Merchant Archive

Thread: Anti-Trust: Why in-game Monopolies are pure fiction.

cinnamon_tsunami
Thu Aug 12, 2004 10:17 am
#92






Wire3k wrote:





Gavvot wrote:
Bah, it's the law of evolution : adapt or die. works in MMORPG quite well too.

I still don't get why it's that hard to restock a vendor more often.

It's just puting item for sale and setting a number once per item, it doesn't take hours.




Actually stocking a vendor isn't that difficult. Making (or acquiring the right stock) and figuring out WHAT needs stocking takes awhile.


The biggest irritation is getting a tell in the middle of nowhere from a customer that wants you to drop what you are doing RIGHT NOW - and run back 3 planets to make them X. If X is on the vendor - problem solved. If X is not on the vendor you either have a major interruption in your schedule or an unhappy customer. By having sufficient and varied stock - I rarely ever had to drop what I was doing that second to try to make a customer happy. Of all the crafters I've met - that one aspect alone has driven more of them out of crafting than any other, this is not a good thing. No one wants to - or reasonably can be expected to be chained in their shops 24/7.


As dedicated a crafter and shopkeeper as I was, even I had other business to attend to in places other than my shop. I can only imagine folks that also like a little adventuring or hunting thrown into their schedules.


No, sorry - this is a killer. Kill the distribution methods - you kill craftsmen, kill craftsmen, you kill the game.



that is so true! so simple, but they appear to be bent to do it anyway. i will hate to leave, but i play for fun. when it becomes work, it is dead for me.




the dog ate my sig


Cafa
Thu Aug 12, 2004 10:20 am
#93






Avair wrote:






The solution is a Bazaar system that lets you search and buy from (but not necessarily take delivery from) PC vendors, from any Bazaar terminal on the planet or (preferably) in the galaxy.




I suspect this would actually make it worse for new crafters, asit creates a perfect market where it would be extremely easy to find the absolute best goods, which new crafters won't be able to create for a while. It would make entry into the marketharder rather than easier. Perfect markets don't exist in real life, I'd be really leery of creating one in the game.








I've thought about this, often. I would be against this because of exactly this reason. I want people to become architects on Tempest. The only way they get there is plopping down a vendor and having someone look at it instead of mine. Global searches would kill this exploration and happenstance finds.


Fivo Asia




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Sigrun
Thu Aug 12, 2004 10:39 am
#94






Cafa wrote:





Avair wrote:






The solution is a Bazaar system that lets you search and buy from (but not necessarily take delivery from) PC vendors, from any Bazaar terminal on the planet or (preferably) in the galaxy.




I suspect this would actually make it worse for new crafters, asit creates a perfect market where it would be extremely easy to find the absolute best goods, which new crafters won't be able to create for a while. It would make entry into the marketharder rather than easier. Perfect markets don't exist in real life, I'd be really leery of creating one in the game.








I've thought about this, often. I would be against this because of exactly this reason. I want people to become architects on Tempest. The only way they get there is plopping down a vendor and having someone look at it instead of mine. Global searches would kill this exploration and happenstance finds.


Fivo Asia







Yes, global searches would kill exploration for vendors and happenstance finds. It would also kill the frustration of running around to empty vendor after empty vendor and then maybe finding one that's charging twice what he should be, then more empty vendors until you give up and go to the forums.


I'm speaking from experience here. I just did it on multiple servers, including Tempest. It sucked, until I hit the forums and found what I was looking for.


What global searches enable is competition based upon the combination price and quality. No patience or excessive devotion is required on the part of the consumer. That is exactly how I want to compete against others who supply the goods I supply.


Going back to my forum experience, that was pretty much a global search of anyone who cared to visit that particular advertising opportunity. I wish I could have done it ingame. Would have saved me several hours of wandering and days of waiting for replies and I would have bought the same stuff from the same person anyway.




Ingame Names: Sif @ Bria, Chilastra, Flurry, Naritus, Starsider | Hiordis @ Kettemoor | Freya @ Tempest
Quotable: It's pretty freaking underwhelming when the story turns out to be you, alone, in a field, for two weeks, punching toads. | At least SOE lasted a year before they went Turbine on us.
cinnamon_tsunami
Thu Aug 12, 2004 10:40 am
#95






Bermag wrote:

I like this quote from Holocrons friday feature about SWG economy:


"For example, it's easy to see that just like in the real world economy, the chacteristic "Pareto Law" distribution of cash holds true: most of the money is in the hands of a few. This is a graph of just the top 2000 or so folks on Bria, for example - the highest folks are billionaires.


