Merchant Archive

Thread: Vendor Maintenance Fees coming – your input request

Veers_Intrepid
Mon Sep 15, 2003 12:08 pm
#794

st

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.





Veers - Master Architect / Master Artisan / Master Droid Eng. / Merchant from Dantooine (SWG Beta Tester)
Customer: what i can do with a droid? DE: hmm i dunno, but they are cute ask a Dev
Foxtrot359
Mon Sep 15, 2003 2:25 pm
#795

stI are you figgen joking or what, I had a terminal vender with 100 guns on it, AND IT WANTED 5K AN HOUR TO KEEP MY GUNS UP FOR SALE. So now your telling me that the NPC venders will be ripping me off 5K an hour like the terminal vender was. Whatare you DEV's a figgen moron or what, for you have no idea on what a business is or how to run one. Did any of you ever played the game you made or ever reseached a business.



David Mann
Nibiru420
Tue Sep 16, 2003 8:06 am
#796

st

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.





----
Pogo,
Master Doctor, Master Combat Medic, Crappy PvP
Kauri Server

"Her bouquet cleaved his hardened shell, and fondled his muscled heart ...
He imbibed her glistening spell, just before the other shoe... fell"
-An Unknown 20th Century Poet
Gmidd
Tue Sep 16, 2003 2:48 pm
#797

stGood lord, are you trying to make everyone go with a Melee Character? Use your formula and you'll get exactly that.



___________________________________________________________

Ty'Ogan Teja -BBF- (Twi'lek - Master Rifleman, Lowca)
Desert Tribunal Fleet Commander (PvE Division of BBF)

Trygg Mynes (Human - Master Architect, Kettemoor)
bTM Designs & Realestate (Retired)

Dayln
Tue Sep 16, 2003 3:17 pm
#798

ue

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.

PrimaDonna
Wed Sep 24, 2003 6:59 am
#799

st

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!!

enoughBUGSalready
Thu Sep 25, 2003 3:27 am
#800

st

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




Endos Partrician
-Merchant, Politician, ATIF Officer
KwoungSy
Thu Sep 25, 2003 9:00 am
#801

st



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!




::: Dragon's Call Mall :::
-6700 -5100
Dragon's Call, Tatooine - Test Center
Omou Eif'Kre - Proprietor


KwoungSy
Thu Sep 25, 2003 9:12 am
#802

st




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.




::: Dragon's Call Mall :::
-6700 -5100
Dragon's Call, Tatooine - Test Center
Omou Eif'Kre - Proprietor


PrimaDonna
Thu Sep 25, 2003 1:52 pm
#803

st

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.


EwokMuffin
Fri Sep 26, 2003 10:30 am
#804

ue

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.




Visit FoFF Industries on (Chilastra) Tattooine South west of Bestine. -1814, -4614 for Stims, weapon powerups, harvesters, and resources.
Songe
Fri Sep 26, 2003 9:45 pm
#805

eqI thought that they changed their mind and decided of another way of counting maintenance, however I have yet to see a confirmation and even less a date. If I am to lose all my inventory suddenly when they decide to change it I would at least be warned a day or two before. In all honesty though I have 1000 items on my vendor and if they decide to put a maintenance cost based on the number of items and/or their value I will drop all my tailor/merchant skills and start doing something else. And I don't think there will be a lot of tailors left around.



------

Novice Lekku Stomper
Ruuka_Eno
Sat Sep 27, 2003 2:53 pm
#806

st

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

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