Merchant Archive

Thread: What is a merchant?

Esher
Sun Aug 15, 2004 1:20 pm
#1

1 : a buyer and seller of commodities for profit : TRADER (A merchant isn't the store where you buy the final end product. It's everyone from the sellers and workers. Ie the harvestors/hunters/scouts up to the weaponsmith/artisan/crafter/merchants who sell it in the end)
2 : the operator of a retail business : STOREKEEPER (If a weapnsmith wants to sell directly to the public that makes him a merchant..if Walmart wants toby products then sell them that makes them a merchant as well)
3 : one that is noted for a particular quality or activity :


-from webster.com


With the new merchant cap I decided to talk about this with my manager. While at lunch we made some good points and I had to agree with him whole heartly on most of it. We both agreed that limiting the supply will thus increase the over all demand. To prove this lets say every car dealership was allowed 100 cars per year. That 14k honda just rose to 30k if not more b/c of all the taxes and fees associated to the name and land. Remember the people who sell the goods still have to pay maitence on the vendors and the house/tent from which they sell out of.


Store cap not vendor cap

We both believed that if there is to be a cap that it should be based on the size of the location not by how great the person can sell or his ability to determine the supply/demand of the current market. This case and point is proven by targeting a local video store to Blockbuster.


Crafters are Merchants too

When driving back from lunch we pasted a street full of food stands. This point is evidence enough that the people cooking at these stands are the ones making the money unlike the TGIF's where the owner is the only really making any money. People who onlyharvest should be allowed to placea vendor. Farmers often sell their resources to large corporations based on who will pay the most. Does that not make them a merchat?


Storage

If empty vendors are useless because of grinders blame the Developers not the actual merchants. If merchants are being used for storage that should also be a keynote that maybe the storage numbers are low in the bank, houses, and personal. It'll be as simple as creating a new structure that can hold upto 2,000 units, resource stacks from 100k to 500k and maybe upto a million, houses upto 200 for small, 500 for a medium and 6,000 for a large).


This is my little post on what/how a merchant is and operates. Any other opinions and suggestions can be thrown in. I thought I'd post this in hopes of letting people know that everyone in the business chain is merchat reguardless of where they stand. Maybe...a Dev will read this and understand the flaws they are currently making. *coughs* raise resource stacks to 1,000,000! *coughs*



Esherian Enterprises Armor

-245 -5525 South Coronet
MaDuece
Sun Aug 15, 2004 2:28 pm
#2






Esher wrote:

1 : a buyer and seller of commodities for profit : TRADER (A merchant isn't the store where you buy the final end product. It's everyone from the sellers and workers. Ie the harvestors/hunters/scouts up to the weaponsmith/artisan/crafter/merchants who sell it in the end)
2 : the operator of a retail business : STOREKEEPER (If a weapnsmith wants to sell directly to the public that makes him a merchant..if Walmart wants toby products then sell them that makes them a merchant as well)
3 : one that is noted for a particular quality or activity :


If you insist on using real life arguements then chew on this:


It doesn't matter what you make or the services you provide; NOONE is allowed to operate a store (vendor) without the proper certification, registration and license (skills).


Therefore: if one lacks the skills to operate a vendor (regardless of whether or not you once had the skills), one should not be allowed to have one. If one surrenders the skills (certification, registration, and license), then one should be forced to surrender the vendor (store).


-from webster.com


With the new merchant cap I decided to talk about this with my manager. While at lunch we made some good points and I had to agree with him whole heartly on most of it. We both agreed that limiting the supply will thus increase the over all demand. To prove this lets say every car dealership was allowed 100 cars per year. That 14k honda just rose to 30k if not more b/c of all the taxes and fees associated to the name and land. Remember the people who sell the goods still have to pay maitence on the vendors and the house/tent from which they sell out of.


Car dealers have to have the proper business license to operate a lot. Those that are independent "Joe Blows" that sell cars on their own do so from the classified ads and online (bazaar and trade forum).


Store cap not vendor cap

We both believed that if there is to be a cap that it should be based on the size of the location not by how great the person can sell or his ability to determine the supply/demand of the current market. This case and point is proven by targeting a local video store to Blockbuster.


Blockbuster has to have a business license as well.


Crafters are Merchants too

When driving back from lunch we pasted a street full of food stands. This point is evidence enough that the people cooking at these stands are the ones making the money unlike the TGIF's where the owner is the only really making any money. People who onlyharvest should be allowed to placea vendor. Farmers often sell their resources to large corporations based on who will pay the most. Does that not make them a merchat?


Every hotdogcart vendor, gut-truck,fruit stand, andfarmer's coop is required to have a license to do business. If they don't, thenthey can be shut down.


Storage

If empty vendors are useless because of grinders blame the Developers not the actual merchants. If merchants are being used for storage that should also be a keynote that maybe the storage numbers are low in the bank, houses, and personal. It'll be as simple as creating a new structure that can hold upto 2,000 units, resource stacks from 100k to 500k and maybe upto a million, houses upto 200 for small, 500 for a medium and 6,000 for a large).


People need to take responsibility for their actions. If they cheat, then don't get caught. If they get caught, then accept the consequences. Simply because they are now just cracking down on the system to prevent the exploitation of a particular portion of the gameis not a legitimatereason to whine about it. Blaming the system flaw that allows one to exploit is an even more pathetic reason for whining about it.


This is my little post on what/how a merchant is and operates. Any other opinions and suggestions can be thrown in. I thought I'd post this in hopes of letting people know that everyone in the business chain is merchat reguardless of where they stand.


Anyone can be a merchant if they so choose, but theyshould be forced toobtain and retain the proper skills to reap the benefits that accompany the profession.


Maybe...a Dev will read this and understand the flaws they are currently making. *coughs* raise resource stacks to 1,000,000! *coughs*


No arguements here. I've always thought that the resource containers were too small.






Message Edited by MaDuece on 08-15-2004 02:30 PM

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