This isn't necessarily something to be discouraged by - rather, we take it as a sign that the game economy is replicating characteristics of the real world economy. Since one of our goals was to have a game economy that can provide ongoing interesting strategy gameplay, seeing real world patterns manifest is something we were looking forward to. "


So follow Holos advice and let the game replicate real word economy.






yeah!



the dog ate my sig


Cafa
Thu Aug 12, 2004 10:41 am
#96






Sigrun wrote:



Yes, global searches would kill exploration for vendors and happenstance finds. It would also kill the frustration of running around to empty vendor after empty vendor and then maybe finding one that's charging twice what he should be, then more empty vendors until you give up and go to the forums.


I'm speaking from experience here. I just did it on multiple servers, including Tempest. It sucked, until I hit the forums and found what I was looking for.


What global searches enable is competition based upon the combination price and quality. No patience or excessive devotion is required on the part of the consumer. That is exactly how I want to compete against others who supply the goods I supply.


Going back to my forum experience, that was pretty much a global search of anyone who cared to visit that particular advertising opportunity. I wish I could have done it ingame. Would have saved me several hours of wandering and days of waiting for replies and I would have bought the same stuff from the same person anyway.






Don't you think dropping them from the world map if the vendor empties would do this?


If not, what could possibly keep the lookers looking and satisfy you? I ask because I am sincerely interested in this concept.


Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Sigrun
Thu Aug 12, 2004 10:47 am
#97






Cafa wrote:





Sigrun wrote:



Yes, global searches would kill exploration for vendors and happenstance finds. It would also kill the frustration of running around to empty vendor after empty vendor and then maybe finding one that's charging twice what he should be, then more empty vendors until you give up and go to the forums.


I'm speaking from experience here. I just did it on multiple servers, including Tempest. It sucked, until I hit the forums and found what I was looking for.


What global searches enable is competition based upon the combination price and quality. No patience or excessive devotion is required on the part of the consumer. That is exactly how I want to compete against others who supply the goods I supply.


Going back to my forum experience, that was pretty much a global search of anyone who cared to visit that particular advertising opportunity. I wish I could have done it ingame. Would have saved me several hours of wandering and days of waiting for replies and I would have bought the same stuff from the same person anyway.






Don't you think dropping them from the world map if the vendor empties would do this?


If not, what could possibly keep the lookers looking and satisfy you? I ask because I am sincerely interested in this concept.


Fivo Asia






OK, so the empty vendors aren't on the world map. That's a nice start. It eliminates about 50% of my problem.


The other 50% is comprised of:


  • The vendor has stock, just nottheitemI want (i.e. no Fusion Gens). Wasted trip.

  • The vendor has stock, but is insanely overpriced (i.e. FIG's cost 250k). Wasted trip.

  • The vendor has the item I want andisn't overpriced, but the item is a piece of junk (i.e. FIG BER 8). Wasted trip.

I can save myself (and my customers) all these wasted trips ifwe can buy the stuff on vendors right from the bank in Coronet.


As to the argument that newbs won't be able to compete on qualtiy, well, that's right in some cases and wrong in others. In all cases, the competition is about PRICE + QUALITY, not necessarily just quality. It's also going to make the newbs think about what they can produce with reasonable quality for a reasonable price - be SMART about their business. They play smart, they'll grow.





Ingame Names: Sif @ Bria, Chilastra, Flurry, Naritus, Starsider | Hiordis @ Kettemoor | Freya @ Tempest
Quotable: It's pretty freaking underwhelming when the story turns out to be you, alone, in a field, for two weeks, punching toads. | At least SOE lasted a year before they went Turbine on us.
cinnamon_tsunami
Thu Aug 12, 2004 10:50 am
#98








Gavvot wrote:
The biggest irritation is getting a tell in the middle of nowhere from a customer that wants you to drop what you are doing RIGHT NOW - and run back 3 planets to make them X. If X is on the vendor - problem solved. If X is not on the vendor you either have a major interruption in your schedule or an unhappy customer. By having sufficient and varied stock - I rarely ever had to drop what I was doing that second to try to make a customer happy. Of all the crafters I've met - that one aspect alone has driven more of them out of crafting than any other, this is not a good thing. No one wants to - or reasonably can be expected to be chained in their shops 24/7.








My usual answer to people when what they want is not on my vendor and I'm busy : send me a mail with what you, I'll do it asap.

When I go back to my shop, I do the order and send them a tell.

The usual answer is : wow, you're fast. Even if the order is done a couple hours after they made it.


i don't have to do that, since my vendor is stocked. and it would be impossible for me, since i usually only get to play for a short period of time between other responsibilities.







