Merchant Archive
Thread: Anything less than 5 fold increase on current item limits simply NOT acceptable
joined42904 wrote:When the oligopolist runs out, second-rate "noob" products become something to be considered.Sound good? It does to me. This may actually mean that crafters will be able to go up in crafting selling their products as they improve in skill. Just imagine that. No longer will just masters be able to completely dominate the market.
Actually, lets take me for example. Just a few weeks ago I was in need of some nice Ubese... I contact my AS friend, and say I need good Ubese. He says I was going to make a batch tomorrow. Now it was about a week before we met up again, and during that time I was tempted to visit any of the many AS I know, but decided not to since, as it stands in SWG, you need the best of the best of the best, to compete with the best of the best of the best.
With the changes proposed, mainly the item limit being so low, I will no longer feel the need to visit empty vendor after empty vendor after empty vendor, just to settle for something that won't do crap for me. No way, I will contact one of my many many contacts in game, and wait. They are not limiting the number the crafter can make, just what he can list. They won't run out, they'll just have two vendors, one called "Vendor: Catalog - Mail orders" and one called "Vendor: Completed orders" Since most do not service more than 110 people in one day this solves all thier problems. If they do, add another "Vendor: More Completed Orders"
This does not help novice crafters at all... Don't know a master WS/AS/DE/DOC.. etc well SOE added a nice little /auction for you to find everything you could ever need.
Bottom line is, 250-500 per vendor limit is fine. 110 is way too low...
joined42904 wrote:
In the spirit of SWGaddict01's post....
Anything more than a 2-fold increase of the current item limit is simply NOT acceptable
as it will fail to crush the big oligopolies that hamper the casual crafter.
Thats the biggest bunch of commie bullcrap I have ever read. All you want to do is punish the successfull hard working crafter.
It has taken me 8 months to get my WS and AS business to the level it is at today. I have no cross server lots and I have essentially built up my business emire by myself except for some help from a limited number of guys in my PA.
Noob crafters should not be able to compete against long well established crafters period. Thats like saying "OK lets nerf Jedi so hard that a novice marksman can beat them" its not fair that a Jedi can beat a novice marksman noob so lets nerf them into the ground till novicemarksman = Jedi in combat prowess.
Do you see how fubar your argument is. Your very statement says "casual crafter", if they want to be casual then their sucess should only reflect their casual play. Hardcore dedicated long stanbding reputable crafters should not be penalised for your laziness an incompetence to start a viable business.
The problem is all you noob/casuals think that grinding an elite crafter = making a cash register. Well I got news for you sunshine it ain't. You got to work hard to make quality goods and establish a good customer base.
vendor limits are acceptableif they need to limit datavase size but the limits should be at least a 5 fold increase on what they currently suggest
Message Edited by WILDMAN_SOLO on 08-10-2004 12:48 AM
joined42904 wrote:
I say nerf the heck out of these selfish people who are hindering starting crafters. And 110 items per vendor sounds really good to me.
See, now you're mixing arguments. You're upset about the drop rate and price of experimentation tapes. How does that relate to vendor caps?
Bzzzt. It doesn't. The people who have the credits to buy those tapes up -- which I don't condone, BTW, but whatever, it's their money -- aren't wealthy because they didn't have vendor caps. They're wealthy because they've sunk a lot of time and energy into their businesses. They BENEFITTED from the lack of vendor caps, yes. But up until this change goes through, everyone ELSE benefitted too. So it's not like no one else could do what they were doing in terms of volume. There is plenty of market out there for people who don't have 12 experimentation points. Hell, I didn't have 12 points until February, and by then I was already a well-established weaponsmith. (Granted, those extra points don't do that much for a WS, but that's not the point.)
Your beef is with loot, not with vendors. You're arguing the wrong thing for the wrong reasons.
DarthIman wrote:
We should have more vendors! Like 10! And unlimited stock! And the vednors should walk around town selling for us too!
Go back to the rock you crawled out from under, troll.
What type and how many items we place on vendors is already limited...not by a arbitray # thrown up into the air by us and/or the dev's, rather by the 30 day limit placed on all vendor items.
