Merchant Archive

Thread: Why can't Merchants just sell Vendors?

Andymantium
Fri May 21, 2004 1:25 pm
#1

I think if people want the benefits of a vendor, they need toinvest in the corresponding skill points.



K

DingoBoi
Fri May 21, 2004 1:38 pm
#2

The 'buy it' theory won't fly now that you shortly will not be able to steal it. Just trying to circumvent the our skills again.


You want the same damn thing... the skills... well guess what.. YOU CAN HAVE THEM! Just invest the skill points.



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Impinainteasy
Fri May 21, 2004 3:35 pm
#3


Well I appreciate the comments. And yes, I have the skill points and use them, just was looking for other ways that I would want to go up the merchant tree. I have no problem with the system in place now but tell me how does a Master Merchant make credits besides being a follow up skill to assist another skill and charge someone to enter the location. Personally I will not enter if someone charges a crazy amount just to find out their vendor is empty or not what I need at that time.


My example is a DE needs a Armorsmith, Artisan, and I think I Musician to make him a few components for him to make several different driods modules but those 3 class benefit credit wise cuz DE's need their component.


Now to sell these products in bulk they need to either have the merchant ability or have a friend (someone they can trust) drop a vendor for them. Let's just say they go to their house and create the vendor from the housing panel like we do know and they would be able to set a percentage or something so they get a little kick back everytime they put maintenance in the vendor.


I know I know I have a vivid imagination but I am not sure anyone actually thought of this before. No one needs a "merchant" ....they just need to get the skillpoints to get it themselves is all I see and hear. Well this is just an idea. That's all.



Order of Dark Tyrants (ODT)
Icansaa Amoolee

It is by caffeine alone that I set my mind in motion.
It is by the beans of Java that my thoughts acquire speed,
my hands begin to shake, the shakes become a warning.
It is by caffeine alone that I set my mind in motion.
JTGAlpha
Fri May 21, 2004 4:24 pm
#4

Well, to expound on Doc's comment, what do we do then? So I sell all my vendors...what then? Sit on my laurels? If we're a service profession and we sell our vendors then no one needs our services. If we AREN'T a service profession any more then you're changing the entire purpose of the profession which many of us would HATE, and some of the oldest members of the community would abandon the profession in a heartbeat.


It's not a new idea, but it's not a good one either.





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DocSavag
Fri May 21, 2004 7:12 pm
#5






Impinainteasy wrote:



My example is a DE needs a Armorsmith, Artisan, and I think I Musician to make him a few components for him to make several different driods modules but those 3 class benefit credit wise cuz DE's need their component.


Now to sell these products in bulk they need to either have the merchant ability or have a friend (someone they can trust) drop a vendor for them. Let's just say they go to their house and create the vendor from the housing panel like we do know and they would be able to set a percentage or something so they get a little kick back everytime they put maintenance in the vendor.


I know I know I have a vivid imagination but I am not sure anyone actually thought of this before. No one needs a "merchant" ....they just need to get the skillpoints to get it themselves is all I see and hear. Well this is just an idea. That's all.





Well some of the things we have asked for would make it easier to set up a relationshp nearly like that. The only difference is that the merchant would still be involved in the sale. He would manage a much more complex and full featured offers interface to accept the new stock put it up for the price suggested (in the offer) by the crafter and when the sale was done there would be a split of the proceeds and emails would be generated to both. If we could get something like that I think we could accomodate your vision nearly as well without giving up our skills in the process. It would still be our services we were selling. The ability to sell merchandise for you 24hours a day, global advertising, and our experience with selling products.


All of that is possible today..but the merchant has to do it all manually and there are no protections for the supplier (unless he is paid in advance)







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



Impinainteasy
Sat May 22, 2004 12:32 am
#6

I don't know if this was brought up but make it so that merchants can just sell vendors. I would make the skill allot more usefull for those that don't have enuff pts to get it and the merchant can actually make a ton of money.


ie..Vendor made with Advertising, ad barking, extended auctions, global item display (can be seen on any bazaar and its location).


They can add a percentage cut to the merchant that sells them and the percentage goes up as the skill is more advanced. The sales will all go directly to the individual that is selling the product with the merchant getting his cut from the sale.