Have you actually ever stocked a vendor? If so, what were you stocking.

Last night I stocked a full run of sliced comp armor (about 500 pieces). I have a pretty simple pricing scheme for sliced comp, but it still took me half an hour (and I'm a damn fast stocker). Before I really got stocking down, it would take me three times as long.

No one is argueing that crafting isn't fun, or that the dealmaking of a real merchant isn't fun. What they're saying is that with the horrid interface of the current vendors, restocking is not fun, and having to do it more often is essentially not having fun more often.







Yes, I do stock my vendor. Droid and accessories.
But I never stock 500 items at once, for alot of different reason.
I just make sure that I have about 10 medical droid, 2 or 3 of each crafting droid, enough battery crates, enough BH droids, enough custom kit.


not a vary big selection. sorry, but this would not cut it as an architect or a dedicated artisan.


But my vendor almost never have more than 100 items on it, mainly because I don't like the next button.


i personally don't like to shop where there is not a good selection. fewer than 100 items = not much of a selection to me, and to a lot of other people.

Some days I have to do a big restock, and it take a little more time because I have alot of different items to restock.
But most of the time, it take me a couple minutes max.


one item every 5 seconds = 24 items in 2 minutes. unless i am stocking a lot of the same thing, five seconds is not enough time. for me.


Going to the factory behind the shop, pick up items, go back in shop, put item for sale, end of story.

I have to agree that the current vendor interface is bad, not only for stocking.


it is bad if you need to know when your stock will go out, and if you have multiple dissimmilar items. not 20 or 30 items, as you seem to stock, but a couple hundred of different types. it is clunky and slow. and if server traffic is high, it can be pretty laggy, although that seems much better latey.


I know they already did some modificatons to it on TC, and I hope they'll do more.







For the specialization comment from Jef, I think it was directed to me.
And I don't take offense from it.







I can deal with bugs and that devs are not able to finish making stuff like combat revamp. But I can't stand stupid ideas like they want to "limit monopolies" by having limits on stacks, storage and vendors. I can (almost) even accept that they must have limits because of technical issues. But not becuase they want to control how we gamers want to play and instead play they way THEY thinjk is the correct way.







Control how players play the game is their job.


that is simply not correct. if controling me is their job, they are illsuited for it. their job is to make the game entertaining and fun so that people will pay to play it long term. this change will not affect small volume vendorswho list a limited array of items (such as you discribed for your character), but will have an adverse effect on those of us who count on variety to attract our customers.










the dog ate my sig


Deregen
Thu Aug 12, 2004 1:18 pm
#99

What a very interesting discussion.


I don't believe that either monopolies or oligopolies really exist in SWG. AS evidence, here is my story.


I started at the beginning as did many others. But I made some mistakes.


Since at the time there were several large crafting PAs active on the main worlds of the Naritus server. The few independent smiths on the big three worlds wre people who had 3-4 accounts and all day to play so that they could keep up with the PAs. I decided that I didn't want to try and compete with this madness, and that I just wanted to craft things and see people use them. So, I set up shop on Talus.


While this seemed like the right thing to do at the time, it ultimately meant that it took me nearly 6 months to master weaponsmith. I very nearly quit the profession because I was getting sick of having to run destroy missions just to pay my maintenance every week.


It wasn't until a friend convinced me to move to Naboo and join his PA there that I actually started to enjoy my profession. I realized the main source of my frustration was that I was looking in the wrong place for customers.


Since then, I have managed to become a very good weaponsmith. I continually hear my products talked about in the same conversations as those of the "big-name" smiths on the server. Even by people who don't know me. I have stood in the coronet and theed starports on alts and overheard players talk about the neat little weapons shop they found on Naboo, and give the waypoint to my shop to their friends.


I don't advertise, I don't play more than about 20 hours a week if I'm lucky, and yet I am able to remain comfortably competitive with the big guys. And I only have 10 experimentation points.


I understand why people complain about high prices. I remember the day when a master scout blaster was 10k in most places. That day is long since over, at least on Naritus. In fact, several of the big crafting PAs got forced out of business because a bunch of independent smiths, just like me, began undercutting their prices.


The nature of a market economy is such that someone, somewhere is always going to feel like they are paying too much for a good. But in my experience, oligopolies have a very limited hold on the economy in SWG if any. The problems that we face now are more along the lines of general oversupply and market saturationthan anything else, and prices are about as cutthroat as they're going to get unless and until something changes. There is a glut of crafters in SWG, when compared to their consumer base. Even established master crafters in the major population centersthat I know have watched their sales steadily decrease. To say that there are barriers to entry is mostly untrue. The only barriers to entry in a craftingmarketare the competition you face,andthe time investment you have to make for grinding and resources, and that has hit everyone equally since Week 2 of the game.being live.


