Merchant Archive
Thread: can this be addressed w/o being flamed
theonebountyhunter wrote:
I'm guessing you have never been an armorsmith. I've said this before, I don't have a grand scale business. it does well for what i do. but i like to keep 500k plus of certain resources on hand. whould u like to know why... b/c in the as business and i know in other proffesions also. there are resoruces that dont' spawn for months. and then there are somethat spawn every other week but don't ever have the quality worth harvesting for even longer. that is why we harvests as much as we can.
I harvest as much as i can so that way i'm not paying 10cpu+ i price my armor inexpensive and like to keep it that way. if i can keep the cost of resoruces down then i can afford to buy wooly hide
Well if you want to keep good resources then fine, but if I am reading the Devs intentions correctly, you can only keep 75 stacks per lot used for housing... That allows you to keep quite a few stacks of the good stuff, but not loads.
The other thing to consider is that maybe you're not supposed to be able to always make the best possible armour and that the Devs intended for those suits made with only top notch materials to be the exception appearing once in a blue moon at the time that many great AS spawns coincided?
The Devs said they never expected composite to get that good, maybe this is why, maybe they always expected half the resources going into it to be low quality.
I am only looking at things here from the POV of how I see the Devs original intentions for the game, I am well aware that the way AS, WS and other crafters run their operations these days they have storage issues. I am saying you are not playing as the Devs intended and that is probably why you have storage issues, the Devs obviously don't want people storing loads of stuff otherwise they would happily change stack sizes and crate sizes to save room in their database.
DragonScout wrote:
It isn't cheating, and until you show a post from a DEV saying it is exploiting the vendor system, stop bringing it up. The vendor system is working as intended when it comes to storage. The items can still be bought, so there is absolutely nothing to back up your claims of an exploit. You keep crying about this, yet where is your proof?
DingoBoi wrote:
Just for reference, my personal single harvest cycle 'best' was harvesting 18 million units of resources worth over 54 million credits. Now, all mine were placed on vendors immediately since I don't have to do anything with it but sell it at that point, but what's a crafter to do? They need to store these till they can be processed and turned into goods. Even working 24/7 on turning raw materials into goods would take weeks. So they are 'punished' for trying to run a good business.
theonebountyhunter wrote:
we may not be doing as the dev's had intended, but we are just playing the hand we were dealt. even when I use my 8 lots plus a friend 10. i can pull over a mil per shift. thats not even close to what others pull with static harvesters or guys like the eclipse power guy.
And, like I have said elsewhere, there is no possible way they could ever prevent them from being used as storage. Not without nerfing vendors or removing them completely. And by nerfing them, I don't mean item limits, because that doesn't really matter, I mean lowering the pricing caps, which would take away a lot of their effectiveness because then it makes them more like the bazaar which has a hard cap of 6k. There is absolutely no way a computer can tell if you are pricing it for the market, or pricing it for storage, especially in a player driven economy where some days an item can go for 2 credits, and the next 10 million.
I think giving more lots and more items per house would be awesome abilities for merchants and could easily be coded so that a merchant would only keep that bonus if they had skill points invested. But, I doubt they will raise the item limits on houses since they don't seem to want to increase storage space. And you could bet if they did it as a bonus for merchants, every crafter in the game would either be merchant or have an alt as merchant just for the storage space.
DingoBoi wrote:
true, but real companies can purchase more storage if they have the cash to do so
There is a big difference between reasonable storage and unllimited storage. I'd like to see reasonable storage for the crafter. Tis such a shame they can't even decorate their houses becuase of needing the space for resources.
Very true, and if this was a business simulation then your point would be very valid, however it is a game. In this game the "competition" for these crafters, who are trying to develop a large business and push their competitors out of business, are peoplewanting to "have fun" as a crafter making and selling their goods.
If a few dedicated, business minded people are able to produce enough high quality goods at an affordable price (a legitimate business practice i accept) to cover 70% of the market then it removes the fun from the more casual crafter who just wants to produce a few hundred items a week and sell them at a reasonable profit.
This is a game and it needs to be fun for all... If for a minority to have fun (run a billion credit business, dominate the market) it means that a majority loses out on fun then i'm afraid the fun of the minority has to be secondary.
p4Samwise wrote:
they'd have to really crank up the limits on house storage