Merchant Archive
Thread: Suggestion for a REAL mercantile system in SWG (DEVS plz Read)
Meandra wrote:
Or, you can sell your crafted goods to a merchant and they don't have to do any extra coding. I dunno. What do you think the devs will choose?
But this will result in empty vendors, because unless merchants have a ton of credits they cant afford to buy the items to stock on a vendor.
joined42904 wrote:
Why is this proposal to allow other people to stock merchants' vendors still alive and being made by the vendor exploiters?
Think for a minute.
If this goes through, folks will do cross-server vendor trades. The sliding bars will be set at zero or a small percentage. And folks will get their vendors without committing skill points. Which is what the exploiters really want in the first place.
Same with these ridiculous ideas to allow merchants to "make" a vendor that is supposed to be an NPC.
you can accomplish pretty much ANYTHING with a cross-server toon so this point is moot. To make gameplay even worse on the CHANCE that a cross server toon will exploit this in no way diminishes the NEED for crafters to be able to place their goods on reputable merchants vendors that DO exist in that galaxy. The goods get to market FASTER and everyone wins. Unless your a total pessimist and always believe that people will exploit it instead of those that will actually POSITIVELY use this type of system. Cross server trading is way lower then you are being lead to believe. You should have more faith in the amount of reputable and honest merchants that DO exist and not throw the baby out with the bathwater if someone attempts this.
joined42904 wrote:
Why is this proposal to allow other people to stock merchants' vendors still alive and being made by the vendor exploiters?
Think for a minute.
If this goes through, folks will do cross-server vendor trades. The sliding bars will be set at zero or a small percentage. And folks will get their vendors without committing skill points. Which is what the exploiters really want in the first place.
Same with these ridiculous ideas to allow merchants to "make" a vendor that is supposed to be an NPC.
Message Edited by Buka_Starwalker on 08-23-2004 04:46 AM
joined42904 wrote:I think there are more cross-server lot trades that you believe, Buka.I wouldn't mind granting crafters some sort of SECURE consignment arrangement...however make the merchant press at least two buttons per transaction and make the merchant, not the crafter, determine the selling price.Who would want to go do that for merchandise that isn't theirs on a server they don't play on? Well...no one. And the merchant is going to ask for a higher percentage if the merchant has to do something (unless it's a favor for a friend) than if the merchant doesn't.Taking the merchant out of the loop of commerce is in my opinion a bad idea. It will turn some merchants into employees or wholely owned subsidiaries of certain bulk crafters.Anything players can abuse...some players will abuse. That the Rent-a-vendor concept in any of its variations is subject to abuse means that it will be abused if implemented. I see no reason to implement a change that will allow someone to achieve the entire functionality or much of the functionality of my profession by means of cross-server lot trades. I just don't.
I tend to agree. The merchant should remain involved on a per transaction basis. We need tools to make those transactions possible in volume and with fewer clicks so that a supplier can provide a large amount of goods and the merchant can accept them and put them up for sale with as few clicks as possible.
wow, your idea is so much better then mine. I'm so ashamed =(
Cryzitul wrote:
Look at the way business is done in todays high-tech world, and see if this makes sense...
In real life, you have a 3-4 part chain of commerce, starting with the supplier/manufacturer, who sells goods to the merchant, who turns around and gets the goods out to consumers. How do things get from one part of the chain to the other? By shippers, something SWG is lacking.
It would stand to reason that in a galaxy with technology superior to our own (the Star Wars galaxy), that they would have methods of commerce at LEAST comparable to ours. Since it is impractical to create a "UPS Employee" profession, and many merchants and manufacturers simply can't or won't trust other players with safely transporting their expensive goods, i am proposing that a courier feature is implemented somewhere in the merchant tree (exactly where I'll let everyone hash over). This is a service that, for a small fee (probably comparable to the shuttle fee from and to the same destinations, plus a small percentage) would handle transportation of goods between manufacturer and vendor, and could even be used in conjunction with the bazaar.