Is that too much to ask? Possibly too complex of a system but its an idea for merchant to actually make some money.


Be something like an Labor company (ie Manpower, readylabor)??


Thoughts?

Message Edited by Impinainteasy on 05-21-2004 12:36 PM



Order of Dark Tyrants (ODT)
Icansaa Amoolee

It is by caffeine alone that I set my mind in motion.
It is by the beans of Java that my thoughts acquire speed,
my hands begin to shake, the shakes become a warning.
It is by caffeine alone that I set my mind in motion.
DocSavag
Sat May 22, 2004 12:56 am
#7

The problem is that you turn Merchant into a crafting profesion instead of a profession that provides a service to suppliers and customers. That doesn't interest me at all. Would it be valid to suggest that Commandos should be able to rent people flamethrowers that can be used without commando skills? Or Scouts should be able to sell Scout Droids that don't require scout skills to operate?







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



Raezer
Sat May 22, 2004 7:30 am
#8






DocSavag wrote:





Impinainteasy wrote:



My example is a DE needs a Armorsmith, Artisan, and I think I Musician to make him a few components for him to make several different driods modules but those 3 class benefit credit wise cuz DE's need their component.


Now to sell these products in bulk they need to either have the merchant ability or have a friend (someone they can trust) drop a vendor for them. Let's just say they go to their house and create the vendor from the housing panel like we do know and they would be able to set a percentage or something so they get a little kick back everytime they put maintenance in the vendor.


I know I know I have a vivid imagination but I am not sure anyone actually thought of this before. No one needs a "merchant" ....they just need to get the skillpoints to get it themselves is all I see and hear. Well this is just an idea. That's all.





Well some of the things we have asked for would make it easier to set up a relationshp nearly like that. The only difference is that the merchant would still be involved in the sale. He would manage a much more complex and full featured offers interface to accept the new stock put it up for the price suggested (in the offer) by the crafter and when the sale was done there would be a split of the proceeds and emails would be generated to both. If we could get something like that I think we could accomodate your vision nearly as well without giving up our skills in the process. It would still be our services we were selling. The ability to sell merchandise for you 24hours a day, global advertising, and our experience with selling products.


All of that is possible today..but the merchant has to do it all manually and there are no protections for the supplier (unless he is paid in advance)










I like that idea. I know one thing. Being merchant for someone else products take alot of time to put up on the market, add up the total they made after the sell and so forth. I wouldn't mind something like this to save me time yet still have me usfull as a merchant



Raezer
------------------------------------------
Founder of Night City Industries
IstharTorres
Mon May 24, 2004 7:50 pm
#9


Message Edited by IstharTorres on 05-25-2004 11:53 AM



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Laforge's Fusion Power Vendor/ Fusion Power @ 2cpu
All purchases to be drop off at Northstar City only
Impinainteasy
Tue May 25, 2004 12:12 am
#10






Raezer wrote:





DocSavag wrote:





Impinainteasy wrote:



My example is a DE needs a Armorsmith, Artisan, and I think I Musician to make him a few components for him to make several different driods modules but those 3 class benefit credit wise cuz DE's need their component.


Now to sell these products in bulk they need to either have the merchant ability or have a friend (someone they can trust) drop a vendor for them. Let's just say they go to their house and create the vendor from the housing panel like we do know and they would be able to set a percentage or something so they get a little kick back everytime they put maintenance in the vendor.


I know I know I have a vivid imagination but I am not sure anyone actually thought of this before. No one needs a "merchant" ....they just need to get the skillpoints to get it themselves is all I see and hear. Well this is just an idea. That's all.





Well some of the things we have asked for would make it easier to set up a relationshp nearly like that. The only difference is that the merchant would still be involved in the sale. He would manage a much more complex and full featured offers interface to accept the new stock put it up for the price suggested (in the offer) by the crafter and when the sale was done there would be a split of the proceeds and emails would be generated to both. If we could get something like that I think we could accomodate your vision nearly as well without giving up our skills in the process. It would still be our services we were selling. The ability to sell merchandise for you 24hours a day, global advertising, and our experience with selling products.


