Politician Archive
Thread: Mayors I just realized how mucht he crafting nerf will affect us
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sweatyclimber
Sat Aug 07, 2004 10:06 pm
#1
this is what i wrote in the merchant forums:
Hi, I'm not a merchant anymore or a crafter anymore but this will affect me as well. I am a mayor... I run one of the largest city's on tatooine, ahazi called Mos Oasis. We are a 100% supported city aka we don't donate to it. We pay the bills based on sales taxes and travel taxes. One of the "elite" crafters in our city had slowed down already on his sales and we noticed it in our city budget for sure. We have two other major operations run by people with multiple accounts. Those two other operations and the elite crafter basicly pay for the city via the sales and travel. They will all be leaving crafting if this goes into effect. That will make us no longer self sufficiant. As far as I know, we are one of the only/ very few city's in the whole game who get by this way. If you take away volume sales you not only kill those crafters but the city's they help support. The proffessions of our major volume sales persons are these: armor, BE, chef, tailor, weaponsmith, medical. I URGE you to reconsider this proposal and hopefully also make it fair to the crafters.
Thanks for your time.
Spinmove5150
Sun Aug 08, 2004 4:33 am
#2
Great post as always, Wook.
One point though. Yes, the proposed Merchant nerf will cause some crafters to quit. But even if every crafter in the game stuck it out, cities will STILL lose money.
Here's an example how. Let's say I make armor, and I play an average amount of time. Normally, I'd pump out a bunch of armor at once on a weekend, and load it up into the vendor for the following week.
As the week goes by, my armor gets sold, the city collects its tax, life continues.
Now, should they limit the amount of pieces I can place, even if I'm a Master Merchant I cannot keep the amount of items on my vendors I used to.
So, because I'm an average player with average play time, my vendors run out sooner. They are EMPTY during the week. No tax revenue coming in.
So, I'm now forced to either play more, or dedicate more of my playing time to crafting. Needless to say, I'm pissed.
But if I stay steady with my time, those vendors will still be empty more. If I'm a good armorsmith, I have a good customer base. Should my steady customers come to my vendor and find it empty, I'm out a sale, the city is out tax revenue.
The less I'm making, the less I'm BUYING, so the resource vendor next door to me sees its sales drop.
Because he's not making as much money anymore, the resource vendor doesn't want to invest in more heavy harvs. The architect's sales drop.
And with all this, you get an unhappy populace who either can't make the money they've earned the right to make through selling their goods, or they can't FIND the item they're looking for because either the vendor won't stock it due to low vendor limits or there were so few stocked that they sold out.
Everybody is losing credits, and eventually it is SOE losing money.
Bad call, devs.
If it ain't broke, don't fix it.
One point though. Yes, the proposed Merchant nerf will cause some crafters to quit. But even if every crafter in the game stuck it out, cities will STILL lose money.
Here's an example how. Let's say I make armor, and I play an average amount of time. Normally, I'd pump out a bunch of armor at once on a weekend, and load it up into the vendor for the following week.
As the week goes by, my armor gets sold, the city collects its tax, life continues.
Now, should they limit the amount of pieces I can place, even if I'm a Master Merchant I cannot keep the amount of items on my vendors I used to.
So, because I'm an average player with average play time, my vendors run out sooner. They are EMPTY during the week. No tax revenue coming in.
So, I'm now forced to either play more, or dedicate more of my playing time to crafting. Needless to say, I'm pissed.
But if I stay steady with my time, those vendors will still be empty more. If I'm a good armorsmith, I have a good customer base. Should my steady customers come to my vendor and find it empty, I'm out a sale, the city is out tax revenue.
The less I'm making, the less I'm BUYING, so the resource vendor next door to me sees its sales drop.
Because he's not making as much money anymore, the resource vendor doesn't want to invest in more heavy harvs. The architect's sales drop.
And with all this, you get an unhappy populace who either can't make the money they've earned the right to make through selling their goods, or they can't FIND the item they're looking for because either the vendor won't stock it due to low vendor limits or there were so few stocked that they sold out.
Everybody is losing credits, and eventually it is SOE losing money.
Bad call, devs.
If it ain't broke, don't fix it.
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