Merchant Archive
Thread: Merchant Top 5 Issues
Jabadaw wrote:
I don't think it would be that hard to find someone within a given galaxy. When you do a /tellthe gameknows who's UI to send that message to. Finding someone via code should be a simple call to get their coordinates. As I don't know how the client code talks to the server, I can't be specific on how they'd do it, but it shouldn't be much different than a combination of something like /tell and calling/generating a droid on the customer's end, almost like they called it or a mob spawn.
Cut code, play SWG, sleep, repeat
Gotta Love It
Well it sounds like what you wanted was for the Merchant to place the tent and then transfer it to you. He can't do that because you are required to have Effiency IV to take possession of a Merchant tent. The only way to get one without having Effiency IV is to do what you did..which sounds like it shouldn't be possible or they would just let us transfer them.
I know you wanted a tent, but the tent is supposed to be owned by a merchant with Effiency IV. You can put a vendor in any strucutre. The merchant tent is supposed to be a perk for having Eff IV.
I agree though that we need in game advertising. Pex (The Events Team Lead) has talked about an in game events advertising system. I am hoping that if that ever comes true we might be able to get in on that system to advertise our services and shops.
Here is one solution that I came up with and some of you may like it and some may not. Once a Merchant reaches the Master (MM) level, he should have the ability to make/hire as many vendors as he wants and the option to lease these vendors to artisans and alike. How this would work, lets say an artisan does not want to spend the points to have a vendor. He approaches a MM and asks him to place a vendor in a specific location for the artisan. After the vendor is placed the MM grants the artisan vendor rights, like u can do with harvesters and it becomes the responsibility of the artisan to stock and pay the vendor fees. OK, so now u ask how does this help me? Good question. Just like in a city that sets taxes, a % would be agreed upon and for every item sold that % would be transfered to the MM. Cool idea, You dont have to worry about keeping the vendor up or restoking. Now problem. What if the MM drops his skill? Another good question. Then the vendor would revert to the artisan on the admin list and the % for the non-MM would drop to 0%.
For one i hate the Cap of 150 items, but I think that is one of the problems with the vendors today and that is how the DEVs figured to fix it. Secondly instead of caping the cost of items at 6K make it 10K, which would open the door for a few more items.
And last i read all these boards on how rich many of you became doing Master Merchant and then you complain that someone got to keep their vendor after they dropped their skill. Get over it. I agree that if you drop your skill the benefits like the droid, Merchant tent and all the reduced fees should be deleted. But here is the problem. The Vendor/NPC was hired and as long as payment is made he cant be fired or deleted. This falls sort of in line with your house or harvesters, it you dont make payment u lose them. I have no problem with anyone who has had the skill then dropped and still has there vendor as long as they keep maintaining the vendor its theirs.
Here is one solution that I came up with and some of you may like it and some may not. Once a Merchant reaches the Master (MM) level, he should have the ability to make/hire as many vendors as he wants and the option to lease these vendors to artisans and alike. How this would work, lets say an artisan does not want to spend the points to have a vendor. He approaches a MM and asks him to place a vendor in a specific location for the artisan. After the vendor is placed the MM grants the artisan vendor rights, like u can do with harvesters and it becomes the responsibility of the artisan to stock and pay the vendor fees. OK, so now u ask how does this help me? Good question. Just like in a city that sets taxes, a % would be agreed upon and for every item sold that % would be transfered to the MM. Cool idea, You dont have to worry about keeping the vendor up or restoking. Now problem. What if the MM drops his skill? Another good question. Then the vendor would revert to the artisan on the admin list and the % for the non-MM would drop to 0%.
I see two exploitsalready that would allow people to have free vendors like they have now.
For one i hate the Cap of 150 items, but I think that is one of the problems with the vendors today and that is how the DEVs figured to fix it. Secondly instead of caping the cost of items at 6K make it 10K, which would open the door for a few more items.
No its the problem with their **edit**ty database which was probably coded by a monkey that enjoys crack and beer. Why should the bazaar be opened to a few more items? If you want to sell more expensive vendors get a vendor.
And last i read all these boards on how rich many of you became doing Master Merchant and then you complain that someone got to keep their vendor after they dropped their skill. Get over it.
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I agree that if you drop your skill the benefits like the droid, Merchant tent and all the reduced fees should be deleted. But here is the problem. The Vendor/NPC was hired and as long as payment is made he cant be fired or deleted.
It can be disabled and unregistered from the map.
This falls sort of in line with your house or harvesters, it you dont make payment u lose them. I have no problem with anyone who has had the skill then dropped and still has there vendor as long as they keep maintaining the vendor its theirs.
Unlike you I do have a problem with exploiters. You dont need skills to place a house or a harvester but you do need skills to place a vendor. The vendor should be disabled and all items should be placed in the stockroom. If the owner doesnt get his stuff in 30 days delete the vendor.
Well, I guess you were the first that didn't like the idea, cool.So lets discuss this.
