Merchant Archive
Thread: Consignment, is it an endless cash machine for merchants?
- The payment of a note without an owner may be skipped until the next payment date (the requirements to be paid must be very clear in the patch notes and holocron),
- The payment by the borrower could occur when the owner selects "collect" from the Note's radialafter the scheduled payment.
- Or the payment may be declared to acrue to the note and stay with that object (like harvester maint) until withdrawn buy the holder ("clip coupon" command?).
I would prefer the latter solution.
I really like the idea of a whole new sub-game for Merchants. Some could specialize as bankers who bought and sold Notes. Someone who wanted to help newbies get started could accept high risk Notes from them, and get paid back sometimes. A Merchant would have an easy solution available for the guy who claimed to be a little short on cash to pay full price. Lots of benefits, even if the system is a little complex to implement.
p4Samwise wrote:
When trying to make a system grief/exploit proof, bear in mind that SWG credits currently go for about$20 per million on many websites. If it's profitable to start up an SWG account, take out a million creditloan on each server, "launder" the credits by trading them to another account, and then cancel the "fugitive" account (or maybe just delete the character and start over, depending on what the system allows), and then sell the credits for real-world cash, someone will do it. In large numbers.
Based on my system, work needed to make $20(I'd say a million credit loan would be absolute maximum at master merchant, if not less)
- Buy 5 accounts ($75 / month)
- AFK Level one of them to master merchant using the other four to afk view the vendors (since there is no method on record to specify which vendor you want to target you cannot level all 5 using the other 4 to afk view 4 vendors in turn) estimated time 2 weeks (I have seen it done quicker using access fees and merchant tents, but thats not afk and still took 10 days)
- Grind sell- buy loop to increase actual credit rating to maximum, estimated time 1/2 day (can't macro this)
- Use credit to buy item at 1 million credits
- Make $20 dollars selling credits
- Delete merchant character and start again.
Money made every month $40, costs $75, loss $35
I still say it could work
That's the key. The merchants risk their own money and reap the rewards. If a merchant lends 1 million credits to someone who sells it on eBay, it's their own fault.
Haruspex77 wrote:
I really think the key element of a SWG banking system is that it not involve system created money, but only player owned money being loaned at the owner's option.
Padre
Songe wrote:
That system is too complicated for not many benefits. Besides, we are merchants, not bankers.
I think the goal is to make merchants a more varied and active profession. Part of the problem with consignment sales is that it is nearly a completely passive skill. Suggestions such as the in-game auction system and moneylending potentially add variety to how a merchant can be played. Despite smugglers not really being able to smuggle, the thing that makes them a very interesting profession is that they have 4 very unique abilities and playstyles in their 4 skill trees (faction point broker, slicer, combat, crafter). I welcome any active skills that they can give us that fit into a broad definition of "merchant" (and bankers are merchants that effectively buy and sell money). I don't want us to be just about vendors (particularly if that becomes passive).
That's not to suggest that we don't need a whole lot of vendor help.