Merchant Archive
Thread: For the propoents of limit Answer me this please, How does a vendor limit make the game more fun
joined42904 wrote:
Varnax,
It's easier for me to have a discussion with you if you don't answer within a quotation of what I have written. But I will try anyway.
There is no quota for what any crafter can sell. There is no quota per unit time on what any crafter can sell with the new features. You could camp your vendor and restock at the same rate that things are purchased. There is nothing preventing you from selling to resellers. There isn't any cap at all even on the number of factories you can have admin on (which I feel there should be).
You are right, a player could theoretically sit by their vendor all day restocking as items are taken off, but that is unrealistic to expect or assume as I and I think most people play this game for enjoyment...we do dont we?
.
A player can check their vendor stauts and re-stock as many times as they desire.
A player could also log on to re-stock at various times, or stop what they might be doing,(crafting, RP, hunting, etc) to come back to their vendor to re-stock.
So a item limit or "quota" is finite and specific to the time and place, not finite in terms of potential, much like any quota. For instance, imagine a country with a law that stated, every business in the country 'X" may have no more then"Y" (a specific finite number..like 1.. 8...20, or in our case 660 items per vendor) number ofpeople employeed within the business at any point in time. This would be a quota, a specific number must be maintained by rule of law, not by merit, how is this any different then the Dev's stating we can at no point in time have more then "Y" number of items on our vendors?
Well who benifits most from this? The casual crafter who only logs on a few times a week for an hour or two at a time, or the Power-gamer who spends huge amounts of time?
I would assume the powergamer, because they will more likelyto be online and able tore-stock when their vendors get low. The casual player might log on only to find their vendor has been empty for 2 days and thus has disappeared from the map...or out of stock of a good selling item and decided its in their best interest to only stockteh best selling items in future...limiting selection.
Now I have been both a powergamer and a casual player throughout the past year... I have played everyday for certain stetches of time.. and sometimes gone weeks without logging in.. just depends how my mood and what time I have available for this game after my RL work/concerns are dealt with.
you said,
"The person who is forced (because you are out of stock) to buy a gun with 4 lower max damage or a suit of armor that 1-2% lower in base isn't really harmed in any significant way by the change."
This I think clearly makes you point....you want players to be "FORCED" to buy from crafters they would not normally buy from.
Well thats a problem becasue you can't force players to buy anything from anyone, short of getting rid of player trades all together. You can make it incovient for players, you can make it hard on players, but if you make it to hard and inconvient, they wont play.
does this seem like a crazy strategy to anyone else? is the goal here to make the game unpleasant for whole groups of players? if that is true, then swg is doomed. cause as much as i like sw, i don't want to be here if the goal is to make it un-fun for me, or anyone else, for that matter.
joined42904 wrote:
Vernax,
I do not want to force anyone to buy something from someone else. That was a poor choice of words. I would settle for it being very inconvenient. If you don't have a gun and your only combat skill is MRM, it's more than a little inconvenient to wait 2 days for your supplier to restock.
I disagree that the powergamer will benefit most from the changes. It will be the casual crafter. Because the casual crafter isn't going unstocked a lot now. The casual crafter may not have over 660 total items on vendors now.
If the powergamer benefits, it will be because he or she is having no fun having to constantly restock vendors. And not everyone would be willing to continually do that. It would get old. Thus the powergamer oligopolist is faced with the choice to give up market share or alternatively have little or no fun in the game.
Do you enjoy stocking vendors? I don't particularly enjoy putting suits of armor in bags. Maybe you do.
At this point I guess we will just agree to disagree. We seem to be going in circles.
joined42904 wrote:
Vernax,
I do not want to force anyone to buy something from someone else. That was a poor choice of words. I would settle for it being very inconvenient. If you don't have a gun and your only combat skill is MRM, it's more than a little inconvenient to wait 2 days for your supplier to restock.
I disagree that the powergamer will benefit most from the changes. It will be the casual crafter. Because the casual crafter isn't going unstocked a lot now. The casual crafter may not have over 660 total items on vendors now.
