Merchant Archive

Thread: Changed again, can have all items on 1 vendor if you want

lee980825
Thu Aug 19, 2004 11:03 am
#53

I agree with the person that said when SOE announces some nerf, they announce something much MUCH worse than they really have planned. This way, by backing off from the really bad plan, to their actual plan they seem like understanding, listing folks. Well, that is just the way everyone does business. I hope that folks look at any recommended solution from sony and ask if it really will make things better, and keep making constructive comments.


I think these changes will not impact the crafters much (which is good), but still is not a very good deal for folks that want to be MERCHANTS. I think for Merchants to viable profession, they:


- must have limits of marketing more, much more, than 4000 items in total


- must have the ability to share their vendors (or sell vendor space) to other players.

Maybe something like allowing some small number of people to be assigned to the vendor admin list, and only allowing folks who put an item on the vendor, to remove the item (so the merchant does not take possession, rather the itme is just sold by the vendor). Of course, the vendor owner should have the ability to move an item into the stock room, where it will sit for a week or so then dissappear, giving the item owner time to pick it up.


Then again, maybe the 4000 item limit is good, if the merchant is supposed to sell ONLY their own goods. But I think these two issues are linked, and should be worked on together so Merchants can actually BE MERCHANTS.


Vendors are a Merchant's tools for making money and participating in the market. If you want to do something positive for this profession, make vendors usable as real tools, not just as a secondary tool for crafters.


Many thanks to DOC for his work on these forms, doing a great job.


That is my opinion, thank you.

Perelay
Thu Aug 19, 2004 1:45 pm
#54






DocSavag wrote:





HunterCotC wrote:

Doc,


Maybe I missed it or there is no change. Do bagged items (armor, etc) count as 1 item for 10 items (composite suit + bag)? I remember you said in test previously that bagged items counted as 1.


Concerned Master Armorsmith / Master Merchant








On TestCenter currently they count at 1 item. I am asking about that now. Frankly in all fairness they need to count as the volume and not as 1. Its just not right that you can store 7500 items in backpacks at Business IV..that has to change.





The key word in the above statement is 'Storage'. While the changes list in this post will be a saving grace for Merchants, *I* will be horribly screwed. I have posted before on both the now 'vanished' thread and its replacement. I have a vendor that has over 2000 items on it 'for sale'. I do not use it for storage. I do not stuff items in packs to make it easier to 'restock' them when they cycle out. Everything on my vendor is for sale. If I understand the way these changes will be implemented, I will have items hit the 30 day limit and hit the stockroom. Once there, so long as there are 250+ items on my vendor I will not be able to place them for sale. That means that I will have inventory pouring out of my vendor like a run away drink machine. Am I supposed to lose all that inventory? Am I going to be forced to keep only the high credit items and just replace everything else? I have cycles that drop up to 400 items. And I KNOW I do not have anywhere Near the required storage to hold all of it.


I KNOW this sounds like a whine, but, I am doing legitimate business with my vendor and now I'm being left in the cold. A guildmate has almost as many items on his vendor. I have looked on the boards, and I do not see anywhere, any mention of consignment sales being implemented with this change. If we, the 'non merchants', are going to be hamstrung, can we at least have an outlet to sell our wares? A 25 item limit will NOT allow me to offer even a small portion of what I have to sell to a merchants vendor. So, in order for me to have sales it seems that I will have to find a merchant. Onethat can either afford to buy from me so that I make my money up front or won't shaft me on profits.


Just to give people someone to yell at, Why was this particular issue addressed? I understand the problem of vendors owned by 'unskilled' characters. I have no problem with that getting fixed.I understand that some people were using vendorsas alternate storage. Seems like looking for prices over six digits would revealwho was/is doing that. I have the skill needed to own my vendor. Iuse myvendor to sell my wares.With that said, how did, and why am, I getting penalized for not being a Master Merchant?


Spryte [Haven] - Haven - Corellia - Scylla

Master Artisan / Master Architect

Dabbler

-----------------------------------------------

Scout 4/0/4/0 - CH 0/3/0/4

Marksman 4/0/0/0 - Novice Rifleman

-----------------------------------------------
Izit_Dedyet
Thu Aug 19, 2004 9:13 pm
#55






amh9876 wrote:





Izit_Dedyet wrote:





amh9876 wrote:

If I get Management 4, I can put up 2750 items across 9 vendors.



I still think the RIGHT answer needs to spread the additional items across ALL the skill boxes in Merchant.







