Merchant Archive

Thread: Merchant Idea No.2 VENDOR LEASE

Timeless164
Mon Sep 06, 2004 5:15 am
#1



Merchant Idea #2: Vendors leased to crafters. The merchant will contract out vendors to crafters in exchange for fees. Merchants will create vendor deeds by running a crafting tool similar to other crafting tools, in which you set the appearance, attitude, and sales approach, and a deed is created. The vendor will be fully customizable outside of deed form by the merchant, with morecustom / re-customoptions available at higher levels of merchant skill. The vendor will be entirely re-deedable and can be transferred by trade agreement to customer. Deeds can be destroyed and new ones created, however higher level merchants would have the ability to create more deeds at any given time and have more working vendors. The terms of the contract with the crafter will be set forth by an option on the deed itself to set various daily, weekly, or % fees and an expiration date. This information would be clearly visible on the deed for all parties involved to read, and would be available at any time for the crafter to reference. Once the agreement is made, the merchant will use an option to setthe crafter's name as the lease-holder andthe crafter has to initialize the contract by option on the deed itself. High level merchants could have an option to take % of sales instead of a time based payment. The crafter can then take the deed home, spawn the vendor, have the merchant make some adjustments if necessary, and then place their items on the vendor at no cost (because the vendor cost is being paid to the merchant now).Upon the termination of the contract by the crafter only, or by the expiration of the contract, the vendor will automatically redeed itself and return to the merchant's inventory.



Potential Problems: Things I have considered as potential problems are: difficulty of coding for the game developers;bugs involving missing inventory; bugs involvingbroken vendors; players that forget about the vendor and let the vendor contract expire with items still on; bugs with sales agreements; bugs with fees not being paid correctly to the merchant; broke players that can no longer afford fees; deeds failing to spawn a vendor; deeds failing to re-deed; deeds failing to reappear in the merchant inventory; merchants with full inventories and auto re-deeds (full inventory = lost deed, make a new one). There also needs to be consideration of cost for the merchant in "training" new vendor deeds. There does need to be some amount of cost in resources, time, or money (i prefer time such as a two day crafting period) to keep it a balanced prof that cant be abused by multiple accounts. The idea here is to make merchants independent of other profs andto make them a desirable prof to play.



*** More merchant ideas will follow. In the meantime please read "Merchant Idea No.1" ***




/hearnoevil;
/seenoevil;
/speaknoevil;
Timeless164
Mon Sep 06, 2004 5:32 am
#2

And this is still just conceptual, though I think most of it is rock solid. I really want to see merchant as a profession that can be played without other professions and I think this would allow that to happen.



/hearnoevil;
/seenoevil;
/speaknoevil;
Novock
Mon Sep 06, 2004 7:35 am
#3

This is nothing new been suggested time and time again. In this is the idea again that merchants should not function as merchant but now as brokers selling or leasing vendors for some type of fee. Though this may sound good to the non-merchant the reality is it leaves no true content for all the work and skill points of a merchant. This in no way allows a merchant to be a merchant it rather allows a merchant to allow others to be merchants.


The game mechanics are setup that that fighters fight, crafters craft and merchants sell. If you don't want to invest in the skill points for the selling ability you do not have to. You simply find a merchant to whom you can sell your product and he/she can then sell to the mass public. This is the way its suppose to work. The mechanic of the profession has now been fixed to allow the activity originally planned in the merchant class. This all goes back to the skill based system that we all even merchants must deal with. I believe what the source of all of this is not wanting to share in the profits. Many do not want to sell to merchants and allow merchants to be merchants for they want every penny that is to be made on the product and that is ok. As I have stated in previous threads if you wish to carry your product from creation to end user then all you have to do is invest the skillpoints. If you don't want to invest the skillpoints then find some merchants to setup selling to wholesale and allow them to function as merchants reselling the product.


This gives not enhancegameplay for merchantsand actual would cause most to leave the profession. Why invest the skill points when I can rent the same abilities? Maybe you can convince the DEVs to allow scouts to be able to rent out there scout droids so that everyone can harvest, if you can I would certainly appreciate to not have to invest the points in scout for the ability? Or maybe medics can even rent out some droids that allow u to heal yourself what out the medic skillpoints?


We need more content for the merchant class like more functionability for the hiring tree, more advertising interface and improvements. More interface improvement for the vendors including possibly the ability to sell on consignment allowing the interface to pay out to the owner of the product and the arranged percentage to merchant eliminating the fear of "being ripped off" when dealing in consignment sales. We could use the ability to place a crate on a vendor and allow the buyer to choose how many units of the product they want having the vendor interface actually be able to pull from crate or even split crate making the loading and stocking of vendors much easier.


It's not my intention to mean or degrading but you're ideas are simply not going to be accepted by the greater majority of merchants who have invested skillpoints in order to have the same ability that you wish to purchase with credits. There are ways to better the merchant and give the merchant more tools to better facilitate crafters and buyers however I do not believe this to be one of them.



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

MaDuece
Mon Sep 06, 2004 7:56 am
#4


This isa bad idea for 2 basic reasons:


1) Its just another work-around that allows players to have vendors without spending the required skill points. Just because a merchant crafts the vendor doesn't make it OK for other people to have the vendor without the necessary skills. Once the merchant sells/leases the deed to the other player, that other person now becomes the merchant.


2) Players that do not properly maintain these vendors are an enormous problem. Would the merchant be able to come reclaim the "deed" if that person fails to pay the merchant? Would that merchant be able to do reclaim if that vendor has the other person's goods on the vendor? Giving another player the power to decide the outcome of a vendor in this situation can lead to a "he said, she said" headache that the CSRs simply would not want to deal with. It could also lead to griefing if one player pisses off another player for any reason whatsoever; thats why structures can only be destroyed or the deed reclaimed by the person holding the lot for that structure. This is a situation that would make it completely undesireable to be a merchant.

Message Edited by MaDuece on 09-06-2004 07:57 AM

LonelyGhost
Mon Sep 06, 2004 9:23 am
#5

Suggested, and rejected by real merchants. "If you Want a Vendor, you Must have the SKILLS". Maybe I can get you to lease your T-21 to me?



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
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