Merchant Archive
Thread: Consignment, is it an endless cash machine for merchants?
Mkappus wrote:
I am an advocate of the consignment system to replace the ability to poach vendors. However, will we get a consignment system?
One reason I can see the devs not implementing it, is that it is a zero effort, zero risk cash machine for merchants. Think about it, you set up a vendor, and other than possibly setting an option or two, and maybe having to accept every item offered, there is nothing for you to do and no risk. Talk about an amazing job, have someone else craft stuff and we just sit back and collect a commission with no risk?
To me that isn't being a merchant. A merchant is someone who goes out and speculates on goods, creates relationships, develops supply chains and customer bases. As I said, consignment is something I like because it is easy and allows us to avoid all risk.
But is it fair for us to get something this easy that will lead to potentially unending wealth?
Its an interesting question. You still have to make deals with crafters and negioiate percentages, try to keep business coming into your shop. You have to make decisions about what kinds of vendors you want to have and what prodcuts you would like to sell even on consignment..there is no huge financial risk but you get nothing if things don't sell and that potentially damages your reputation with the suppliers you are trying to sell for. I think there is still room for challenge without a huge financial risk.
Message Edited by p4Samwise on 06-17-2004 06:44 PM
p4Samwise wrote:
Most of the risk for real-life merchants is the operating cost ofa shop - the income from sales needs to not only cover the wholesale cost of the goods, but also the shop itself. Right now, maintenance costs for houses and vendors are all but negligible compared to what even small-time merchants can rake in.
Perhapsdifferent "tiers" of vendors and shops, with varying maintenance costs, but also varying ability to sell at high volumes? For example, a low-tier shop might only hold or sell a small number of items per day/week, but cost very little to run - perfect for a novice merchant who's just starting out and doesn't have high sales volumes. A high-tier shop can hold a huge inventory, but it only pays for itself if that inventory moves at a brisk rate.
[Snip]
Message Edited by p4Samwise on 06-17-2004 06:44 PM
Nice idea, nice counter option to my secure loan idea I posted just today... Since the other risk most RL merchants have to take is their loans to secure their stock this would add that needed financial risk into the business of being a merchant.
My god after all those disagreements i am actually agreeing with you... ![]()
Message Edited by Mkappus on 06-18-2004 03:25 PM
- Buffs.
- Armor.
- A good weapon.
- A vehicle.
- Round-trip shuttle fare to the adventure planet of your choice.
If you die during the course of running missions, you'll most likely need to fly back to a populated world (shuttle fare) and get more buffs (probably not free). There's also the issue of maintaining weapons, armor, vehicles, and whatnot. All of these costs are paid in advance of getting the payoff, and if things go poorly, money can be lost on an outing instead of gained.
Of course, some characters run very little risk of dying, but that's why we're having a combat revamp, I suspect. ![]()
Now, Songe, I think your concerns come from the worry that crafters will only be willing to give up 1-2% of their sales for consignment. Dispense with that worry - it's not possible to objectively evaluate an idea of you do it under an artificial restriction like that.
I propose that if large-scale retail has risk that takes some actual effort to mitigate, merchants willset their prices accordingly, and crafters will pay them, much like combat classes pay crafters the big bucks for good equipment (because there's a lot of effort and risk involved in chasing resource spawns, investing in harvesters and factories, and whatnot, and it's easier to shell out 10k for a gun,which is probably a 100x markup over the rawresource cost,than it is to set up an alt and craft it yourself).
In other words, give merchants a game to play. Give them a job to do. Give them the tools to do it well and have fun doing it. Other people will then be happy to pay them a reasonable price for their time.