All of that is possible today..but the merchant has to do it all manually and there are no protections for the supplier (unless he is paid in advance)










I like that idea. I know one thing. Being merchant for someone else products take alot of time to put up on the market, add up the total they made after the sell and so forth. I wouldn't mind something like this to save me time yet still have me usfull as a merchant




Thanks all .....just spewing idea's hehe. WIth your comment in red is the main focus why I even posted it. You really need to know someone well enuff to trust that they would be fair and not "skimming the til" so to speak. I trust the person that allows me to have some other vendors up so I can have a total of 5 soon to be 6 up at one time on different planets but the issue of him having to tote my stuff or go to the location and put it up for sale is draggin him down in gameplay. As you all know putting large amounts of product on the shelfs is NO FUN!!! esp. when its a laggy day!





Order of Dark Tyrants (ODT)
Icansaa Amoolee

It is by caffeine alone that I set my mind in motion.
It is by the beans of Java that my thoughts acquire speed,
my hands begin to shake, the shakes become a warning.
It is by caffeine alone that I set my mind in motion.
DocSavag
Tue May 25, 2004 12:59 am
#11






Impinainteasy wrote:





Well some of the things we have asked for would make it easier to set up a relationshp nearly like that. The only difference is that the merchant would still be involved in the sale. He would manage a much more complex and full featured offers interface to accept the new stock put it up for the price suggested (in the offer) by the crafter and when the sale was done there would be a split of the proceeds and emails would be generated to both. If we could get something like that I think we could accomodate your vision nearly as well without giving up our skills in the process. It would still be our services we were selling. The ability to sell merchandise for you 24hours a day, global advertising, and our experience with selling products.


All of that is possible today..but the merchant has to do it all manually and there are no protections for the supplier (unless he is paid in advance)










I like that idea. I know one thing. Being merchant for someone else products take alot of time to put up on the market, add up the total they made after the sell and so forth. I wouldn't mind something like this to save me time yet still have me usfull as a merchant




Thanks all .....just spewing idea's hehe. WIth your comment in red is the main focus why I even posted it. You really need to know someone well enuff to trust that they would be fair and not "skimming the til" so to speak. I trust the person that allows me to have some other vendors up so I can have a total of 5 soon to be 6 up at one time on different planets but the issue of him having to tote my stuff or go to the location and put it up for sale is draggin him down in gameplay. As you all know putting large amounts of product on the shelfs is NO FUN!!! esp. when its a laggy day!







It isn't fun but that is why he is getting a percentage (if he isn't then that is just wrong for both of you) the service he is providing includes the stocking and the re-pricing when necessary and handling the money. When done right there is no way for him to skim anything without just stealing your product and you should know immediately. If he forwards all the emails to you and then pays you the money you can see what sold and compare that to what is on sale. He might run off with the current inventory that is true but keeping him happy with a fair percentage is what lessens the possibility of him vanishing on you.


It isn't a perfect system right now and many of the changes we have asked for are to make that type of relationship easier. The point is that it can be done and would be done more if there were a true skill point cost to the vendors. Just batch sales for the same price would speed up the process tremendously, let alone some of the other things we have asked for.








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



lisasdarren
Tue May 25, 2004 4:37 am
#12

I've just realised why you saythat being a merchant is so difficult with the current skill set. You see i was assuming that as a merchant you "buy" produce in bulk from a crafter, actually paying them up front for the goods and then seel those goods over time on your vendors.


If you work this way there is no risk to the crafter, he has his money... No-one can defraud anyone else and lifes good for all concerned. The merchant gets to sell the produce they now own in whatever way they see fit, using their merchant skills to advertise where their vendors are, whats on them etc.


However it seems you want the produce to remain the crafters property until you sell it and then take a cut, and while this happens under some circumstances it is not normal.


Tools to negotiate delayed payments (standard 30 days net), sale or return garaunteed and various other things could make the life of the merchant easier. But I have always thought of the chain as:


  • Crafter makes 1000 items

  • Merchant buys all 1000 items at X price

  • Merchant loads items, singly or in crates onto their vendors and sets prices

  • Customer comes along and buys 1 or a few items from the merchant at Y price

  • Merchant makes a profit of Y-X and the cycle repeats

There is no risk for the crafter, but in return for that reduced risk and up front cash they make less credits per item.


