Merchant Archive
Thread: Alternatives to Vendors for Non-Merchants
Sevardos wrote:
I agree, a more constructive discussion is required.It is an exploit but it's also a reality and cannot be just snuffed out without any recourse.
My thoughts:
1. Allow Master Merchants to sell vendors... or more accurately, we act as a temp agency for our NPC vendors and sales/leasing agent for our terminal & droid merchants. A 'hired' vendor can be purchased from a Merchant by anyone, no matter the class. However, their would be some restrictions and particulars:
(a) These vendors cannot be advertised via the global map
(b) Instead of maintenance, you would need to purchase weekly/monthly "contracts" that must be added to the vendor - similar to adding power to a harvester. These "contracts" are crafted by a Master Merchant and can be purchased by them.
(c) Once initialized, cannnot be moved. If moved, you need to buy another one from a Master Merchant
(d) The player who bought the vendor does not have to rely on the Merchant for anything else other than purchasing it (keeps things simple)
(e) **Restricted to only 3 merchants** per player
** You mean vendors right?
**Change this to 1vendor per player maybe, why give someone who has ZERO Merchant skills at all, half the allotedvendor number Im allowed to have at Master Merchant level?
Also, if Im a Master Merchant, can I then purchase more vendors from another Master Merchant, giving me a total of 7? And if so, can I then make my own contracts to feed said vendors?
In regards to No. 3, with the 37 day grace period. I dont think 37 months is enough time for some of the complete whackjobs who play this game, but that being said they could easily change the loading screen to reflect a coming chnage to non Merchant characters vendors, like a countdown stating::
ATTENTION NON MERCHANT CLASSES. IF YOU OWN A VENDOR CURRENTLY HOLDING STOCK YOU NOW HAVE 7 (SEVEN) DAYS TO EMPTY YOUR VENDOR. AFTER 7 (SEVEN) DAYS YOUR VENDOR WILL BE DELETED, EMPTY OR NOT. DONT JUST SIT THERE FOOL, GO EMPTY IT. OH NO YOU DONT, DONT YOU DARE BUY A TICKET TO DATHOMIR AND HUNT NIGHTSISTERS, GO AND EMPTY YOUR VENDOR. NOW!! NOW !11ONE!111!1TWO11!!1!1
Message Edited by GarenTore on 05-14-2004 01:23 AM
I agree that the vendor situation needs to be revamped, but there needs to be other options to allow players to sell their merchandise. You have hit upon a great idea and I would like to add to the discussion.
Allow Merchants to create vendors to sell to other players. Make changes to the merchant skill tree so that the higher you go in the merchant profession the better or different types of sellable vendors you can make.
These sellable vendors can be bought and placed by anyone. As to the number of these vendors anyone can have.
A. At least one and only one unless maybe if we give Masters of crafting professions that do not require them to have Artisan Business III, 2 but no more, this is enough for most players.
How this could work is the merchant makes the vendors selling them for a price, so the merchant gets the money for the initial sale. To keep the vendor running the player who buys the vendor must then buy from the merchant a licensing agreement or contract, something like this. This agreement or contract made by the merchant can be variable meaning the merchant has the option to make it last for differing amounts of time.
i.e. 7 days, 14 days, 30 days and so on at a higher cost depending on the amount of time.
The vendor that is placed by a player can be modified slightly by the player who bought it, put clothes on it or have its looks altered by an Image designer but nothing else.
As to advertising on the planetary map, maybe give the merchants the ability to craft another advertising agreement like the above-mentioned licensing agreement or contract.
To put money back into the game, make it so the owner has to pay maintenance on the vendor like it is now but maybe at a lower rate.
So merchants make money on the initial sale, the sale of use contracts and possibly advertising contracts.
Something would have to be put in place to protect the buyer in the event that the merchant they bought the vendor from changes professions leaves the game for a long period of time or just quits. A time period after the use contract expires the vendor un-initializes and no one can buy anything off of it until a new contract is purchased but the owner can still remove their stock form the vendor and then after a set period of time, 30 days, if the vendor has not been re-initialized by the owner it is deleted.