Nah - I don't think so.Most other professions allow you to 'dabble' (I had just novice pistoleer for a very long time and was still able to kill stuff with a pistol, 0013 swordsman kicks some, 4000 TKA - is this the most useful line of skills in the game? -, etc...)


Are you nearly 70% as effective as a TKM? Not even close - you're not even 10% as effective as a TK Master with just 4000.











Actually for the abilities that line gives you, you are more than 70% effective. You can heal bleeds, Disease, Posion and wounds pretty much as well as a master. Same applies with xxx4 Merchant (the line that allows you to place and manage Vendors.) Having that one line should give you most of those abilities. I can't re kit my vendors, I can't get the benefits of lower maintenance, I can't have an ad barking Driod, but I do get most of the abilities to manage my vendors.Allowing me to have 9 vendors, but then only say 1k items would be (IMHO) a bit naughty and lot pointless. That was all I meant.





Izit, Am-i & R-we Dedyet
aswex
Fri Aug 20, 2004 2:39 am
#56






DocSavag wrote:





HunterCotC wrote:

Doc,


Maybe I missed it or there is no change. Do bagged items (armor, etc) count as 1 item for 10 items (composite suit + bag)? I remember you said in test previously that bagged items counted as 1.


Concerned Master Armorsmith / Master Merchant







On TestCenter currently they count at 1 item. I am asking about that now. Frankly in all fairness they need to count as the volume and not as 1. Its just not right that you can store 7500 items in backpacks at Business IV..that has to change.





Oops. This could be not good for me. I sell full runs of BE chef tissues in travel packs. Hmm. I'll have to see how many I have on my vendor. Regardless, I still like the change overall.



Isscossk Osli, Master Bio-Engineer / Master Merchant (Naritus)
Caji, Master Ranger / Master Rifleman (Shadowfire)
DocSavag
Fri Aug 20, 2004 4:22 am
#57

I actually thought it was 150 not 250. In any event all item limits are per merchant. You can put all of your items on one vendor if you choose.

Edited: Yep I misread it .. 250 it is at Business IV now.

Message Edited by DocSavag on 08-20-2004 08:41 AM



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Whrlwnd13
Fri Aug 20, 2004 5:07 am
#58






DocSavag wrote:

Some additional changes.

The revised-revised Vendor limits are as follows:

Artisan Business III: Get 1 vendor that will hold a total of 100 items

Artisan Business IV: Get an additional vendor and a total item limit increase of +150

Merchant Novice: Get an additional vendor and a total item limit increase of +500

Merchant Efficiency III: Get a total item limit increase of +100

Merchant Efficiency IV: Get an additional vendor and a total item limit increase of +150

Merchant Management I: Get an additional vendor and a total item limit increase of +500

Merchant Management II: Get an additional vendor and a total item limit increase of +500

Merchant Management III: Get two additional vendors and a total item limit increase of +500

Merchant Management IV: Get two additional vendors and a total item limit increase of +500

Merchant Master: Get two additional vendors and a total item limit increase of +1000





Am i reading this right??So at Merchant 4-0-0-1 I would get a 4th vendor and would be able to have a total of 1250 items?


Not sure if I need that many right now (750 might be enough)I may be able drop Mgmt 1 and recover 5 skill points, Whoohoo WTG devs!



Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
Super_nice_jedi
Fri Aug 20, 2004 5:53 am
#59

All these changes are good, although it would be nice to see an additional vendor and item limit as Bus 3 (or maybe slightly less) on these skills



  1. Medic: Organic Chemistry 4, which brings title "Stimpack Chemist", a title which suggests selling the meds, and also would remain for Bio-engineer, Doctor, and Combat Medic

  2. Entertainer: Musicianship 4

  3. Smuggler: Slicing 4 or Spicing 4

  4. Scout: Survival 4

  5. any other profession that has a craftable function, not derived from Artisan

Its not a complaint, just a suggestion, but the medic one should be the one to be considered the most for a vendor, and if anybody wants to get into selling in a big way, then go to Merchant.




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You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
DocSavag
Fri Aug 20, 2004 6:36 am
#60



Super_nice_jedi wrote:
All these changes are good, although it would be nice to see an additional vendor and item limit as Bus 3 (or maybe slightly less) on these skills
  1. Medic: Organic Chemistry 4, which brings title "Stimpack Chemist", a title which suggests selling the meds, and also would remain for Bio-engineer, Doctor, and Combat Medic
  2. Entertainer: Musicianship 4
  3. Smuggler: Slicing 4 or Spicing 4
  4. Scout: Survival 4
  5. any other profession that has a craftable function, not derived from Artisan

Its not a complaint, just a suggestion, but the medic one should be the one to be considered the most for a vendor, and if anybody wants to get into selling in a big way, then go to Merchant.






