Merchant Archive
Thread: Vendor Maintenance Fees coming – your input request
Lol, in a lesson of real world economics, all that will happen is that items will get more expensive as merchants pass these costs along to their customers. Those who don't give up and quit.
You'll also see more person-to-person transactions. More poor design decisions guys. There is already too much money in the game, anyone who has it is going to be able too figure out how to keep it. Its the new players you are trying to control.
I can't say I figured the 1c/hour would actually last, butone thingsfor sure:
- There needs to be some scaling to take into account that starting merchants won't likely do the kind of volume that a well established one will... if someone is just running a small shop with 8-10items sitting on a shelf all week, how should they be expected to pay the same rates as someone who sells8-10 items a day. The system should be BASED ON WHAT YOU SELL, not what you have in stock.
If the system that charges for what I DON'T sell is implemented, I assure you I'm FIRING my vendorheading back to a mail-order system I was running previously. I'm still a novice merchant, but no matter what I have in stock... the ability to "display" mymeager wares is nowhere near as valuable as a day's maintenance for a medium harvestor, ESPECIALLYif the vendor didn't sell anything "displayed" that day.
Vendors should have a very low base maintenance and charge a percentage (say 5%)for each completed sale. This will makevendors affordable for starting crafters while still beinga huge money sink.
Charging enormous fees based on total stock value will destroy some of the crafting professions. For example the 3.2% of stock value / day would require someone that has a 50% profit margin today to have an average stock time of one week or less to maintain a 25% profit margin in the future. For most crafters this is not possible.
I understand that you wantpeople to stop using vendors as storage to limit the stress on the database. Vendor maintenance based on stock value will accomplish this, but it will also drive many of the non hardcore crafters out of the market.
Just my two cents on this issue
I wasn't aware that NPC vendors were broken. I worked up to novice merchant and placedtwo NPCs because I thought they would look better. I am a master tailor and I have one labeled Clothing (which has scraps and other things) and one for Special Orders (for items that people are picking up while I am not online or for TEFd or just overt customers). When this change happens, my solution will be to remove my clothing vendor and just stick with the Special Orders one as it rarely has more than 10k worth of items on it for more than an hour as I largely craft on demand.
I worked up the business tree in order to have a vendor so that I could sell items when I was not in my shop, not to have it leech all my money away and not to store items on it... *blush* though I did do that for a few days when they goofed with the house limits..., As if Merchant EXP didn't come in slow enough, there is very little reward for going up the Efficiency tree... I was about to hit Efficiency IV when I surrendered all of it and justkept Novice merchant because the "reward" for getting that far was not worth it to me. I am against making player pay MORE for something that we put skill points into. Making crafter classes pay more for their vendors is like making combat classes take more base damage for getting better at fighting.
On the storage issue... it takes roughly 24 skill points (if I am not mistaken) to even be able to get a vendor... if someone wants to place one and "store" things in the "Store room" because they are a stuff-a-holic... WHO CARES!? They put the skill points in! Let them do what they want with it. If people are using vendors for storage that OBVIOUSLY says something about the conservative item limitsthat have been imposed on homes. My PA Hall doubles as a show room.. and after laying outa nice selection of clothing for customers to viewand arranging a nice furniture lay out in the 2 main rooms on the ground floor, I have 20 items left that I can place. And I have 8+ rooms left to decorate.
And on the money sink issue... I DID become a crafting class because I wanted to have fun.. and don't get me wrong.. I DO have fun... But i don't want to sell my fanny off (and I do) and spend all that time I did getting to master just to barely squeak by ona day by day basis. I want to make credits... LOTS OF THEM...combat classes want to fight... they like to fight... they have fun when they fight. But guess what? They want credits too! And you aren't making them pay to hit the refresh button when they get lousy missions listed. So why make me pay because I am a lucrative business man, I try hard at it, and I do very well? A lot of classes complain that crafters charge too much for goods... or that the crafting classes make too much money. Well.. that's why they got into crafting. Other players choose combat so they can hit harder and get new techniques or help out in the GCW..., Even other choose to heal and perform so that they get new songs, new dances, and heal better so they can get nice tips and buy things. Well, we craft to make money... and we do. What difference does it make to the Devs if a Master Armorsmith is sitting on 50mil credits? If you can afford the goods (very easily for most I would say with a lil patience), then who is really making all the money? You have to spend your money for us to get it.. right?
I have put lots of money into my tailoring career... and this move to impose a penalty on me because I am making too much money in a "player driven economy" is stupid and baseless. Doesn't sound very"player driven"to me....,
Thanks,
Lolan, Master Tailor/Bio Engineer
Leader of Muse, an Artisan/Entertainer PA on Ahazi
Come check out my show room on Naboo, just north of Moenia. Send a mail for a waypoint ![]()
It should be a % per sale. I dont want to spend all my game time talking to customers, I like to do other things too. For someone who doesnt sell all there items right away, this is going to kill them. This is a stupid, ridiculus idea, do you guys actually play this game? And A reasonable % per sale too, most people are saying 5% I would like it to be even lower, but even if you do listen to us, you'll probably makethe %higher....this sucks
Well about the formula, Total value of items / 1000 every 45 minutes. Your basically crushing new crafters wanting to use vendors with this. Someone that is not well known is not gonna be able to afford 100 credits every 45 minutes to a vendor. Where as people that are already established and have a customer base are gonna laugh at this amount.
