

2) If the new chage is being done to help new crafters.......HELP the new crafters instead of Harming the old ones. IMO, there are a shortage of crafters around, because it's not fun to come home from a job to work another job in SWG



Thanks for your time in reading this,


Pahd




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Vermicious_Knid
Mon Aug 09, 2004 10:02 am
#50

The "monopoly" argument is a crock. I mastered artisan a week ago, with no previous crafting experience, and I have sold several million credits worth of goods so far. I have made almost 200 high-durability swoops, speeders, and x34s, three different types of awesome powerups, near-perfect crafting stations, 99+ percent repair kits, and eight charge vehicle customization kits. I am in the process of cramming three vendors as soon as I can make the multiple trips.


Yes, there was some cost for resources, harvesters, and factories. I have a high quality crafting station in my house, but it's not necessary, my guild has one almost as good. And the overall cost was less than I could have made in one day on Dantooine, if I hadn't had the money. Anyone else could do exactly what I did.


"Protecting" new crafters will just result in less choices for the consumer.


It never makes sense to protect the weak and lazy by handicapping the strong. We do that in the "civilized" world, and it's a mistake.


The nerf won't help anyone, except maybe Sony's Database Administrators.









-




Every time I log in I'm terrified they changed the game to Dance Dance Revolution without telling anyone after holding a "focus group"

Jirob1
Mon Aug 09, 2004 12:28 pm
#51

I just cant keep up filling a vendor several times a day, buffpacks go bloody fast and other 50 different medicals too..

So how am I supposed to sell few hundreds items a day with that nerf?? grrrr



Jirob Talshiar (Swordsman/Doc)
Risu (BE/Medic) - Jirobs new Slave (soon to come)
Darklen Talron (Light Jedi Knight)
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