Here are some tips I have for new crafters on entering the market:


1. Start on resources early. Don't grind up to master and then expect to buy what you need. Plant harvesters and gather everything you can - even if something isn't quite the best, if it's good, get it. This way you will be positioned so that when something really good does spawn, you can jump on it quick, and likewise, even if you don't have the best, you'll still have decent resources by the time you hit master.


2. Forget the bazaar. No one really looks at it for anything serious. Forget owning your own shop too, at least at first. With so much competition, the only way to draw customers is through convenience. Find a mall with lots of other vendors and put your vendor there so you can start building up sales.


3. Get away from the big cities. You are setting yourself up to fail if you think you can compete with established masters in places like Coronet or Theed. Find a player city or somewhere that doesn't have a lot of competition and set up there. You stand a better chance of pulling customers in if your vendor is one out of three in the local area than if its one out of 30.


4. If you're in a saturated market, be prepared to operate at a loss for a while. I do not envy anyone trying to get into weaponsmith right now - it's just not a good situation. Armorsmith is likewise bad. I don't think any of the crafting professions is in a good situation in that respect, but you stand a better chance at competing in other markets than in those two.


5. Team up with other crafters in your area. I work with another weaponsmith and we will pass orders back and forth - she doesn't like to have to do factory runs of things, but she is able to take on a lot of the custom work that I simply don't have time to do. Granted, having her around cuts into my potential sales slightly, but it's worth it because together we are much more convenient to our customers. We even share resources, schematics, and components with each other. That way, when some insane commando places an order for 16 million credits of heavy weapons (which happens more often than not), and it ties up all 6 of my factories for a week and eats through months worth of resources, we're still able to service our other customers.


6. Make friends with your customers, and don't be afraid to refer them to your competition if they ask for something you can't do. They will remember it and appreciate you for helping them out in their search. For a long while I didn't have the disruptor rifle schematic, and I would send folks to weaponsmiths in neighboring towns that I remembered as having the schematic. You know what, the next time those people wanted a T21 or a laser rifle, they came back to me - not to my competition.



At any rate, hopefully this information helps someone.



Trace Silverhawk ~ Smuggler & RSF Ace Pilot
(Elder Weaponsmith)

Darice Starshadow ~ Elder Shipwright
***Visit the Starshadow Foundation vendors, located at 750, 4950 on Talus, about 3k west of Nashal Starport***

SWG Community Contributor since 2001. Beta 1, Shuttle 1.
Avair
Thu Aug 12, 2004 2:14 pm
#100




The problems that we face now are more along the lines of general oversupply and market saturationthan anything else, and prices are about as cutthroat as they're going to get unless and until something changes. There is a glut of crafters in SWG, when compared to their consumer base.




Iagree with your diagnosis, based on the mostly ancedotal evidence I have seen so far. This would appear to confirm speaks to the low barrier of entry into the market. (Anybody can get in and start a business). The concequences for a 'failed' business are pretty low (Oh well back to missions) and many people just try if for fun. (Which one reason RL resturants are so unprofitable and fail so often. How many people think I would be 'fun' to run one).


What worries me is the cure the designer's are planning to put in to 'fix' this. They aren't removing the ability to produce massive quanitities of goods (assuming storage isn't a limitation), i.e. the BER 13 harvester and factories, just the ability to easily retail the finished goods.Successful crafters have figured out how to efficiently harvest, produce and sell their goods to get where they are.


Unless they just get disgusted by the additional interface yoke that developersare saddling them with and quit, they will find ways to get work around it. Hiring merchant employees to exclusively sell their goods comes to mind as an option, or pick up additional merchant accounts. Some people might quit, some people who are gluttons for punishment will stick it out. Prices will go up as artificial scarity is created for goods. Crafters who could keep a vendor stocked before (the primary measure of success for businesses so far) aren't going to magically gain the skill, time or inclination to do it now. Customers will have to devote more play time to running around looking for a well stocked vendor.


If SWG is hoping to level the playing field between the 'little guy' and the 'big guy', I think don't think it will have the effect they want. All it will do is increase the net pain the successful crafter have to bear in order to run their business. Shopping will become an inconsisant unrealiable experience.Before you would have99 empty vendors and 1 full one. At least you knew when you found that full one, you had a dedicated crafter you could rely on and return to. Now you will have10 sorta filled vendors, and the you will have to enter into backdeal negiotations with that crafter to get him to tell you when its going to be stocked, otherwise somebody else will beat you there and clean it out. Crafter reputation will be impossible to build and maintain, unless you want to play 24/7.


