Merchant Archive

Thread: The Merchant Profession: What works and what doesn't?

DocSavag
Wed Jun 09, 2004 5:57 am
#1

As an excercise please take a few moments to list the things you find fun about the merchant profession (whether they be skills based on RP based or whatever) and those things that you find un fun.





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Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Factol_Pentar
Wed Jun 09, 2004 6:53 am
#2

Doc,


The whole Vendor Set up sucks, I can't move stock from one Vender to another via the Stockroom. I have to Remove it, Run to my new Vender in the Guild Hall, and place it for Sell there. You should have the ability to place the item from the stockroom to the Vendor you are looking at.


I would also like this to apply to: offers to Vender.
Why can't I pick up my items from one of my Venders instead of having to figure out wich Vender the item was offered to after I buy it? Same Situation Vender in Guild Hall, Vender in Merchant Tent, if the offer was place in the Merchant Tent, I can not retrieve it from the Guilf hall Vender.


If something is in Stockroom that has come from my Vender, and I want to re-sell it, the Price should automatically be placed as what I had it before.


Ok, so you want something FUN?
Well I got nothing.... Merchant is an absolute necassary Pain. with out the requirement of haveing Merchant skills to have a Vendor, a Merchant has to have crafting skills if he want to sell anything. (besides selling loot)


And Even if you have a Guild and you are the merchant, it is a nightmare dealing w/ the Venders if buying your Guildmates items, and reselling them, specifically if you have a good guild of Armorsmith, Weaponsmith, Tailor, Chef, DR, and a BE.


While most of them probaly have their own Vender from the Artisan tree. (oh, here is a thought, no Venders unless your actually a merchant, Kinda like the whole ID dependability now for Stats, Damn bastards charging 100K becuase I 'interupted' them talking to their friends)


Doc, I apologize for the negativity, but Merchant needs help, the removal of Venders from non merchant will help, but to Make it better a revamp of the Vendor system needs attention.


PS. I officially gave up my Merchant Skills, as I saw no point in utilizing them now, and yes I kept all my Venders.
If they ever fix this Profession I might come back, but their has to be an incentive.


I still like the idea of no one having Vendors unless you have the Merchant Skill, remove the 1 Vendoer from the Artisan line.







Allieria Moonstrider
Done Dec 17th
To much has changed


DocSavag
Wed Jun 09, 2004 7:14 am
#3

The most fun thing about merchant for me has always been that stuff happens when I am way from the game. I get up every day and the first time I log on I eagerly scan my email to see what sales I had over night. Sometimes I get nice a nice surprise and an item that never sells has moved (and a big ticket one at that..woo hoo daddy can buy new armor!)





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Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Galacium
Wed Jun 09, 2004 10:20 am
#4

I love being master merchant. Now keep in mind this is my alt character that has it, I probably wouldn't be a merchant if I was only running one character.


I realy like seeing what was sold each day and figuring our good prices and marketing ideas. I get to keep score by seeing how many credits I have in the bank. (6 mill at the moment)


I get to meet lots of different folks and have a good reason to decorate my mall, and get compliments on that. Its a great profession for role playing.


Vendors are great for doing trades with people while not on line. (just offer it to my vendor)


I have lots of "storage space" for things I may or may not want to hold on to.


I get to dress up my vendors any way I like (poor bastards).



Starship Enterprises - Insurgo Emporium - Waypoint -6677 -3785 - Insurgo, Naboo, Kettemoor
Happymob
Wed Jun 09, 2004 11:42 am
#5

I also enjoy developing relationships with suppliers. I like making other players wealthy at the same time my own bank account grows.


I enjoy finding resource bargains to mark up and resell.


I enjoy rolling around naked onthe big piles of credits I keep stored in the back room of my house, giggling with glee.


Figuring out what resources to gather is fun.


Stocking vendors after a major 30-day window has passed is no fun.


Finding empty vendors is no fun.


