Merchant Archive
Thread: New maintenance for Merchants
Thank you so much! I was here searching for this exact information!
Take care and thank you for being one of our testers. I'm so tired if hearing you guys get bashed. Hell, I couldn't do what you do.
Draznar wrote:
Currently on Test their is a flat maintenance rate of 400 credits per day. Now this is in testing and subject to change, but I thought I would pass it on.
Draznar is there a sales tax? Aside from a player city levied one?
About what I expected, there had been a Dev statement that it was going to be 15/day that I thought was a typo for per hour. That would have been 360/day. 400 isn't evenly divisable by 24 hours (or 48 half hours for that matter) so it would come out to an odd number per hour. I wouldn't be suprised if it turned out to actually be 384 or 408 per day.
It sure is a lot better than the % charge by asking price proposed! It allows both Chefs and Architects to persue their business, and should restore experience from empty vendors. The price is high enough to discourage leaving vendors empty long, and to drive out those that do no business.
I like it.
Haruspex77 wrote:
About what I expected, there had been a Dev statement that it was going to be 15/day that I thought was a typo for per hour. That would have been 360/day. 400 isn't evenly divisable by 24 hours (or 48 half hours for that matter) so it would come out to an odd number per hour. I wouldn't be suprised if it turned out to actually be 384 or 408 per day.
It sure is a lot better than the % charge by asking price proposed! It allows both Chefs and Architects to persue their business, and should restore experience from empty vendors. The price is high enough to discourage leaving vendors empty long, and to drive out those that do no business.
I like it.
Patch notes on Test Center have the actual maint rate at 15/hr
/mailsave - Save Email to disk
30 day sales on vendors
MULTIPLE SELECT for retrieve and withdraw!!!!
Fixed Adbark/Global Advertising reset
woot! A good patch if all of this stuff works.
&%&$%*^(&%^#!!!! As if it weren't already tough enough for a young merchant/architect to maintain any semblence of positive cashflow.... ![]()
Zanholo wrote:
&%&$%*^(&%^#!!!! As if it weren't already tough enough for a young merchant/architect to maintain any semblence of positive cashflow....
Calm down. We knew this was comeing for a while now. Having NPC vendors that don't charge anything wasn't right either. And the horrible costs of Droid and Terminal vendors was a serious problem.
DocSavag wrote:
...
MULTIPLE SELECT for retrieve and withdraw!!!!
Fixed Adbark/Global Advertising reset
HALLALULA !!!
DocSavag wrote:
Draznar is there a sales tax? Aside from a player city levied one?
No word yet. I have not been able to find a house to put my vendor in yet. I am probably moving to Corellia on test. I have a friend in Liberty that might be able to help out. No one in Unity replies to my questions. If anyone is on Test Center please send me a tell or message.
Draznar (future CH on TC, shared with my son)
Reba (future Merchant/Entertainer on TC, shared with my daughter)
Is there a cost reduction for beinga master merchant?
I haven't done much with my character on TC, but I've had some pleasant dealings with the folks in New Unity. You may find them to be of more help. Their sales tax seems to be about 9% judging from the prices I've seen (i.e. I bought an extractor for 340cr which was probably put up for sale at 300cr).
I'm trying to figure out why a merchant shouldn't set up shop about 500m from the nearest city hall, reap most of the advantages to being near a city yet not have to pay the taxes. I think it would be more fun to be a resident and work with others to build something, but from a practical standpoint there's more profit in being a lone trademan.
I made a math error in that previous post: the sales tax figures out to be 13%.