Merchant Archive
Thread: Creative Solutions to Dropping Merchant Skills
I think the best way to be if all non merchants would be able to keep their vendors, but
a) their Vendors wont show up on the planetary map anymore
b) the upkeeping costs should be greatly increased (the higher your merchant skills the lower the upkeeping costs)
At the same time, hiring skill is checked. If the vendor owner do not have enough skills for a uniform the vendors clothing is removed and a "standard uniform" is issued. If there is not enough skills to specifically choose the race the vendor a the race of the vendor is changed to something the player can currently place.
When the vendor owner uses the vendor it should check if he/she have a high enough "place vendor skill", if not the player will not be able to put things up for sale, or can the owner pay maintainers on the vendor.
spoiledbrat wrote:
I think the best way to be if all non merchants would be able to keep their vendors,
The crafters use the bulky vendor they get from Artisan:Business III to stock thair wares in bulk for whole sale at a decreased price. For example a WS could stock crates of VK's for what he found a reasonable whole sale price. Then the merchants stop by and buy what they need for thair vendors, brake the crates up and sell them on at a mark up they find reasonable.
I believe that is how the system was intended to work. But most crafters do not think merchants should get even 0.1% of thair positional profits, let alone 10% or what ever the merchant can get on mark-ups.
DocSavag wrote:
Here is a system I worked out with a supplier:
I created a warehouse (small tatooine) and gave only my supplier and myself admin access to the house. The supplier would make daily visits to the warehouse and would drop off crates of merchandise for sale and send me emails with the crate count and any special instructions (price changes) I would fill the vendor from the crates when the item count in the vendor fell below what we had agreed on (we didn't keep everything on the vendor because we wanted to discourage buying in bulk to resell and we wanted the idea in your mind that you better grab that item quick because there are only 3 left!!!)
My supplier was able to visit the warehouse and then go to the vendor and look and know exactly how many of any item we had in stock to make decisions about adjusting pricing or increasing production for particular items.
This particular relationship worked on a consignment basis with me keeping track of everything (before mailsave!!!) but it would have worked just as well if I had paid her up front when I got the emails and confirmed delivery of the crates.
This worked fairly well for us (I made millions and I was only getting 10%)
This is the way it should work, except there should a consignment system in place for the seller to offer to your vendor with a commission to betaken out upon sale...
I have vendors of my own, but still sell some of my crafting tools/stations in bulk to people interested in carrying them to compliment their current business... I make more profit per item selling from my own vendors, but I can makemoreoverall moneyby having my product out there on as many vendors as possible... ^_^
FYI my Master Artisan is a Merchant and will keep his skills, so selfish fits more to yourself, lol.
DingoBoi wrote:
spoiledbrat wrote:
I think the best way to be if all non merchants would be able to keep their vendors,
Not only are you a spoiled brat, you are a selfish spoiled brat.
As you aren´t capable of reading and only read the first line, little"dingoboí" :
"......but
a) their Vendors wont show up on the planetary map anymore
b) the upkeeping costs should be greatly increased (the higher your merchant skills the lower the upkeeping costs)"
Message Edited by spoiledbrat on 05-25-2004 01:29 PM