Merchant Archive
Thread: Reducing Fees On Vendors
This is a post I had under another thread. Given that we are being threatened (and that is the correct usage of that word in this case) with cripping vendor fees, here is a proposal of one way to get around value based fees. It would involve a larger degree of merchant -> customer interaction, but at least we would still have a way to list our products and let our customers know what we had for sale.
If the current fee increase proposal is, as many have proposed and CSR's have alluded to, a way to fix database problems, it will fail.The collective user base is very creative - it's didn't take long for us to figure out that stockrooms could be used as psuedo storage area - we will find ways to get aroundtheir unreasonable penalties on crafters.
The Dev's shoudl not implement value based NPC vendor fees -they will be sorely disappointed.
I for one will do the following:
My vendor will become an "Options to Buy" vending machine.
I will create hundreds of Carbosyrup's - after all each one is cheap, only costs 6 flora food to make and quality does not matter.
They will be created with different names:
"Option to buy Large House for 150K"
"Option to buy Crate of Powerups for 4K"
etc.
I will sell these "options" on my vendor for 1 credit each.
Let me see - what would my daily maintenance be on 200-300 of these? Total value of 300 credits? Not much!
Themoney sink scheme will fail but I will have 4-5 times MORE items on my vendor andthedatabase will explode as this technique catches on.
Please do not "nerf" us - we will hit back.
Not unless they implemented in-game catalogues where customers could browse through all available items ... and I can't really see that coming.
For a listing of all clothing, with pictures:
http://www.swgcenter.com/PointSystem/PS_Items.asp?ItemType=Clothing