Merchant Archive
Thread: Am I the only one against bazaar price increase???
I hate the bazaar with apassion.
Can anyone tell me WHY an increase to 6000 credits would help anyone?
I do not sell anything on the bazaar... I rarely use the bazaar at all in fact.
I can see lag and the population in cities like Coronet becoming a huge nightmare... I moved away from cnet.
My idea:
Master Merchants can place a Bazaar Terminal in player cities
Player City Bazaar limit is 6000 credits
Apercent of the Money from the bazaar sales (in a player city) goes to the city for taxes.
The huge cities like cnet, the bazaar should remain at 3000 credits
We need to encouargae travel, player creativity anda function and use for player cities
The best idea is to get rid of these trade forums and use the bazaars how they should have been intended. As auction only. Vendors would then have the "set price" merchandise. Why they even have the useless auction option on there and why people actually use it is beyond me. If they would take the auction cap off and make the bazaars auction only, it would help the merchants immensely i think. The rare items and premium resources would be on the auctions and the crafters would have thier set price merchandise in their vendors. Would stop the grinders from flooding the bazaar with bottom of the barrel pricing as well.
I also think that increasing the price cap will undercut the value of vendors. There are a lot of problems with vendors, but this game needs to find ways to make them more useful not less!
The last time I did crafting or power sales I had a vendor and advertised on the planetary map, but I still made sure to sell things on the bazaar as well. I was located just north of Mos Eisley in Mos Tattoo (pre-Player Cities) and would place things for sale in Bestine, Anchorhead, Mos Espa, Mos Eisley, occasionally offplanet as well and add waypoint info for my vendor in the sales info box (which most people never utilize). This brought me tons of extra business to the point where I was usually not able to make enough to keep everyone happy. As I had to get rid of some Merchant skills to put into Musician, I dropped Planetary Advertising b/c I had enough regular customers who knew the store was still there that I didn't have to worry.
The Bazaar is not the problem with the economy. Besides, there are ALWAYS going to be new players joining your chosen profession and making their prices lower than yours. Sometimes it's just from not knowing what people expect them to cost. Sometimes it comes from deliberately trying to undercut the competition. Guess what? That is a valid business model. Undercutting the competition is seen anywhere you look right now. Best Buy and Wal Mart and Target all try to undercut each other on things they sell, why wouldn't it be true in game? When I first started back in August, people would arbitrarily make Tailor clothes from say Field Wear 3 cost 3 or 4k strictly b/c it was that high up the skill tree. Now while I don't think you shouldn't take required skill level into consideration, if you have basic ingredients for something, why not set a reasonable per unit cost to price it down a bit and get more sales? Do teh math and figure your expenses on the materials for that individual item and sell it. I sold crates of synth cloth for 2500c apiece b/c that was a tie for the lowest price I'd seen and people were ecstatic to pay it. With the heavy harvesters and fusions I had my cost per crate was only 100c. My wife has some of the lowest Tailor prices I've seen (Osethme on Wanderhome) and she's constantly selling out of her vendors. She also gives free clothes to new Entertainers to make their life a little nicer and when they can afford more clothes down the line they come to her first.
Ok I'm rambling again
Fiado (Scylla)