Merchant Archive
Thread: A pre-release Idea that I think would make Merchant 100 times better.
Strikke wrote:
This is a good idea,several suggestions, though.
A) I would not want a whole tree of Merchant devoted to this, make the abilities a part of the management tree (ie, you are managing more 'projects' and people).
B) People shouldn't take these as missions, but should be able to view the list and 'accept' the mission only when they have the required resource (or item, etc)and are able to fulfill the requirements. That way the merchant doesn't have someone take the mission and never fulfill the order.
C) The money for payment should be removed from the player's banking account when the mission is created and held in escrow until the mission is fulfilled or cancelled.
D) The player should be able to set the 'mission' as 'keep open until X units are gathered. This would allow me to indicate to the system that I want 100k units and the 'mission' would stay available until I had gotten all 100k units - even if it took 10 people to fill the order. The 'mission' should indicate to the mission takers how many units remain to be collected so they don't waste their time gathering 100k when there is only 10k worth of funding left.
While I don't quite agree with all of these, they are excellent suggestions indeed.
A) I don't see why it doens't deserve its own function. Seems Hiring and Management should be 1 category anyway since they both deal with merchants...in general this isn't a big issue.
B) Agree 100%
C) Agree 100%
D) Agree, or set it up in blocks where you could set a minimum and maximum limit as to how much each person could provide. For example, say you want to get a minimum of 1k of the resource you could set it up such that you don't get people putting up 134 units which would just get annoying.
Boooozark wrote:
A) I don't see why it doens't deserve its own function. Seems Hiring and Management should be 1 category anyway since they both deal with merchants...in general this isn't a big issue.
D) Agree, or set it up in blocks where you could set a minimum and maximum limit as to how much each person could provide. For example, say you want to get a minimum of 1k of the resource you could set it up such that you don't get people putting up 134 units which would just get annoying.
A)I think this ability would be a good addition, I would just want more bang for the buck. Merchant has had some really worthless skill boxes (20% off Bazaar listing fees??? Wow, 4 credits! Hoooozzzaaah!) and I'd like to get as much as possible, when possible.
D) Good idea. Anything to make it easier to get large amounts (and quickly), but since the resources would presumably stack, I don't care if there are 1000 people kicking in 100 units each.
Boooozark wrote:
but what if only 1 person does your mission and you only get 123 units....I know I'd feel a little cheated
The offer would need to remain open if it's only partially filled. For example, I could offer 100 cpu for up to 100K units of some good avian meat. 10 million credits would go into escrow. I might get offers of 1400, 8000, 22, and 23000 units. Each gets paid accordingly. After some time, the offer closes, I get the remainder of my money back.
Under this system, I generally benefit by having the offers be more visible (less need to create signs with offers or spam in-game or post in the forums). The seller benefits by instantly getting paid. If you allow partial offer fulfillments, the merchant does take some risk that you'll have an offer for 10K units and you only get a less than usable 123, but from my perspective, that's a risk worth taking.
This idea... the moneylender idea... the auction idea... all of these are nice ways to give give merchants some variedplaystyles (much like smugglers can be fighters, slicers, or crafters - and soon will truly be smugglers depending on how they want to play).