Merchant Archive
Thread: Vendor Maintenance Fees coming – your input request
after testing a bit around with vendors,
i found out that it would hurt totally the businessmen if u introduce such fees how u plan to do it q3po.
it might be fine for the vendors from business 3 and 4 line in artisan tree, but for merchant vendors its big kick in the b...
a money sink yu should not dump on just specific classes. in this case u hurt the economy hard, the ppl cant have stocked up vendors for reasonable prices and prolly prices go even lower just to prevent heavy maintain rates.
not to speak from architects, we got seriously problems with this economy, we get low cr/per used unit anyways. but we use tonns resources on structures and if we sell them (well try to) then the prices are high.
example a heavy harvester for like 120k, we would have to pay by days more maintanance for vendor then we could even sell.
pls keep in mind, that we architects will soon not sell much, cause market is fit and all got their buildings, when we even cant profitable set up vendors cheap to just give at least customers a choice of buildings or furnitures then the economy gets hurt also badly and for us architects a vendor would become worthless.
i suggest change if u really need to the maintain rate then fixed a bit higher like 5 instead of now 1, thats 500% more costs and u got your money sink, but a fee depending on the items in the vendor seems not reasonable, it only destroys varity of what people would offer to the customers.
please think very careful about it. so a bit higher maintain rate would serve your money sink but wont hurt the economy like your price / 1000 every 45 mins. thats simply not really acceptable.
if you want a money snk, raise travel costs, that effects at least all players not only a specific class.
Maybe make it based on number of items on the vendor, instead of the total worth. This way it wouldn't kill architects and people who only deal in low volume, high value items.
The sales tax idea is good too, and this is consistant, so can be passed onto the buyer, just like real life
Maybe something like 5%
Say you have 3 PA's for sell at 500k each not that anyone would, but still. 1.5million credits/1000*32 means 48,000 credits a day. Madness.
It is my opinion that Vendors should make a small paycheck, say 1k -100 cr a week. ( depending on level of Merchant )
After that there is a comission that a vendor makes on a sale, say 5% - 1% depending on the level of the Merchant. That fee is assessed at the time of the sale, not on a weekly basis.
That would be fair, would be a pay based upon the price of the units sold, and not kill profesions based on the nature of the business they are in.
FIX BULKY VENDOR MAINTENANCE!
I'm a master Doc with a clinic on LOK, I also sell stims. I have Business 3 I can have a bulk vendor. I place it; it say maintenance rate of 1. Good that's fair.
I put in a couple crates of stims it says Maintenance rate of 100!!!! I put in a couple more it says Maintenance rate of 250!!!! For a vendor! Im out on LOK I sell maybe 1-3 crates a week. Is this right?
Why is my house a maintenance a rate of 8 but a vendor 200??? Is this a bug? Is this the way it's supposed to be? Devs what are you thinking? At this rate I lose about 10K a week!. What good is having the lower business classes if you can't even have a single vendor?
I had to take down my vendor because I just couldn't afford to pay the maintenance on it and I have to be away for 4 days so I don't want it to burn to the ground with all my stock in it
Arrg!
This is forcing myself and several other to become novice Merchants just to place a single vendor. And that means I'm now competing with other legitimate Merchants.
Imagine if only architects could build a house or place a harvestor. What would that do to their profession?
If you want a money sink then make it so merchants can sell vendors. I'd pay 100k for a vendor that had a low maintenance rate. At least then its a fixed rate that I can budget for.
How much bigger does this thread have to get before the devs do something!!
some possible ways for a "money sink" that would effect everyone and not just merchants (or business3 merchants)
- increase travel cost. everyone travels. everyone would be effected
- npc vendors selling crafter components. fiberplast panels, nightsister segments, kryant (sp?) dragon scales, etc
- increasing maintenace of housing. most everyone owns and wants to own a house
- increase costof using the bazaar, even a 5cr increase will pull a significant amount of money from the economy simply from the sheer volume of merchadise flowing in and out of the bazaar, and again, most every one uses the bazaar
and finally, although nottechnically "money sink", but a very important point if you're lookign to spihon money out of the economy in a FAIR manner that will effect all. (currently that is not the plan by targetting vendors as a "money sink", but i stress again that it SHOULD be the plan)
- decrease payout of missions. this is where the money enters the economy. controling this number controls the economy at large, effecting everyone and everything
just my thoughts on a very unfair money sink. unfair to merchants already struggling to make a buck
Q-3PO wrote:
Total Listed Value of Items on Vendor / 1000 every 45 minutes
Well your current thinking on the matter would empty my bank account and put me out of business in 2days!
If you want to add a money sink at the "transaction" phase.. then charge a tax to the purchaser on every transaction!
Why in the world would you even consider putting a system in place that only penalizes the vendor and makes it so ONLY the most popular vendors would be able to afford to stay in business? I run a small shop, I have about 1.5 million in stock value andsell about 100-200k a week in good from it. Thatsis turning over about 10% of my stock each week, which is good. It allows me to offer my customer a decent selection and have enough of the items they buy in stock at all times. Keep in mind thatit cost me a pretty good chunk of change to even create those goods in the first place.. they were not given to me for free.
So your proposal is to charge me 378,000cr a week to maintain my vendors that generate 100-200,000cr? No offense, but what are you people smoking down there in San Diego? Its not like my vendors are over stocked, turning over 10% of your stock weekly is considered pretty good in most business circles. If your answer is for me to carry less goods, then tha puts me out of business, because the only reason my customers shop with me(my shop is outside one of the lesser travelled cities) is the selection and low prices on the same quality goods they could have purchased from a merchant outside one of the big cities.
Implement a system that funnels the credits out of the people who actually have them... THE BUYERS!
DO NOT implement a system that will put me out of business or make it so unprofitable that there is no point in doing it anymore!
Q-3PO wrote:
What do you feel it should be at? How much should it cost to maintain your vendors? (answering zero is the same as not answering the question at hand by the way
The answer to the question is ZERO and that is a valid answer. I had to work up one of the longest skill trees to master to get where I am. I also have to "buy" goods from other players to stay in business, which means that even I participate in the economy, but you make it sound like I am the stopping point for all credits in the game and my bank account should be tapped to remove them.. which couldn't be farther from the truth.
Tap everyone evenly like I suggested above with a direct sales tax, that poses no threat or ill effects to any particular class orstyle of play. Just make sure you add the same tax onto all bazaar transactions as well, so it can not be used as a means to undercut vendor merchants.
I wish more people would post their thoughts in this thread. Seems 35 pages and 850+ posts just isn't enough to get the Devs attention.
Itwill becheaper to sell things on the bazaar if they activate the (total)/1000 per 45 min idea.
I sell stims on one vendor. A single 1000cr stim would cost me 32credits per day to sell. I could put it on the bazaar for 20cr for 7 DAYS. Thats 224credits for a week on vendor versus 20credits fora week on the bazaar and more people see the bazaar than my vendor.
Honestly, I cannot believe that a Sony rep would even THINK of posting something like this. The idea of adding a money sink to us boggles me. They have no CLUE how this game runs. None whatsoever.
"Other people are making so much money too fast so we are going to take it away from you merchants". Sounds like California Economics to me.
I have to agree, if they put in this type of maint equation, I will sell back merchant and work on combat skills.
Hailene Da'Covale
Novice Merchant/Weaponsmith/Smuggler and chaser of resources
Naritus Server