Merchant Archive

Thread: Why not unerf house limits and make vendor items count towards them?

Taewyn
Fri Aug 29, 2003 8:08 am
#1

Why not increase House limits, and make the vendor detract from the current house limit?


For those that wish to sell alot of items, they will have to open up a........shop...novel idea.


In rl there are reasons why most buisnesses are not run from home, in SWG this limit would force people to open up a shop to sell their wares or make reductions in their sales (As it would be in rl).


If they still want the money sink then a sales tax could be done....


Comments? Horrible idea? love it? just trying to offer things so my wife does not go nuts and break this game (going for master tailor.)





Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


Ddraig
Fri Aug 29, 2003 8:39 am
#2

I thought that vendor items used to count towards the space in your house. I have a PA hall and I'm full with 250 items in it right now, but I would love to have more room since I have a lot of other things I'd like to do to decorate.

I would say that having the Empire Imposea flat galaxy wide sales tax would probably be one of the better alternatives since its a fair way to do it. (if you really had to)Probably both on vendors and on bazaars. However the only thing is it might make people head towards selling near the bank shouting. You could also put the bazaar tax a little higher than a vendor tax to help drive business to vendors. But keeping a money sink.

Although I don't think that the game really needs to have a single profession be the sink, there are in my mind enough in game mechanics to deal with this. One example could be, allow faction based players to buy itemsfrom the faction recruiter with credits as well as faction points. Limiting it to only the smaller items so you don't have Imperials buying large AT-STs etc. Or only allow it that you can only purchase armour, and furniture etc.

In addition I think the way the economy is it is largely a problem that you can tweak all the time its not going to work the way you want it. Right now the model for the economy islargely in extreme fluctuations on different planets. Most people aren’t sure what to sell there items buyers don't know what a fair/good prices is. So they either place them too low, or too high. Sure people will want it, and supply and demand is what is critical here. However there really aren’t any in game tools to let us know what the supply and demand is. If there was some sort of "standard" that people could go by then it would work.Having a standard will help stop inflation this is an example here. Have a spot in the bazaar (Perhaps a Market Watch tab or something)that gives you galaxy wide average prices on the top 10 items sold. So for example I would say ore and power are the largest sold. And lets say the average price is 5 credits per unit. This then gives the seller an idea, Ok I have approx 100 resources in my new blaster pistol that means its resource construction cost is about 500 credits. So I will figure in about 200 more credits for the use of the factory and about another 500 for my time. So then you'd have the blaster pistol placed on the bazaar at 1200 credits a fair price.

By doing this the Dev's keep the economy player run and player driven but makes it less ambiguous and easier to control the supply and demand and the large credit fluctuations. I would be willing to say that this is probably not that hard to do since I'm sure they have statistical information to watch the economy.

Does anyone else have any ideas on In game, game wide and player wide,mechanisms to limit the need for a Merchant Sink?
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