So SWG, congrats, the distopian vision of a niceegalitarian collectivistsociety, complete with artificial shortages, long waiting lines for goods and special privledges for the friends of the few remaining crafters will to put up with it is almost at hand. And its only one vendor limit nerf away.


May the force be with you, comrade.





Avair Darkwater
CEO, Darkwater Robotics, Tarquinas Server
Droid Showroom - Coronet (407, -5606)
Corporate Headquarters, Edge of Infinity, Dantooine, (-2851, 5283)

---
Anti-Trust: Why SWG monopolies are pure fiction.
---
Sigrun
Thu Aug 12, 2004 2:23 pm
#101






Avair wrote:

May the force be with you, comrade.








LOL!


If I ever find the "angel" I'm looking for, remind me to hire you for the economics portion of the project...




Ingame Names: Sif @ Bria, Chilastra, Flurry, Naritus, Starsider | Hiordis @ Kettemoor | Freya @ Tempest
Quotable: It's pretty freaking underwhelming when the story turns out to be you, alone, in a field, for two weeks, punching toads. | At least SOE lasted a year before they went Turbine on us.
joined42904
Thu Aug 12, 2004 3:34 pm
#102

Avair,


Thank you for your eloquent post.


And for your punch line.


I still think that the effect of the changes will be exactly what the devs intend. Many of the present successful crafters have enough credits that they may not choose to go through the hassle factor of dealing with lots of different merchants to maintain their present volume.


And I am far from certain that master merchants would want to be employees of crafters. The crafters would have it that way. But why would a merchant want an exclusive dealing employee relationship? Maybe if you are in the same PA you would want that. Otherwise why not just buy goods from whomever you choose and stock them. It may be that you would choose to buy weapons from only one excellent source if they were always available in sufficient bulk from that source. But it wouldn't make you that person's "employee." Because if another crafter built a better mousetrap and were reliable and more cost-effective, you might shift to that crafter. Heck I would.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
HalasterTheBlack
Thu Aug 12, 2004 4:57 pm
#103






joined42904 wrote:

Avair,


Thank you for your eloquent post.


And for your punch line.


I still think that the effect of the changes will be exactly what the devs intend. Many of the present successful crafters have enough credits that they may not choose to go through the hassle factor of dealing with lots of different merchants to maintain their present volume.


Sounds like you think the devs are doing this to get the established crafters to quit crafting (which would probably equate to quitting the game). What? You ARE stoned!


And I am far from certain that master merchants would want to be employees of crafters. The crafters would have it that way. But why would a merchant want an exclusive dealing employee relationship? Maybe if you are in the same PA you would want that. Otherwise why not just buy goods from whomever you choose and stock them. It may be that you would choose to buy weapons from only one excellent source if they were always available in sufficient bulk from that source. But it wouldn't make you that person's "employee." Because if another crafter built a better mousetrap and were reliable and more cost-effective, you might shift to that crafter. Heck I would.




Maybe you should consider an education in economics before tangling with the likes of Avair....





Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

VarnaxDespin
Thu Aug 12, 2004 5:04 pm
#104






HalasterTheBlack wrote:





joined42904 wrote:

Avair,


Thank you for your eloquent post.


And for your punch line.


I still think that the effect of the changes will be exactly what the devs intend. Many of the present successful crafters have enough credits that they may not choose to go through the hassle factor of dealing with lots of different merchants to maintain their present volume.


Sounds like you think the devs are doing this to get the established crafters to quit crafting (which would probably equate to quitting the game). What? You ARE stoned!


And I am far from certain that master merchants would want to be employees of crafters. The crafters would have it that way. But why would a merchant want an exclusive dealing employee relationship? Maybe if you are in the same PA you would want that. Otherwise why not just buy goods from whomever you choose and stock them. It may be that you would choose to buy weapons from only one excellent source if they were always available in sufficient bulk from that source. But it wouldn't make you that person's "employee." Because if another crafter built a better mousetrap and were reliable and more cost-effective, you might shift to that crafter. Heck I would.




Maybe you should consider an education in economics before tangling with the likes of Avair....






I am hosting one of those "annoying" poll posts and Joined42904 who we all know by now is a staunch support of lthe proposed limits. He used other toon's to try and sway the vote in his direction as well as make comments aimed at undermining my ethics and reputation.(undeniable supporting evidence he and Telumt are the same toon, and I suspect now "calmdown" is as well is in my thread.)


Becuse he is so petty and childish I suggest we all just ignore him from this point on.




Varnax Despin
Page 8 of 13