Merchant Archive
Thread: AU's: a rediculous idea
Message Edited by Pappi on 05-08-2004 09:44 PM
I was thinking this the other day, too, however, after reading some other threads here, I think it's actually a good thing.
I may be wrong, but I think the idea behind the 30 day limit is to reduce people using vendors as additional storage space. Although people still do this, the fact that you have to relist your stored items every 30 days will deter some people from doing so, as spending ages restocking just to store stuff will annoy them, even if they are only doingit once per month.
Boba-Eck wrote:
I was thinking this the other day, too, however, after reading some other threads here, I think it's actually a good thing.
I may be wrong, but I think the idea behind the 30 day limit is to reduce people using vendors as additional storage space. Although people still do this, the fact that you have to relist your stored items every 30 days will deter some people from doing so, as spending ages restocking just to store stuff will annoy them, even if they are only doingit once per month.
Yes that is exactly why they do it, to keep you from putting all your stuff in the vendor for 99999999 and then going away for 6 months and leaving it there. This coupled with the fact that the vendors currently hold unlimited numbers of items makes it a source for stockpiling massive amounts of resources and supplies which the Dev team doesn't feel is healthy for the game.
A system that allows you to return things to the for sale tab at their former price would aleviate most of the pain in this area.
DocSavag wrote:
A system that allows you to return things to the for sale tab at their former price would aleviate most of the pain in this area.
Songe wrote:
DocSavag wrote:
A system that allows you to return things to the for sale tab at their former price would aleviate most of the pain in this area.
I agree, one thing is bothering me though, if you check the former price of an object in the stockroom it includes taxes, which is pretty annoying. Same thing in the mails you get when you sell something. I really wish they would show the non taxed price instead, it would make things much easier - because of course if you resell the item at the same price, it will add taxes again - which would prolly happen if we just had a 'put for sale at the former price' anyway. Things would get taxed twice.
Yea that is going to be an issue and I doubt they can do anything about it because I don't think they store the pre-tax price. They just change the price to add the tax and then take it out on the other end. The risk of doing that on a resale is that the tax rate could change between the time it expired and the time you put it back up. Not sure what the best way to resolve that is.
Well, a restock at same price would help, but as it would help me restock easier, it would make life easier on the people stockpiling resources. I think the way to eliminate people stockpiling resources is to enforce having merchant skills to keep your vendors. the people stockpiling resources probably don't even have novice merchant. I like the idea of restock at the same price or maybe there could be a cap on the amount of time an item stays on vendors based on the price. That way, items priced at high prices to prevent people from buying them (storge) would fall off unsuccessful more often.
Something else I think should be done is that Archs should have double the storge space in structures since structure factories take 2 lots and all others take only one with the same storage capacity.
DocSavag wrote:
Songe wrote:
DocSavag wrote:
A system that allows you to return things to the for sale tab at their former price would aleviate most of the pain in this area.
I agree, one thing is bothering me though, if you check the former price of an object in the stockroom it includes taxes, which is pretty annoying. Same thing in the mails you get when you sell something. I really wish they would show the non taxed price instead, it would make things much easier - because of course if you resell the item at the same price, it will add taxes again - which would prolly happen if we just had a 'put for sale at the former price' anyway. Things would get taxed twice.
Yea that is going to be an issue and I doubt they can do anything about it because I don't think they store the pre-tax price. They just change the price to add the tax and then take it out on the other end. The risk of doing that on a resale is that the tax rate could change between the time it expired and the time you put it back up. Not sure what the best way to resolve that is.
I never heard that the base price was not kept for the item... That sucks... My city has no taxes - costs are covered by 4 of us to keep it that way...
So let me make sure I understand this properly...If a city tax is at 10% and something is listed at 10k, it shows as 11k... Then if taxes are raised or lowered, the price never changes because it is based on the original tax rate at listing? Sounds like an exploit waiting to happen...A mayor could change the tax rate to 0%and let"select" Merchants re-list items on their vendors, then raise taxes to some exuberant rate to run other vendors out of town...
Songe wrote:
When you create a vendor, the taxes apply after the following server reset, or when the taxes are changed. It's just when you open the window to have the information on the former sale of an item in the stockroom that you get the price it was at, taxes included. I agree it's complicated and sometimes I wonder what kind of crazy coding the devs use but ./shrug
Ah... Tahnks for clarification... I had never noticecd it because I had never had taxes on any of my vendors... ^_^
One thing that I have experienced in relation to taxes that should not be happening is the taxation of offers to vendors... I deliver crates of crafting stations and tools to vendors in cities with taxes and it adds to my offer price... Then the vendor owner turns around and his buyers get taxed... Double taxing is so uncool...