If the powergamer benefits, it will be because he or she is having no fun having to constantly restock vendors. And not everyone would be willing to continually do that. It would get old. Thus the powergamer oligopolist is faced with the choice to give up market share or alternatively have little or no fun in the game.
Do you enjoy stocking vendors? I don't particularly enjoy putting suits of armor in bags. Maybe you do.
Message Edited by VarnaxDespin on 08-12-2004 03:25 PM
joined42904 wrote:
Halaster,
Resources are part of it.
But I think they are not the entire story. Habits die hard. A player hears about the more established crafters by word of mouth. They start buying there. They continue buying there.
A new crafter moves in up the street. Same product. Same price. Do the folks buy from the new crafter? Well...I think they continue going to the established crafter. Because they know he will be "in stock" as he has never gone out of stock for xxx months.
Do you see how resources aren't the whole story?
I think that even with identical products, the new crafter would benefit immensely by artificial, SOE-emposed caps on the established crafter's vendor stock. Then folks would go down the street and see the same thing there and have two equally good places to buy items.
joined42904 wrote:
Vernax,
I disagree that the powergamer will benefit most from the changes. It will be the casual crafter. Because the casual crafter isn't going unstocked a lot now. The casual crafter may not have over 660 total items on vendors now.
If the powergamer benefits, it will be because he or she is having no fun having to constantly restock vendors. And not everyone would be willing to continually do that. It would get old. Thus the powergamer oligopolist is faced with the choice to give up market share or alternatively have little or no fun in the game.
Do you enjoy stocking vendors? I don't particularly enjoy putting suits of armor in bags. Maybe you do.
Well This logic totally escapes me. As a power gamer that spends 8 to 10 hrs probly more on the game its nothing to take a hr to restock. Your right certain profesions would find it difacult to place over 600 items (assuming they have MASTER MERCHANT or 0004 merchant), but many crafters only have 1 or 2 boxes in merchant that would limit them to 300-400 items. Most POWER merchants wouldnt have a problem with it an xtra hr isnt much but for a casual gamer who plays 2 maybe 3 hrs a day is taking half thier "FUN" time away compared to 1/10th of mine.
But you are right WE all are losing "FUN" time but you need to look at the ratios between the casual gamer and the power gamer.
Message Edited by RocketM on 08-13-2004 10:52 AM
LadyGrey wrote:This game is supposed to be fun?????Welcome to 1984. Tedium is actually immersion, and work-arounds are actually game-play.How many fingers am I holding up?
I can't tell. These toothpicks holding my eyes open are blurring my vision
-Indene-
joined42904 wrote:
.....Those crafters who are obscure but almost as good as the present overstocked oligopolists will see a dramatic increase in sales. They will feel like valued members of the community. They will be encouraged to continue crafting. Just think about it. Good all around.
Why were they obscure? Why would that change? Oh if they are the only ones left they will eventually be found and word of mouth advertizing (or a merchant importer) will create a dramatic increase in their sales. But if they are selling well now what is their motovation to make better stuff? If they had the urge to make better stuff they would have done so already. Why is it that the players who did go out of their way to make good stuff and get known are demonized (the way the word oligopolist is used implys that it should be an insult.) Why do you believe that a newer player has no chance against the current elders that have spent countless hours of their game time to create their businesses? Why should the current elders be blamed for the newer players hard road? They walked a hard road to get were they were. Is their work not worth as much as the newer player? Why is feeling even in a business discussion?
Now about economics. The (very) successful players got there because of simple market forces in this game. The new player can use the same forces. When I came in I looked around and became a miner and CH. I lisened to what crafters where looking for. I made deals and went and harvested the resources. I found nitches not being filled (ore for houses way too expensive at 6cpu) and filled them. There are big Oligopolist organizations in our galaxy. They make millions of credits per week. They may even share that with their "employees". Me I run a small operation. I had independant cotractors help me harvest. Helped several in my city become better off. I have enough credits to buy anything I want. All this and big oligopolists in my world (in resource businesss). The only thing stopping a player from succeding is their own will.
-Indene-
LadyGrey wrote:
How many fingers am I holding up?