Merchant Archive
Thread: Merchant, Artisan , Economy Balance
Yet another post on my idea of what needs to take place to help balance the economy of this game.
Forget everything that is in place now and use this as the model to build on.
Artisan Profession
Novice Artisan
- Grantsplayers 2 Building Lots for use of Mining and Harvesting Istallations. (Only the Artisan Profession can use Harvesters)
- No other changes
Engineering
- No Changes
Domestic Arts
- No Changes
Business
- Level 1: Access Fees
- Level 2: Premium Sales
- Level 3: Reduced Bazaar Fees
- Level 4: Reduced Travel Fees
Surveying / Mining
- Each Level in this tree grants players 2 building lots for use of Mining and Harvesting Installations.
- No other changes
Master Artisan
- Grants players 2 building lots for use of Mining and Harvesting Installations
- No other changes
Merchant Profession
Novice Merchant
- Grants players 1 Vendor to place in any structure that the player owns.
Ad Campaign
- Level 1: Ability to place a waypoint in the description of an item for sale on the Bazaar. (Waypoint to shop)
- Level 2: Customizable Vocalization for vendors
- Level 3: Grants players the ability to place their shop locations on the Planetary Map. A terminal would need to be added near the Merchant trainers to give players access to the Planetary Ad System. Must be maintained.
- Level 4: Word of Mouth - Grants players the ability to hire NPC character for a fixed Weekly Rate for bark advertisement.
Efficiency
- Level 1: ReducedBazaar Fees
- Level 2: Reduced Maintenance on Structures
- Level 3: Reduced Travel Fees
- Level 4: Reduced Maintenance on Vendors
Management
- Level 1: Selective Hiring - Grants players the ability to select from a wide range of Vendors. Random Creation.
- Level 2: Advanced Hiring - Grants players the ability to select form a wider range of Vendors. Customizable
- Level 3: Vendor Placement - Grants players the ability to place a single Vendor on the Planetary Map. This vendor is placed under a tent like structure that must be purchased from an Architect and maintained, but does not count against the players building lot total.
- Level 4: Advanced Plancement - Grants players the ability to place a second Vendor on the Planetary Map. This vendor is placed under a tent like structure that must be purchased from an Architect and maintained, but does not count against the players building lot total.
Hiring
- Each level in this tree grants players an additional Vendor.
Master Merchant
- Reduced Vendor Maintenance. Grants an additional Vendor. Grants an additional Vendor Placement.
This would help with the issues being brought up by people wanting the Miners to return. This allows the Artisans to be the only profession able to place Harvestors on the Planetary Map. Also, by allowing only the Artisans to gain building Lots for the purpose of mining....it will help reduce the amount of structures in the world. Houses and PA halls would no longer count as building lots and every player is able to have a single house whether it be a small, medium, large or PA Hall....it can only be 1 structure.
This would also make the Merchant class viable in that only the Merchant has Vendors. If someone (let's say an Armorsmith) wants to sell armor, but does not want to be a merchant...then he would have to find a merchant that would allow him the use of the vendor. The Armorsmith would then be added to the Vendor Access list (Not admin list) which would allow the armorsmith the ability to sell his items. There would be the 10% markup for the Merchant, but when the sale was made...the armorsmiths price would be added to his bank account and the merchant would receieve the 10% in his account.
This would also help with server stability and the amount of data that the server would have to keep track of (Maybe)
Thoughts.....Comments?