Forgetting to pick up an item out of the stockroom after purchase is no fun.


Having to sell 100K stacks of resources or 50-size crates instead of smaller quantities because seller smaller quantities is too big of a pain is no fun. I want to cater to the small-time purchaser, but I only have so much tolerance for pain.


Having some yahoo purchase your10 stacks of 10K resources instead of the stack of 100K when both are availableis no fun (which is why I have resorted to not selling split stacks unless someone specifically asks).


Of course none of these is truly mechant skill related.


As far as actual merchant skills go:


Dressing vendors works and is a nice skill.


Lower maintenance costs works. It probably works a little better than intended since I can get the benefit on structures I don't actually own (admin only).


Merchant droids work (more or less - there obviously are some significant limitations).


Barking vendors works, though I can't say that I am huge fan of the skill.


Placing merchant tents works, though you can surrender the skill and maintain your tents. This doesn't bother nearly as much as poached global advertising and poached vendors.


Global advertising is essentially broken. Empty vendors and vendors whose owners do not have advertising-3 anymore clutter up the listing, effectively rendering it useless.


Vendor placement is essentially broken as anyone can place a vendor who can temporarily free up 24 skill points and grind for 15 minutes to temporarily get business-3.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Haruspex77
Wed Jun 09, 2004 2:26 pm
#6






Happymob wrote:

Of course none of these is truly mechant skill related.




I had a lot of fun early on selling stuff I bought or built. The interaction with customers, other merchantsand suppliers is amusing and sometimes educational. There was real satisfaction in becoming a millionaire.


I survived the frustrations of vendors eating resources (now fixed), 7 dayvendor drops(now 30)and other headaches, but nothing among the skills the profession gives seems worth didly squat.


Ad 3 was nice when I first got it and really spurred my business, but now it is useless because it mostly points to dead vendors. I would almost rather we went back to having to refresh it daily.


The barking droid proved a complete disappointment.


I finally turned off barking on all the vendors so they wouldn't face the wall. It irritated me that the default bark could access the player name etc. but the custom bark didn't. The merchant signs were worthless, you couldn't even choose a graphic that indicated the kind of merchandise, and they replace, but are harder to see than, the flag everybody gets.


The tent is the best thing a merchant gets now, but it is still defective because it requires as big a footprint as a small house because of the required open space around it. The discounts are a joke if you are activly playing, maybe 2% of your total cost.


I don't play barbie dolls with my vendors because I can't get my stuff back if I do. The only reason I ever replace a vendor is to change its name and don't care much what it looks like.


The only reason to have more than one vendor at a location is to run up experience. But since the customer interface is so bad it may help in sorting things.


The protocol droid vendor is silent and pink.


To me the whole tree is empty of anything that actually helps you do your profession. Somebody a while ago said that the skills seem designed to help you pretend you are a successfull merchant. That seems right on. The skills don't help you to actualy be one.


They should do the same thing to the combat professions: nice looking weapons that work like a CDEF, and skills that don't improve damage or defense. Maybe that's the plan for the combat balance?


Songe
Wed Jun 09, 2004 4:30 pm
#7

What is fun :


- getting emails of things getting sold and seeing mybank accountincrease


- the pleasure of having a well stocked vendor and offer a service to people


- having customers come to you and say you are doing a great job



What is unfun :


- not being able to sell several items at the same time for the same price


- not being able to relist instantly the whole stockroom at the price the items were at


- having to split crates/stacks all the time to put them on saleinstead of having the customers just buy whatever amount they want from the total


- getting tons of 'auction unsuccesful' emails when removing items from sale



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Novice Lekku Stomper
LonelyGhost
Wed Jun 09, 2004 5:05 pm
#8

Damng SOnge, thats scary, its about the same as me!


Fun - Knowing I have a stocked vendor, and getting compiments on it. Setting up an interesting shop.


