Merchant Archive

Thread: Structure and Vendor admin rights

DustusNavar
Mon Feb 02, 2004 12:22 pm
#1

People on a house/structure admin list should be have control of vendors placed within the structure. Our guild runs a "Super Store" with maybe 30 vendors in it. We'd like to set some ground rules for our members as far as vendor stocking (minimum # of items for sale, minimum # of resources), etc, goes, but unfortunatelly under the current system there is no way for the adminsto enforce a rule. What we end up with is several empty vendors and our customers complain. This is also a problem when someone sets up a vendor and then leaves the game; there's no way to remove their vendor (vendors do not poof when maint. gets to $0) short of re-deeding the structure, and that's not an easy solution with all of the vendors that would have to be unstocked, moved, restocked, etc. Comments?



22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


Numtini
Tue Feb 03, 2004 1:20 am
#2

I've suggested a while that merchants should become masters of the multicrafter mall. UO has some great functionality here with "vendor contracts" that specify terms for putting a vendor in a mall, including payment and whether or not it's renewable and even a way to mutually agree upon a payoff to terminate the agreement earlier.


I'd go a step further and allow merchants to create a limited number of vendors in their own mall usable by other people in order to serve crafters who want to manage their own vendors, but don't want to spend the points.




Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
DustusNavar
Wed Feb 04, 2004 11:07 am
#3

Anyone else have input?



22 Professions Mastered Jedi Padawan Rebel Colonel
Killing In The Name Of


DocSavag
Thu Feb 05, 2004 1:05 am
#4

While I agree that it is annoying that people can just leave their vendor there indefinitely and you can't get rid of it. The problem is having a system that doesn't allow you to grief my be destroying my vendor on a whim and costing me item loss in the process. Its a tricky subject. Item loss happens anytime something like a vendor or a house goes away..if it goes away accidentally then people get upset that their things are missing. The devs then make it so it doesn't go away.. and we have this situation.






----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Darkov
Thu Feb 05, 2004 1:37 am
#5

Well, two things...


You should be able to remove vendors at your whim, but with a seven day grace period. If the vendor owner doesn't want their stuff destroyed it's up to them to remove it within those seven days or they lose it all.


Second, you should be able to tax sales in your building. A merchant tent, or god forbid one day some larger merchant structures, where every item sold on a vendor is taxed to a percentage set by the merchant owner of the building. This would mean I'd be happy for someone to leave their vendor there.. cause I make a profit regardless.


Sionel
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