Merchant Archive
Thread: 2 pence on dropping merchant skills after dropping vendors...
Burried in the middle of your post is the "give all our skills to everyone else" arguement that just doesn't fly. Merchant is NOT a prerequisite for crafting professions. It is a prerequsite for efficiently selling large numbers of items to many customers. Crafters can sell through the bazaar, on the corner, or to a wholesaler without a single vendor or with a vendor provided in the Artisan tree. If they want to run their own store they can get merchant to do that.
DocSavage wrote:
"Merchant is NOT a prerequisite for crafting professions. It is a prerequsite for efficiently selling large numbers of items to many customers."
There are RL parallels to be made. I am not abusinessman but that doesn't stopme paying a kid to work behind a counter all day. Its unrealistic for a merchant to be a vendor handler.
"Burried in the middle of your post is the "give all our skills to everyone else" arguement that just doesn't fly."
You are trying to turn my argument into a tired old one... stop it.
A merchant is not someone who sells things. A merchant is someone who makes deals, resells for increased profit, knows how to better turn a credit than someone who is not. Anyone can sell things, even make some money on it, a merchant will know exactly HOW to do it, do it well, and better than me...
Where does paying a kid to work behind a counter come into that?
In response:
"Credit Faucets (Money generated from the system not from players) - these are bad and probably won't get implemented because the economy has more credits in it now than is healthy."
I can see it now. Give friend 1 million credits. Friend buysfirework from vendor for 1 million credits. Friend trades back firework. Put firework back on vendor. Repeat until you're a billionaire (couple hours) cause you're earning 20% on top of whatever your friend is "buying".
EgorKDie wrote:
There are already skills which merchants have that you do not retain the benefit for: Reductions in costs. How about other similar benefits... Just off the top of my head:
1. Haggling : Merchant gets extra 5-20% of price off sales. (Seller gets the listed price but merchant spends less)
2. Price Hike : Merchant gets extra 5-20% when selling items. (Buyer pays listed price but merchant receives more)
The best monitary ideas I have heard have to do with discounted travel expenses. Which has the effect of making galactic commerce cheaper for merchants and gives merchants the chance to resell travel tickets. Though to do it effectively they would have to be allowed to purchase them in cases or something.
Message Edited by DocSavag on 02-27-2004 04:57 PM
DocSavag wrote:
The best monitary ideas I have heard have to do with discounted travel expenses. Which has the effect of making galactic commerce cheaper for merchants and gives merchants the chance to resell travel tickets. Though to do it effectively they would have to be allowed to purchase them in cases or something.
Message Edited by DocSavag on 02-27-2004 04:57 PM
Plus the fact there is a category for tickets on the Bazaar, would seem to indicate this would be a viable side-business if there was some way to make money instead of losing 12 credits listing fee on Bazaar...
EgorKDie wrote:
4. Sandwich Board : Merchants have increased personal advertising options (Instead of the hated AFK starport spamming), adding a radial ability to link straight to 1 of your vendors (which ever you have linked to)... So you can still AFK at a starport and make sales from your vendor, without the spamming.