Merchant Archive
Thread: Only true solution to vendor fees.
Heres my take on this. First off the vendor should have a fixed flat fee based off what kind it is. (ie. a NPC vendor has wife and kids at home rent to pay clotehs to buy etc etc. Should cost a little more then a small house to just have)
Next each item that is posted will have a flat % wich is paid up front when listed. Lets say 20% to start with.. 18% for novice merchant. 10-8% for Master merchant.. and effecny line improves it a lil bit each level.
Say I'm going to post an item for 10K and I know I have a certian posting fee. I can add that onto the cost of the item up front.
So this actually drains money out in just basic vendor maintence as well as a per item offered fee.
Well what about end "sales tax" or flat fee for vendor. This items will not work because then an item can be placed on a vendor as "storage" I can sell something for a mil and retrive it and not pay this fee. However posting an item for a million I would have to pay a hefty posting fee each time I post it that high. (all sales expire after 7 days)
Plus when player cities come out there will be an end sale "sales tax" to the city funds
The only true soltion I belive would be a combonation of posting fee with a flat fixed vendor fee.
"Well what about end "sales tax" or flat fee for vendor. This items will not work because then an item can be placed on a vendor as "storage" I can sell something for a mil and retrive it and not pay this fee. However posting an item for a million I would have to pay a hefty posting fee each time I post it that high."
You proposal, while tons better than what the devs presented us with, is still not going to solve the storage problem that they're so worried about. It has been posted countless times on this board that you can offer an item to a vendor for 1 credit and then withdraw the item sale so that it sits in the stockroom. A 1 credit item sitting in the stockroom is not going to contribute anything to maintainance in either case. It's kind of sad really when you think about it. They are proposing a plan that is going cause unnecessary strain on the merchant population in order to discourage storage on vendor when their plan really doesn't work since there is already an established workaround. I hope they read the 30 pages of replies in response to their proposal. I think yours is a good idea but I also think the sales tax idea is fine also. If they really want to prevent using vendors as storage, thenthey need to come up with a planthat doesn't unfairly punish the merchant who uses the vendors legitimately.
Siekierah
The way to get rid of vendor storage is to remove the stockroom from personal vendors.
You buy it, it goes into your pack - and the purchace fails if you don't have pack space.
You retrieve it, same thing. Right into the pack.
If it is a database issue (and I truly believe it is) then simply limit the number of items that can be in each vendor.
I am a Merchant. I should be able to store my wares somewhere. That is why they call it a stockroom. It's where I put my stock.
I should not have to run around carrying the things I want to sell. If they want to fix the database, tell Oracle to get their stuff together and fix it, don't nerf an already broken profession into oblivion, because that is what this fee will do.
They really need to limit how many items fall into stock room. perhaps a thing where only never sold items drop there and cuase withdrawn items go straight to inventory.
Also the palce to store your stuff is in the house. thats why the limit how many items you can have by plot of land now.. They said orginally they only wanted merchants to have mutiple houses and be the only ones who could have extra "stuff" that way.. but that didnt work that way..
but
Here is their solution. "Your opinion doesn't matter unless you are in a combat class, screw you and the non-existant creature mount you rode in on, we will do what we want and we are just warning you before hand."