I understand where Merchants are coming from being one myself.
So and MPC vedor who was hired and is maintained and payed for should be taken away if the skill is given up. Ok, so come up with an idea that aids SWG and not destroy over half the economy in the game.
These are arguments will continue for a long time and we can argue the legal issues of precedence, which were established by SWG, which you call an exploit.
How about utilizing my idea of a Master Merchant being able to place vendors in locations to leaseto Artisans for a percentage, but the Artisan will have control over, maintain and stock , If the Merchant gives up the skill then your idea would go into affect. A message would tell the Artisan that he has 30 to 60 days to make arrangements for a new vendor, before stock is moved to the stockroom and will be deleted after a period of time. Cool
Ok.. I am posting this here again .. Not that i think that My ideas are the way things should be.. but just at an attempt to get this doomed ship to head another direction.. This may be hard becuz it seems that our corruspondent is the leader of the "merchant = vendor handler" only movement.. and its sad to see 100's of good ideas go unoticed because they didnt have the word Vendor in it 20 times..
People before you get so pissed at my first paragraph take a moment and really think about it.. Do all you really want to be is a VH.. Vendor Handler? Or dont you want much more content. The problem with our top 5 list so far is much of it is made up of bugs.. (about ... the vendor).. and BUGS we have a different avenue to bring to devs attention .. through bug reports... Do we really want to take an opportunity to bring more content to our profession and sacrifice it all for bugs.. that will and should get fixed anyway ??
Here is a list i of ideas i have gotten from reading the forums here.. and from many merchants on my server.. I am not saying this is the way it has to be .. but please before its too late.. lets change our priority .. Vendor should only be a small % of what a merchant is there is so much more that makes up a merchant ..
1. Takevendors away from busn. 1 and 2. instead give a 5% maitance discount for busn. 4.... allow craft specific vendors (1) for master craftsman..if you drop the profession you can keep thevendor but can not add anything to itor change any pricesor recieve any offers..(1 for each master too.. so a master weaponsmith and armorsmith would get 2 vendors).. (this is a fair compromise to both sides of the issue..)
2. Forget the merchant tents.. those are neat to look at but they are not very efficent.. instead give us a Mall.. something not quit as big as the PA.. but two levels.. almost like a naboo medium where the upper floor area is a balcony that surrounds the main floor.. No rooms for this mall.. just a huge open space much like the main room of the PA.. (just a little bigger though .. master merchant drops this.. (and to make you have to keep the class.. you have to be master merchant to change admin rights.. and drop anything in the mall.. (only one person can drop items in a city hall so i know this can be done) This can also be advertised on the main map.. as a mall.. the merchant can then rent out spots to master crafters.. (and remove the ability for vendors to be in PA halls.. after all that is not what the Hall is intended for..
3. More advertising abilities.. I am not for a npc spamming barks in an already crowded spaceport.. but a walking droid that can be named after your mall.. .. If i am in theed and i see your droid .. and i am interested in what u sell i can converse with the droid.. (an option that already exists) and your droid could then say a scripted response..(this way would limit the spam clutter) say this is in advertise 3.. and it is preset responses like the first adbark ability ..then advertise 4 you can custome text..
4. Special back pack that u can where is say efficiency 3.. that allows you to carry more than the normal 50 items. and ability to use a transport vehicle say in efficiency 4 that has a cargoo hold. (dont think i need to go into much detail here) although .. a master artisan would still craft this vehicle..
5. Special travel rates.. merchants are suppose to travel the galaxy alot.. and it is not unexpected that a merchant would get a discounted rate for all the travel that they do .. (frequent flyer miles) again not much details need to go here..
Those are 5 points that I think would make our profession more profitable.. and more enjoyable....
We would love to have more detailed ideas about tools to help with these
arrangements.
>Give merchant npc who can bark advice repeatly (since 1 bark every 10 min)
>Give merchant register global map skill, could be avaible only for a house for example : add a wp on the planetary map like shuttle etc...
>Give merchant a customer list, like a friend list but only with character who bought at a vendor.
>Give merchant a promotional event : add a option into vendor menu to up or down all price at same time to a % or crd
>Give merchant a promotional ticket : a item with a crd value (or %) that could be use to down the cost of this merchant's vendor item
5. Currently it is possible to give up practically all of your merchant
skills without having to give up the vendors that you received as a benefit
of those skills.
> No surrend still you ll get a extra vendor.
> For those who surrended and still got a extra vendor : destroy the vendor and move all the stock into the clossed bazzar terminal for a latter retrieve. Of course mail them.
(sorry for my misspell, english is not my native language.)
Please : no limit on vendor, or min 300 item and increase with merchant skill.
> A city bazar, for PC cities. Who ll list all Registred vendor stock. Maybe only a Master Merchant could place the city bazar (like a cantina or hospital)
> A planétary/Galactic Registration for a vendor to make her sold appear into any bazar.