Merchant Archive
Thread: Starting Town Vendors
Winston Churchill.
The problem is that non of the people who would bid for that spot would likely be happy providing cost effective solutions to new players. They would be high powered merchants who want to move the top of the line merchnadise. I also don't think that a merchant is going to be very excited about having to stock everything for a month..then take everything down and let someone else have the spot after that. If you don't prevent the same merchant from getting the contract all the time you'll have a local monopoly in that area that will damage the business of all the other merchants.
I agree with Doc on this one. It would be nice to lease space in a NPC city and set up shop though. It would actually be a good money sink for the economy.
Bachreus
Oh yes. ALL your characters should start as artisans if they is to hav that skill... an novice artisan can build what he needs for other professions.
Not all of the high-powered merchants are selling top-of-the-line merchandise. If you get a chance to check out the GrayMART stores on Kettemoor, we have a good selection of starting merchandise. Ever try to find just a simple pair of shoes? or gloves? or cheap pants? I need to spend this weekend restocking, because we regularly sell out of our shoes and gloves and pants (most at 500 credits, and all in black). And we carry personal harvesters, surveying tools, and bounty hunter droids. Got to admit, we're not making much money, but we're having a lot of fun, and planning on expanding from our stores near Kaadara, Theed and Coronet, to several other planets and cities. We also carry CDEF weapons, and low-end stim packs.
DocSavag wrote:
The problem is that non of the people who would bid for that spot would likely be happy providing cost effective solutions to new players. They would be high powered merchants who want to move the top of the line merchnadise. I also don't think that a merchant is going to be very excited about having to stock everything for a month..then take everything down and let someone else have the spot after that. If you don't prevent the same merchant from getting the contract all the time you'll have a local monopoly in that area that will damage the business of all the other merchants.
We want to become the alternative to the bazaar. However, once the item cap goes in on vendors, the whole chain will probably collapse, because it is only our ability to put numerous items on the vendors that is the key to success. It takes time to cart items around from world to world, stocking all of the vendors. It is a shame that the devs are thinking in terms of numbers of items, and ignoring the five-and-dime concept of having numerous items with a low overall monetary value. It is only the ability to sell in bulk that allows us to remain in business. Would be nice able to declare a vendor as having either an item number cap, or a monetary value cap, so that people who want to sell large amounts of low-price items could still do that. The only other option is that I could start charging 5k for all of my 500 credits items, and just keep 2 or 3 at a time on the vendor, instead of 20 or 30. I'll let the devs make that decision for me, I guess.
Another item that would be immensely useful in this game, would be a packing crate. It would be an item with a limited life-span of perhaps one week, and it would be able to hold all the items from a large house (I believe that would be 250 items?). It would have a count-down timer, and would disappear (along with anything in it) at the end of that time. This would allow people to move the contents of a house, or items from or to a vendor, with relative ease. And make it possible to unpack it directly into a vendor.