Unfun - Having to split stuff up to list (resources/crates), getting hundreds of emails when stuff un-lists, getting emails when *I* take something off the vendor ( I know I took it off, why email me!?), Having to monotonously re-sell stuff out of the stockroom (please chnage that name, its not reallya stock room), Vendor interface is lacking (no search, not sorted for the whole vendor, but only a page at a time), unable to rename items, time limit on sales, no commission abilities..


Eeh, that should do it.




Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
Warder83
Thu Jun 10, 2004 4:11 pm
#9

What Works:


1. Merchant Droids where a great Idea, I love them to peices.

2. Planitary Map registration, i know obvious, but hey it works and its indespensable!

3. Custom add barking is great

4. Being able to dress your vendor is great


What doesn't:


1. Merchant droids need to be able to bark for longer without running out of bateries

2. Stockroom NEEDS to be conected to all your vendors... AkA if a item is removed from one vendor into stockroom, you should be

able to put it up for sale on another vendor from the stockroom. Moving houses is a pain =/

3. Catagories in vendors need a total revamp.

4. Need ability to set items for ceritan people/faction/guilds for special orders

5. Not enough verity for Merchant, see below for ideas:


Rental Idea


It would be cool if Master Merchants were able to rent out vendors. Lets say at Master along with the 6 personal ones you get, you could have an aditional 5 that can be 'Crafted' and sold to people.


The crafting recipie would just be made up of clothes that you want the vendor to be wearing. When its finished youcan then select it and make a Service fee adjustment to it. Say you can put anywhere from 5%-30% fee for every item sold. You would then trade the vendor to your customer and they could use it like a normal vendor. The only difference would be everything they put on it, the price would automatically be increased to however much of a % fee you put on it, and every item sold yo would get your fee.


Town Tables


I know this has been said before, but I'm bringing it back up. There needs to be a market in some cities, with rentable 'Static' vendors. A Merchant could go up to a city vendor and sign up to rent it for one day. The maximum rental period would be one full day (Server up to server down). This would mainly be used by merchants to sell really good stuff. You would be able to program the ad-barking feture and maybe even have the item sitting on a table in front of the vendor so as to catch passer-bys attention (No it can't be picked up), where they could examine it with out having to even touch the vendor.


I really don't think lowering the SP cost for merchant is the right thing to do. All that is, is the 'easy way out' for the developers. Making it a sinch for crafters to have the use of a vendor. Merchants need to be their own profession, but the only way they can be that and be that seccessful, is if they have a better set up that allows them to partner with crafters. We need to be able to have a more detailed way of letting a Crafter use our vendor while still getting paid our fee.


We also need a very attractiveability thatcrafters will look at and will say, god I need a merchant! Like a very good way of selling their items fast.



Ite Diseh - Owner of "Diseh is my Shop!" - Merchant Tent
Dantooine 425m North Of Mining Outpost (wp -579,2931)
Swoops - X34's - Droids - Droid Batteries - Repair Tools - Misc
Cephalo
Fri Jun 11, 2004 7:37 am
#10

I think that in a game like this, where the economic aspect of it is fundamental, it is a huge mistake to create a 'merchant' profession. Buying and selling is primarily what we do in this game. I think it would be analogous to creating a 'health nut' profession and only allowing people with this school to have more than 10% of their HAM points, with only a 'master health nut' having his full potential. There shouldn't be any single skill that you HAVE to spend points on to have a useful character.

In any case, The merchant class is not very well designed, only a few blocks have anything useful, and it all just functions like an enormous skill point sink. I think the whole system should be replaced with something that everyone has access to. That's one of the things that is good about UO, no matter what you produce or how, you can sell it easily on your vendor. A merchant class can't create more fun because of the skill points spent on it, it can only take away fun. If the merchant class was taken away, existing merchants could do everything they do now, but suddenly with more skill points to spend on other things. Being a merchant in this game is like being able to breath and walk, you can try to avoid it, but there come a time when you must give in or else quit the game.