Let me explain.... currently I and everyone else can put as many items onto a vendor as we like... what stops many of us from going over a certain number is the 30 day limit. For instance I have aprox 700 100k unit stacks up on my resoruce vendor... using my backstock I could double or maybe even triple that number. Yet I dont.. why? because some items sell slower then others and I dont need to have 5mil units of X resource up at any one time, especially if I know that by doubling my items.. I am going t ohave to spend an extra 2 hours re-stocking those items in 30 days... the amount I put on my vendor is proportional to the amount I think I will sell and how much time I am willing to spend re-stocking ever month it those items dont sell.
Why else do we not see vendors with 20k items... or 50k items.. or even a 100k items? because no merchant in their right mind canwants to spend20+ hours adding and then re-stocking all those items.
Message Edited by VarnaxDespin on 08-09-2004 05:57 PM
WILDMAN_SOLO wrote:
joined42904 wrote:
In the spirit of SWGaddict01's post....
Anything more than a 2-fold increase of the current item limit is simply NOT acceptable
as it will fail to crush the big oligopolies that hamper the casual crafter.
Thats the biggest bunch of commie bullcrap I have ever read. All you want to do is punish the successfull hard working crafter.
It has taken me 8 months to get my WS and AS business to the level it is at today. I have no cross server lots and I have essentially built up my business emire by myself except for some help from a limited number of guys in my PA.
Noob crafters should not be able to compete against long well established crafters period. Thats like saying "OK lets nerf Jedi so hard that a novice marksman can beat them" its not fair that a Jedi can beat a novice marksman noob so lets nerf them into the ground till novicemarksman = Jedi in combat prowess.
Do you see how fubar your argument is. Your very statement says "casual crafter", if they want to be casual then their sucess should only reflect their casual play. Hardcore dedicated long stanbding reputable crafters should not be penalised for your laziness an incompetence to start a viable business.
The problem is all you noob/casuals think that grinding an elite crafter = making a cash register. Well I got news for you sunshine it ain't. You got to work hard to make quality goods and establish a good customer base.
vendor limits are acceptableif they need to limit datavase size but the limits should be at least a 5 fold increase on what they currently suggest
Message Edited by WILDMAN_SOLO on 08-10-2004 12:48 AM
Right on WILDMAN! Last I checked , we all started out as noobs, Novice Artisians. Anyone can excel at this game and make a ton of money if they are creative and work hard! I am so sick of this socialistic view by the whiners!! It has taken me 9 months of very hard work to build a multiple million credit Resource business. This was not handed to me. I started wth the same 250 credits and a melon like you pal. I gained hunting shills and hunted for Docs, BE's, and Chefs till I hurt. I saved enough credits to buy a few medium harvs. I would do the research and survey alot to find resources crafters wanted. When I made money I upgraded my harvestors to heavies. The whole time I was hunting to make money. I opened 1 vendor and advertised it as much as I could until I built a clientle! The whole time I kept adding by hiring other miners at wholesale prices and selling their resorces for a small profit. I have 3 vendors with about 2000 items on them ranging from Flora, Ore, Metals, Gas, CHem and Radio active Power. I now, after alot of hard work, have a business thats worth hundreds of millions! My efforts!!! So Joined, don't rejoice in seeing the successful get nerfed because it may be you some day- Just get to work and it can happen for you too! BTW, because of my success, I employ a minimum of 12 miners and have given away millions helping other players!
I believe in teaching people hw to fish. I set my miners up in the wholesale business, give them a nice sum of credits and Power to get started. They are now in business for themselves. I survey they drop and harvest for me. I also let them use have access to all my personal harvestors to use so there is nothing out of their pocket to start.
I will quit this business if this nerf goes through mainly because I have a RL too and do this for enjoyment. Because of the nerf many crafters, miners, and profession grinders will be affected by this change!
Capitalism works!!!
Message Edited by Aslanon on 08-09-2004 10:56 PM
Message Edited by Aslanon on 08-09-2004 10:56 PM