I disagree with this. With the exception of BE all of the other professions that craft items do so for the benefit of their own profesion. If they choose to sell those items instead of consume them then they rightly need to aquire business. Wait you say..they want to do combat too..well choose which is more important to you. If you want to be a good combat person and a good doctor you can't be merchant. Its just not possible with the skill points you have to expend to do those things so you ahve to decide which you want.

BE is a special case and I wish something could be done with it. Currently though you can be a BE and aquire a vendor its just tough to do and get all the things it takes to do be properly. You have to give up somethign and make it tougher to be a BE in order to market the goods. That is unfair since marketing their goods is the only thing the professioin does but right now I don't know of a great solution that doesn't cause issues with the way the merchant profession is structured.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Super_nice_jedi
Fri Aug 20, 2004 11:06 am
#61

Yeah I suppose the others are more crafting for the benefit of their own own profession, although I'll still stick with Organic Chemistry 4, as when me and my mates first started the game, all we were buying were Stimpack Bs and Wound Med pack Bs, and Doctors with the right resources, can craft some really good powerful ones, but with the other meds like buffs and that, not too much good unless you are a doctor, but also don't really see much of them beiing sold on the bazaar, and also I'd stick with Smuggler Spices 4, as I doubt the smuggler would use the spices much for his own use, more like to try to sell them for more credits, as thats what a smuggler is all about, trying to get as much money as he can, and also try and spend as little as possible.


It just seems a bit unfair that these extra professions have to spend 24 skill points to get at least one vendor, when artisans only need to spend 9 points.



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You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
death-receiver
Fri Aug 20, 2004 11:53 am
#62

/cheer


always wanted more vendors - 12 will be awsome



Yama's Weapon and Armor
Force Sensitve 12 Point MWS - 12point MAS
Quality, Sliced, Affordable Weapons @ -130 2110 Dant Mining OP & @ VoS Mall TaT
Ingame Names: Yama or Zarra
Lordartex
Fri Aug 20, 2004 1:27 pm
#63






Raijen_ArDesh wrote:

You will be unable to place any new items for sale untill both



  • Your items for sale are under your aggregate limit

  • Your number of vendors placed are under your limit


All your existing items should remain where they are, and drop to the storeroom after the usual sale period. And of course all items in the storeroom poof after 7 days.


Hope this helps







Thank you very much. That gives me some time to work something out, and not fear losing all my architecture inventory. I appreciate response.


-Artex





Colonel Artex Bluebane
Commander, 312th Imperial Reserves (TCB)
Guildleader of SWOOP
Roadhawg Structure & Resource Vendors, Swoop Territory Naboo -5620, 3000
Voted "Shadowfire Most Honorable 2005" - Thank you!
Iannyen
Fri Aug 20, 2004 2:24 pm
#64






Super_nice_jedi wrote:


It just seems a bit unfair that these extra professions have to spend 24 skill points to get at least one vendor, when artisans only need to spend 9 points.





/bonk



Artisans have to spend the same skill points you do. They just happen to be in their chosen skill tree. It's the same as me arguing that I have to spend more skill points than you do to get the same combat skills





Iannyen Cap'asin
Offer Vendor: Mith Elaniouth Goodth
Corellia, Junction, 1212 -4809

Selling Top Quality Furniture at Coronet Mall;
Personal Orders are available, as well as decorating services;

Master Architect, Master Merchant, 100% hawt.
Super_nice_jedi
Fri Aug 20, 2004 4:32 pm
#65






Iannyen wrote:





Super_nice_jedi wrote:


It just seems a bit unfair that these extra professions have to spend 24 skill points to get at least one vendor, when artisans only need to spend 9 points.





/bonk



Artisans have to spend the same skill points you do. They just happen to be in their chosen skill tree. It's the same as me arguing that I have to spend more skill points than you do to get the same combat skills






Wasn't talking about combat professions, but the other professions that have crafting abilities, like medic/bio-engineer etc, that have the potential for merchant business, just as much as WS/AS/DE/Tailor/Chef etcI agree with you about Marksman-BH/Brawler-TKA etc, as nothing from those professions will produce saleable stuff.




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You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
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