It may be possible to streamline the flow of goods from suppliers to merchants, but the developement hours necessary to head off all the innumerable security issues and other complexities would be enormous. I think it would be simpler and better for the game to just have everyone do their own selling.
Redguard
Fri Jun 11, 2004 10:35 am
#11

cephalo posted





I think that in a game like this, where the economic aspect of it is fundamental, it is a huge mistake to create a 'merchant' profession. Buying and selling is primarily what we do in this game. I think it would be analogous to creating a 'health nut' profession and only allowing people with this school to have more than 10% of their HAM points, with only a 'master health nut' having his full potential. There shouldn't be any single skill that you HAVE to spend points on to have a useful character.

In any case, The merchant class is not very well designed, only a few blocks have anything useful, and it all just functions like an enormous skill point sink. I think the whole system should be replaced with something that everyone has access to. That's one of the things that is good about UO, no matter what you produce or how, you can sell it easily on your vendor. A merchant class can't create more fun because of the skill points spent on it, it can only take away fun. If the merchant class was taken away, existing merchants could do everything they do now, but suddenly with more skill points to spend on other things. Being a merchant in this game is like being able to breath and walk, you can try to avoid it, but there come a time when you must give in or else quit the game.

It may be possible to streamline the flow of goods from suppliers to merchants, but the developement hours necessary to head off all the innumerable security issues and other complexities would be enormous. I think it would be simpler and better for the game to just have everyone do their own selling.






/sarcasm on


And everyone should be able to use all the guns and melee weapons. People shouldn't have to invest skill points to become crafters or healers. We all should have access to every pet in the game.


/sarcasm off


The game presents player with the opportunity to have a defined role. You do have the option of selling things by yourself but it will take work. You can also use the bazaar if you find that more convenient. Merchant is by far one of the best uses of development resources in SWG. Does it need some tweaking, absolutely but it's functionality is unrivaled. Merchants are the essence of the economy so before you go taking a big dump on the profession ask yourself what defined you in your other games. I imagine being the swordswinging,platemail wearing, spellcasting jack of all trades is fun in UO but for the rest of us who have gotten past this have left such games for a platform where I can define my characters role within the game and be successful at it.




Given the choice between style over substance. I'll take a sandwich.
Cephalo
Fri Jun 11, 2004 11:49 am
#12

No need to mock someone who's opinion differs from yours, it does not add strength to your argument. Perhaps my view on this is unorthodox, and requires a thorough explanation. Let me try again. The whole reason for mmog's to exist is that different players use their diverse playstyles and character configurations to contribute to a work of fiction that has a depth that comes closer to the real world than any other type of entertanment. Players have different preferences and abilities that all come together via the economy. That's the basis for the game and what makes it different than any other type of game.

Access to the economy is a fundamental part of every characters function within the big picture. By introducing a separate merchant skill, without which access to the economy is very limited, simply makes that skill mandatory. It does almost nothing to diversify the player base. All it does is create a short-lived illusion that you can enjoy the game without it. Selling goods to merchants is just not a sustainable practice. People quit the game and take monthlong breaks with your money in their banks. The bazaar is no place to sell crates of BE additives. Naturally, as a BE I see this from a harsh perspective, as I need to spend 24 skill points that I wouldn't otherwise need to spend, just to have a basic vendor.

I just don't see how an existing merchants gameplay would change if these abilities were given to anyone who want's to run a shop. It still would require a lot of creativity, work and dedication. Isn't that the important ingredient to running a shop? Why must you spend skill points too? How does that make your shop better or more satisfying? That shouldn't depend on a skill, it's the main reason to play this game!
Songe
Fri Jun 11, 2004 11:51 am
#13

Please post your concern in another thread (like the few on the first page about that subject). This thread is to debate of what we want to see improved in the profession, not whether or not the profession is useful.



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Novice Lekku Stomper
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