Another thing to add to the merchant profession is have them create mannequins that Tailors can use to display their goods, or anyone for that matter but that is all they are is a shell.
Please feel free to slice this to pieces I’m just trying to provide suggestions to help everyone out.
Deex
LXB
Master Doctor
Intrepid
Sorry, yes - I meant 3 vendors per player.
The reason I chose 3 vendors isthat it provides more revenue opportunities for the Master Merchant professtion. Remember, players are 'buying' the merchants from you AND they are buying the contracts (power) from you to keep the vendors going.
As for the 37 days, I think adding a message somewhere (reminders) is a great idea. However, no one can complain about the 37 days - if they haven't checked their merchants in 37 days, they would have lost anything they had in their anyways. If they decided to ignore it, it's their problem. You can only babysit for so long.
How about some ideas from everyone on how we would "craft" these vendors?
What exactly is my motivation for even doing this? Why as a merchant should I be concentrating on becoming a "Vendor crafter" instead of selling merchandise? You are also going to have to deal with the fact that we aren't going to get extra vendors for this so every vendor I 'Rent" out would count against my vendor limit.
I understand the motivation of a Non Merchant. But why would I be interested? Isn't this a lot like trying to turn a commando intoa flamethrower salesman?
Even if I were interested there is no way a person with absolutely no business skills gets 3 vendors that is just wrong. Even 1 is a stretch without having a merchant managing it.
Sotaudi, some great ideas there. However, I have to agree with DocSavag, those not dedicating their skills towards business should not have direct access to Vendors - it would nullify the reason for most players to climb the Merchant tree. I believe the real issue at hand is direct business associations. There does need to be a suitable interface for suppliers to offer merchants their stock for sale with a real sense of accountability. One simple method that could be implemented without too much stress on the Devs is simply to add more information to the stock on the vendors and the corresponding e-mail conformations of sale.
The vendor interface could have an additional tab allowing customers to add stock for sale. This window shows the percentage cost alloted by theMerchant owner on all sales. Ideally individual costs per customer - but making this simple increases our chance of the Devs responding. So these then get stored for a limited time in a similar space as the stockroom awaiting the vendor owner to accept or reject all offers. On a rejection the seller receives an e-mail instructing him/her to retrieve the item before it gets destroyed (7 days perhaps?). On accepting the items however, they are put straight on the vendor sales window with everything else. The only difference is the item owner is still identified as the original owner (not the Merchant). The reasoning behind this is that the conformation mails can simply add the owners name for the merchant to pass on the sales profits. Again, ideally this would be transfered automatically, but coding simplicity is the key.
Another issue is regular Merchant suppliers. I.e. other Merchants such as Bio Engineers selling you regular components. Herea useful addition would be to have a direct link between vendor interface windows. Being able to buy items off a conected vendor, and even automatically transfer bought goods to and from vendors if at all possible. A discount percentage could be added to the code to add an incentive for business relationships.
These additions would not only add incentive to keep the Merchant skills, but also drop the number of players becoming merchants - allowing them to play as they want to play.
I also have a couple of points I need to post regarding Merchants at present. They have been mentioned elsewhere but I cannot resist any opportunity to repeat myself in the vain hope they will be noticed by the Devs.
Merchant renaming: This is becomming essential. Those of us working hard to have well stocked merchants but alter our crafting professions either need to open another vendor (possibly not an option either because we have all possible vendiors or because we cannot devote the skill points) or empty the current vendor and start again - re-selling all the original items again. A renaming tool allows us to have a smoother and faster game without the no-fun gaming that is a regular feature of the Merchant.
This brings me onto the stockroom: Man I hate this system! Not because it exists, it is an esential part of the business management. However, reselling everything off a very well stocked vendor is SO time consuming it removes the incentive to log into the game on some occasions! Hours can be spent re-pricing every item. I am a tailor and every item is individually priced. This causes literally hours everyday reselling items. I simply ask for the vendor to remember the original sale price so we can re-sell items easily.
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