So your in fact discouraging the use of vendors and the merchant class period. Because less and less budding crafters are going to want to use vendors. If a change like this went into effect, well when it goes into effect since its already been decided that it is going in, I'll just put one item on my vendor for 1credit saying to email me or send me a tell because I can't afford the extra costs on the vendor. Then I'll make the transaction by hand and bypass the supposed money sink.
This will give me access to the only good features of a vendor for a nominal fee. The only thing that will be unavailable is offline sales. But I stand to loose more money than I would gain due to vendor fees at that formula.
I personally believe you should make it so the vendor takes a certian percentage of the sale and has the current maintenance on NPCs. This way money is still coming out of the economy on every vendor transaction but it isn't crushing a new budding crafter with fees while they arn't making any sales.
1.000.000$ worth stuff = 32k$/day maintenance.
1.000.000$ of maintenance = 1.000.000$ worth stuff on a vendor during 31 days.
I'd prefer :
Total Listed Value of Items on Vendor / 1000 every day
Thoose prices are a joke right? there is no way I am going to stay a merchant with that kind of absurb price on a vendor that is broke to begin with .Even if every feature in game worked which it does NOT merchant tree is still one of the weakest tree in game . the plantary map and ad is a joke the cost if way our of line for so little effect . you bascailly have a store vendor that is forced to be far away from a city or traffic area due to the no build zones. making a vendor diffuluct at best . As for the other branches of the tree next to wothless even if they did work which agian they are bugged (ad barking broke, plantry map broke,uniforms broke)
If you go ahead iwth this step you might as well delte the merchant proffesion just you did the miner ,farmer and the indrustlist this will be a death blow .
I am a amour smith , in a fairly large pa I went up the merchant tree simply becase no else wanted to or did and seen ZERO benfit and so many bugs they dropped it . usually I have about 200 300 k in items on my vendor there is NO way i will pay 10 k a day that is just stupid . I will drop this profession like a bad habbit and quite possible the entire game I have no desirre to run around playing quake ,every day and refuse to stand in a town hall spamming like in EQ tryingot out spam 40 other players and that is what you will get if you follow thru with this .
why not trying creating more items for players to spend there money, or only letting player take ONE mission instead of two there aroe so many way to do what you are wanting with out targeting a small profession whihc will not achive your goal in my opinion . tehre are so few items now that a crafter can make is no wonder so much credits are left in a players bank
bottom line this is a not only a bad idea but the worse one I seen even in beta and you all have had some bad ones .
Looks like the votes are in, back to the drawing board for you SOE!
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With that kind of absurd fee I'll have to think about closing my tailor shop. I have dozens of items in my vendor to allow my customers to have a decent choice, because I can't be around all day to take their orders personally. I just hope this is a joke, or a lot of shops will dissappear, especially the shops of casual players.
How to handle vendor Fee's for the DEVS:
1) Why should anyone who sells for less than 3000 credits use a vendor. Go to the bizzarr and sell items 20 credits 7 days. Costs should be in line with these charges.
2) Increase Maximum on Bizzarr from 3000 to 50000 credits with fee charge to lister of 5% minimum same
3) Flat Fee charge on Vendors -- 600/day (400 with efficiency) plus Commission payout when item bought or sold 5%
Result cost of goods will increase while, pulling more out of game.
Final solution, FIX duper exploit!!! That's where most of the prob comes from illegal duping of resources
I am just about ready to panic.
My shop is a very stable part of a settlement which is growing leaps and bounds..Shops bring character and content to the environment. I make a habit of going there each day and customers have come to know us and appreciate our selections and help that we offer freely to new home owners and travelers alike. Since we have been in Moenia north, I have seen this small settlement turn into a thriving and vibrant community.....just what we had hoped for. The shops here are the heart of this community and are what bring the people to settle here and carve out a nich of thier own.
If this tax goes through as you precieve it now with no changes. I will be paying approximately 20k a day in maintenance fees on top of my shop fees and the devistating resource shifts...3 in the last 5 days.
I will shut my vendor down. I will grind to finish up my last couple boxes (which I have not actually had to do I try to stock my vendor and hope I sell enough to keep working each day.) and then I will go hunt. There is no way I or any other merchant friends I know can handle such a tax and feel that being and Architect, Weaponsmith or tailor and any other craft will support this upsurd idea. I have a very nicely decorated shop that we had to PASTE BACkS PACKS on the WALLS WARNING folks on the VENDOR BUGS and how to get around it. FIX the vendors! Fix the factories! Fix all the other BUGS that PLAGUE the economy before you start jumping over CREDITS to fix your DATABASE.
Your nuts if you don't think we see that this is a database situation and has nothing to do with the economy.
Keep it up Devs...your riding high now with 250000 + players...you know how quickly that can turn on you....
Piah Moonshadows
Moonbows Weaponsmith and Architectural Supply
Moenia Naboo
I am a player whogenerally has a couple of hours to play a day, I have found the current structure with venders and artisans quite challenging for this fact as people I have met quickly pass by me in experience and generally have more wares to sell. Until now I have been undaunted by this fact, but with these new rules in place I admit I will be considering leaving SWG entirely. I havelooked for an online game that offers the dynamic player driven economy and I have enjoyed many elements of SWG, but since my chosen profession for my primary pc is merchantand I do not have the wares or the time to gather the credits to maintain my venders I will not continue to play him.
I believe there has to be a fairer way to remove money from the system then making the venders cost more to maintain, yes you might get money from the big guy, but you are hurting those little guys who are the home town shops. Here come the Walmarts say goodbye to Mom and Pop.
Man of Bivar
Barnie ---Kettemoor