Merchant Archive
Thread: Bazaar Cap Increase
So. Did you guys see this bit of news? No? Go check the Dev Post page and check the changes to bazaars and vendors. I'll wait. :goes to smoke a cigarette. comes back: Read it? Good. Needless to say, the merchants are pissed. But have WE thought about what it means to US? People sell crates of Neutron Pixie and Muon Gold for 7k on some servers. They're generally undercutting, but it's true. With the Bazaar cap increase to 6000 credits, how big a leap of logic is it that people are going to sell full crates of 25 of our higher level spices on the bazaar? I mean, a crate only costs what to make? at 3cpu or even 5? A few hundred credits? So 6k isn't unreasonable if you're moving 25 crates at the speed of light. And what does THAT mean for us? That our days of 15k crates of Neutron and Muon are lookin' grim, boys, real grim.
That's just my opinion. What do YOU guys think? Think it'll hurt us? Why? Why not? If ya do ya need to get over to that thread and tell'em NO NO NO. Hurry. Act now while supplies last.
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=18573#M18573
best i can do.
Linkage:
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=18573#M18573
my post on it this afternoon.
The question on the bazaar limit is:
Are Merchants intended to only sell thier own products, or sell for other crafters?
6k will be enough for alot of craftersto operate solely out of the bazaar, meaning they will no longer need merchants, or at the very least reduce the need. This decreases inter-profession dependablity which is built into the design of the game.
lessening the call for Merchants below what it is, which is dreadfully low allready,will potentionally be enough to push the non-crafter merchants out of business. The only merchants will be crafters that dabble in it, like myself.
ALSO, the Bazaar is > Merchant Vendors.
- Merchants have to pay skill points and upkeep to get Planet wide advertisment.
- The Bazaar is 20c and Galaxy Wide advertisment, with no skill points used.
IF the bazaar limit was rasied i would prefer to see it as a Artisan Business or Merchant profession perk, not an across the board raise.
Vendor Item cap:
150 is too low by far. to keep up with demand i have 300-500 items on my weapon vendor, just by having 5-10 of each weapon, and i don't even stock grenades and such. To make me stock less pewr vendor, would mean i have to stock more often. This turns more of my play time into upkeep, which is not as fun.
If there is to be a cap, then it should be much higher, 2-3x that, and allow merchants the ability to have higher counts, maybe a lower limit on the business3 vendor. Other wise your just forceing us to use more vendors which cost us more money, and does not reduce the overall item count in your db, just breaks it into more records which would increase the overall file size.
The Pro:
folks that sell on the bazaar can sell larger count small crates for 6k, therefore can make twice the cash per reloading the bazaar due to the 25 active sales count. 25 sales at 6k now instead of 25 at 3k.
The con:
It would encourage the severe undercutters to put full crates up for 6k some guys sell that cheaply with the whole "my materials only cost me 2500c per crate ..blah..blah..blah"
now u can buy 6 muons for 3k... at 6k u sell 12.. thats all =)
now let all smugglers on all servers agree to this and we have a consortium =)
I used to worry about the knuckleheads that undercut, but the demand is so high that I'm still selling out and they're just minimizing their own profits. When my stock sits on the shelf for more than 2 days at a time I might get concerned...
Kav wrote:
ALSO, the Bazaar is > Merchant Vendors.
- Merchants have to pay skill points and upkeep to get Planet wide advertisment.
- The Bazaar is 20c and Galaxy Wide advertisment, with no skill points used.
IF the bazaar limit was rasied i would prefer to see it as a Artisan Business or Merchant profession perk, not an across the board raise.
this is the part for the merchants to REALLLY lean into the devs with. giving perks that exceed profession skills is a no no.
All that raising the cap to 6000 will do is totally devalue Merchant skills. In fact, there would no longer be any reason for people like Smugglers to bother getting any Business skills whatsoever.
I'm betting that 95% of the people who like this change are crafters who don't have any Merchant skill and want to be able to cashier the skillpoints they have tied up in Business 3 or 4.
I know exactly why Merchants are pissed off, and I don't blame them.
As for undercutting people with spice, there are already plenty of people who sell for 5k or even 3k per crate. Since you can split crates into however many units you want, I don't really think this will do anything unusual to the Smuggler community. Now if the Devs simultanously banned spice from the bazaar, you might see Business 3 become more sought out. And if the devs banned spice from all vendors whatsoever, we'd finally put street hustlers on a more level foot with legitimate businesspeople who are feathering their nest with a side business of spice. I'm not sure if it would be good or bad for the community to ban spice from vendors, but as someone with no Business skills at all, it would give me a better chance of making a sale.