  • The current thinking, i am picking up from this thread, is:

  • Crafter makes 1000 items

  • Merchant takes 1000 items and loads them onto their vendor at some price agreed by both parties

  • Customer comes along and buys 1 or a few items from the merchant

  • Merchant pays crafter their agreed cut

  • Merchant keeps rest of themselves as profit

However with this method there are to many points it can fail, they merchant and crafter might not be able to agree a price, the merchant can steal all the crafters items with no payment, the merchant can fail to pay the crafter their cut. No crafter would want to use this system, its not secure and not in their interest.


I'm looking at this from an outsiders POV (i'm here because i am planning to be a merchant soon) and i could be wrong, but please tell me if i am.





Trax Treort - Rifleman, Fencer & Imperial Pilot
DocSavag
Tue May 25, 2004 5:51 am
#13






lisasdarren wrote:

I've just realised why you saythat being a merchant is so difficult with the current skill set. You see i was assuming that as a merchant you "buy" produce in bulk from a crafter, actually paying them up front for the goods and then seel those goods over time on your vendors.


If you work this way there is no risk to the crafter, he has his money... No-one can defraud anyone else and lifes good for all concerned. The merchant gets to sell the produce they now own in whatever way they see fit, using their merchant skills to advertise where their vendors are, whats on them etc.


However it seems you want the produce to remain the crafters property until you sell it and then take a cut, and while this happens under some circumstances it is not normal.


Tools to negotiate delayed payments (standard 30 days net), sale or return garaunteed and various other things could make the life of the merchant easier. But I have always thought of the chain as:


  • Crafter makes 1000 items

  • Merchant buys all 1000 items at X price

  • Merchant loads items, singly or in crates onto their vendors and sets prices

  • Customer comes along and buys 1 or a few items from the merchant at Y price

  • Merchant makes a profit of Y-X and the cycle repeats

There is no risk for the crafter, but in return for that reduced risk and up front cash they make less credits per item.


  • The current thinking, i am picking up from this thread, is:

  • Crafter makes 1000 items

  • Merchant takes 1000 items and loads them onto their vendor at some price agreed by both parties

  • Customer comes along and buys 1 or a few items from the merchant

  • Merchant pays crafter their agreed cut

  • Merchant keeps rest of themselves as profit

However with this method there are to many points it can fail, they merchant and crafter might not be able to agree a price, the merchant can steal all the crafters items with no payment, the merchant can fail to pay the crafter their cut. No crafter would want to use this system, its not secure and not in their interest.


I'm looking at this from an outsiders POV (i'm here because i am planning to be a merchant soon) and i could be wrong, but please tell me if i am.







Those are indeed the two methods that are most common. However they both have pros and cons. The cons of the first system are that the merchant must have the cash flow to buy the items in the first place (Since there is no concept of margins/loans/buying on credit) and the merchant must be confident that he will be able to sell the item. If he is in any doubt he won't buy the item because he is taking all of the financial risk in that scenario. The crafter gets paid up front but has no control over the pricing and distribution of the merchandise because he is taking none of the risk and because he has already been paid and the merchant is still waiting on his profit having already laid out capital for the items.


In the second scenario the Merchant and Crafter both have relatively few risks. Other than the Merchant just being a thief the Crafter has little real risk. He supplies merchandise for some token fee and if it sells he gets paid. If it doesn't sell he can decide to take the item back at any time since he has not turned over ownership of the item it is merely on consignment. The merchant, taking no real financial risk, is open to stocking whatever the crafter wants to supply and since there is no cash flow situation to worry about the amount of items up for sale is limited only by the crafters level of confidense in his merchant. The benefit to the crafter is increased inventory space and control of pricing. He owns the merchandise that is on the vendor. It is his to raise and lower prices as he sees fit the merchant is receiving a percentage of the final sale.


There are benefits to both systems. The system currently supports the first scenario much more than the second but that effectively freezes out new merchants from buying much of anything and MOST merchants of stocking 10 million credits worth of merchantdise at one time.




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



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