Merchant Archive

Thread: Merchant Changes Solution!!!

GunheadD9
Wed Aug 11, 2004 9:59 am
#1



I've got a solution!!!


IF the root of the issue with the merchant changes is the Database and cleaning up database junk, I have what I think is an Iron Clad Solution!


Database issues and unlimited storage can be handleled in one fell swoop byallowing Merchants to CRAFT Vendors that Business people (Crafting Classes)would then have topurchase or Leasefrom them! Instead of paying maintenance on a house, you pay maintenance on a vendor, a percentage of which goes to the original merchant who produced the vendor. The purchaser sets up rights on the vendor when they place them that grants administration. Vendors of this sort can only be placed in MERCHANT HALLS that must be administrated by MERCHANTS.Architects need to build these, and they cost like 6 or 8 lots! Merchant who runs the hall would then be able to take a percentage per vendor OR take a flat percentage off of all sales in the Merchant Hall!!!


The vendors that were produced by the merchant would have an item cap varying from50 to 1000, depending on skill of the producer, resourcesquality, experimentation when crafting,ect. Just like any other crafter!!!The number ofVendor deeds you as a business personcan hold/use would be contingent on your business skills, or Merchant skills! Business 3: No Vendors.Business 4: 1 Vendor. Nov Merch:1 vendor. Management 1: 2 vendors, Mgmt 2: 3 vendors, Mgmt 3: 4 Vendors, Mgmt 4: 5 Vendors, Master Merchant: 6 Vendors


Bang Zoom, Interdependency of classes -- now all crafters rely on Merchants to be able to sell items not on the bazaar.Merchants Rely on Architects to build their merchant halls. If a crafter doesn't want to deal with another deed for a vendor, then they can sell to a merchant as a re-seller. Zip Pow, Database issues are solved b/c # of items is limited by the capacity of the vendor, and the need to burn skill points to get the max number. Perceived as reasonable item caps are instituted with a hard cap by the skill of the merchant when producing the vendor!


Thoughts / Ideas / comments / flames? Let's discuss this and see if we can make it feasible! Are there holes in the idea? What problems could occur over short and long term?


Let's hear it!



--N'Uro M'Bok


Master Tailor,


EGC,

Corbantis
ZallusNuranxis
Wed Aug 11, 2004 10:11 am
#2

Good idea
ResourceMonkey
Wed Aug 11, 2004 10:11 am
#3




Inever read from a Dev that the reason for thechange was a lack of space in the Database. If it is - add more hard-drives.


Then don't let anyone surrender a merchant skill that grants a vendor until after a vendor has been removed.


As for your suggestion, it will be much like other areas where there will be one or five people who can craft the 'uber merchant' and sell them. Allowing people to grind merchant,buy their Uber merchants, then dropping their skills and keeping the power with them. Now you have a non-artisan with as many vendors with just as much power as a Master Merchant again.


Part of the solution needs to reward those who keep the Merchant skills.

Message Edited by ResourceMonkey on 08-11-2004 10:17 AM



FRUGA HAS LEFT THE GALAXY - Good luck all, I'm done with this game - Account Closed 9/10/2004
with a two month visit again from 6/05-7/05


Upon launch of JTL - An Empire Deserted (no one on planet) Coming in 2005! "Star Wars Galaxies: The Jedi Empire"
GunheadD9
Wed Aug 11, 2004 11:23 am
#4

Goodpoints Resource Monkey, I didn't think about it when I was freestyling the post. yes I agree, that one should not be able to keep a vendor if they drop the skills. I would say that your solution of not letting the player drop the skills until the merchant numbers are met is a great option -- that would in a way stick people with merchants they may not want. To that I would say that people have to deal.


As to the group of a few elite merchants making uber vendors -- well thems the breaks. You still should be able to requisition vendors and get a viably decent capacity, and I think the economy would sort iteslf out in regards to this over time. Hell if people are willing to pay 350k for a suit of armour, I see no reason not to be able to get to that point with purchasing power for vendors. There are super elite items for sale all the time, its just a question of finding the items and meeting the price. Plus it hurts a merchant to stock only uber vendors for a bazillion credits, when they can turn over multiple mid range (300 - 600 capacity) vendors on a daily or weekly basis. Plus with the idea of the merchant collecting a percentage of sales in their building, the merchant wont be hurting for cash. This forces people to make the most enticing malls they are capable of, to drive demand for your mall. I could see this creating a whole new aspect to the game revolving around advertising, availability, and locationfor your mall!


So who else has thoughts? Come on, join in, see what possibilities are out there.



--N'Uro
ZallusNuranxis
Wed Aug 11, 2004 3:02 pm
#5

ResourceMonkey wrote:




Inever read from a Dev that the reason for thechange was a lack of space in the Database.




Lack of databse and monopolies are the reasons TH started this idea motnhs ago before we beated it down

Llara
Wed Aug 11, 2004 8:13 pm
#6

With the recent addition of loot kits requiring 10 pieces each, upping the drop rate of said loot kits, and knowing that they would end up on vendors (come on they HAD to know).


You cant tell me that database is the reason for the nerf. So I look around for monopolies, and cant seem to find any of those either.


The draw of this game is that the in game economy works along the same lines as the real-life economy. You have crafter A spending X amount of time crafting, mining, stocking, and advertising. Then you have crafter B spending XX amount of time doing the same. Should crafter A be making the same amount and have the same market share as crafter B? Nope and he shouldnt expect to. Wal-mart has a bigger business than mom and pop because they built their business as such.


Also I have heard that its being implemented to give the small guy a chance to break in. I see the exact opposite happening. The new guy isnt going to have the resources to pay miners, he's not going to have the resources to pay hunters. Now he will not have access to the good resource vendors where he could have bought that 5k stack of uber material to get started. Because that resource vendor isnt going to waste vendor space on stacks smaller than 100k. Which in turn will still help these so called monopolies because they can afford stacks of 100k even at inflated prices.


I see it beingeven harderfor a new player to break into any crafting profession that requires alot of named resources. I broke into my profession by harvesting what i could and buying what i couldnt.


Anyway for the record im Master Artisan, Master Armorsmith, Master Tailor, Merchant 4/0/4/3 with 3 vendors 1 for clothes, 1 for armor, and yes1 for storage.


Ok I'm done now, and please dont try and correct my horrid grammar
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