Let's go one step further, what if some profession could craft a 'computer' which would be placeable in your house, allowing you to shop online. Then you could have mail boxes which would allow for delivery (shipping from manufacturer to merchant could be handled at the vendor), making this entire game infinitely more convenient by eliminating the spending of thousands of credits going around to every clothing vendor in the galaxy looking for one specific thing, which more than likely doesn't exsist at any location.
There would have to be some interface for interplayer buying/selling, I assume the trade screen could be recycled with relatively minimal effort, and there could be a special variant of an in game e-mail to initialize the purchase and sale screen.
ex. Joe the Weaponsmithcrafts 10 crates of FWG5 pistols.
Joe sends an sell-mail to his favorite vendor, Steve the Merchant.
Steve logs in and checks his sell-mail inbox to find an offer of 10 crates of FWG5's for a total of 100,000 credits
Steve replies, which opens up the buy/sell window.
Since Joe has already provided the goods to be sold and aprice, his accept checkbox is already checked, now Steve needs only accept, or counter offer, which can be handled by filling out a box at the lower part of the menu with a price, or putting a message in a counter-offer box, and then returning the mail to Joe.
This would go on until both sides accepted the terms of the deal, then the funds and goods would be transferred automatically to the appropriate parties.
One more thing of note, if at any time the seller ceased to posess the entirety of the order which he was attempting to sell (he destroyed a crate, or sold it to someone else, bringing his total down to 9) the buyer and seller would both recieve a notification that the transaction had been cancelled, just like if you toy around with your inventory during a trade.
The whole way in which the SWG commerce system is set up is designed to make things as complicated and time consuming as possible. This is called a time sink, and it's purposely implemented to make players play longer to accomplish simple tasks, with the idea of extending subscription periods. However, it's beyond ridiculous, and shopping in SWG should be easy and convenient, so you can spend your time dealing with other time sinks. This system is designed to achieve that end.
Meandra wrote:
Or, you can sell your crafted goods to a merchant and they don't have to do any extra coding. I dunno. What do you think the devs will choose?
because there are way more crafters then their are players dedicated to the merchant profession. Give crafters the ability to get their products to market faster rather then waiting 1 week or more to get a hold of a merchant who doesn't login for 1 week but their location is a prime selling spot like near cnet starport. This post patch 10 merchant and crafter interchange system is OLD and ANTIQUATED. Don't you feel that a modern society like SWG, that has space flight and jedis deserves a mercantile system that befits its modern status?
Why should a crafter have to reliy on a merchant that is available but all his vendors are in places like Moenia or Wayfar? A smart crafter knows the best chance to sell his goods is near coronet since its the hub of the galaxy. Having the ability toplace your products into a merchants vendor directly will not eliminate the need for merchants just make it easier for crafters to not have to relie on merchants to be logged in at the same time a crafter is logged in.
Even if both are logged in, the product exchange between the merchant and the crafter is outdated and consists of multiple emails, multiple item transfers, not to mention the inability to have the crafter reoffer the products back onto the vendor once the remaining unsold items unsell in 30 days. This leads tomultiple such antiquated meetings between the crafter and the merchant. CRAFTERS DESERVE BETTER THEN THIS!
It is absolutely within the coding ability of the devs to create this type of merchant system and it would allow greater power for crafters and more hands-off approach to managing the vendors that would be better served by the merchants advertising, creating new contacts and business deals of fuel greater distribution.
Why are we using a merchant system thats akin to a donkey when we could have a star destroyer equivalent? Why are crafters forced to use email and waiting periods of 1 week or more to get their items to be sold? THIS IS NOT GOOD ENOUGH! CRAFTERS DESERVE A BETTER SYSTEM THEN THIS!
Why not try this system out on test center and see if people like it? That's what the test center server is there for isnt it? To try things before the become implemented in the real game? The economy of SWG has nothing to loose and a tremendous amount to gain by trying this out.