Tailor Archive

Thread: Vendor changes: a full report & feedback requested

gtred
Sun Aug 15, 2004 7:36 am
#27

The idea of merchants selling vendors is one i like, that should go together with only merchants may cloth the vendors...

An other way i could see would be merchant driven vendors, where one can added to "sellers" to be able to sell in a way like its now, with a merchant set provision, which is payed to the merchant owning the vendor.

Being Master Artisan and Master Tailor limits the Skill-Points available for having some self defence to be able to survive in the wilderness enough in my eyes and i don't see a good way to have a merchant selling stuff i made cause of the difficulties transfering the items for sale in a good way if he/she shall get a provision for selling them.

I can place them in a house where the merchant is administration access, or can ofer them to a vendor which is his, but both ways i don't like. The House-Way collides with the in-House item limit, the Vendor offer way means double the work on selling items.



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Chimera
Ockiwas Fine Clothing and Ressources Vendor
Naboo near Spiritwood (-7475,-3540)
ArthurDentOnBria
Mon Aug 16, 2004 1:22 pm
#28






NJ62 wrote:
I agree, Arthur. Perhaps if there were decent tools for merchants to use - such as consignment sales, one-click listings, etc, the profession would be viable as a stand-alone. As it stands now, it's frustrating to have to put points into merchant just to sell your wares, especially if you would be perfectly willing to pay a percentage to a merchant to do it for you.






Well, but you see, that was part of what I was trying to determine in the poll. Given that you'll have item limits (I just tossed the 300 number out there completely arbitrarily), and assuming that you had all the tools you needed to do whatever you wanted with the vendor (consignment and whatnot), would anyone actually want to sell other people's goods? From the results of the (admittedly small sample) poll shows... is no, people pick up merchant to sell their own goods, and that's what they want to do, features or no.


So anyhow, if "majority rules" in the case of merchants, I think tearing down the merchant "profession"and distributing the benefitsof being able to have your own vendors to sell your own stuff at a lower skill point hit to crafters would be much more popular than implementing a bunch of whiz-bang features in a futileattempt to somehow justify the expenditure of all those skill points and validate the play style of a tiny minority of the pool of people who play merchant.




ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Kurtzgirl
Tue Aug 17, 2004 12:27 am
#29

Tailoring Feedback

Which changes do you dislike and why?


I dislike the very low vendor item cap. The first reason I dislike the low vendor cap is because with my character template, I only have enough skill points to hold Novice Merchant and one box in the merchant tree. The second reason I dislike it because as a Master Tailor (when I get there) I am able to create a grand total of 240 schematics. This total does include the loot schematics and backpacks but minus those, there are a heck of a lot of clothing items that can be created in multiple colors, some even up to three color combinations. With a low cap on vendors this would reduce the amount of: 1) the number of items I can sell, 2) the variations of colors I could sell, 3) the variety of options my customers have, 4) Force people in to specialization (i.e., for tailors I'll be in charge of the shoe department, you be in charge of the shirts, etc. or I'll be the red tailor, you be the blue tailor, etc)

How will these disliked changes affect your playstyle as tailors?

These changes will affect my playstyle because I will be forced to reduce my inventory at such a low level that I will see a decline in sales.


Globally, how will these disliked changes affect the economy at large?


I think globally we will see a drop in crafters as a whole. I think we will see an increase in all crafted items prices. With decreased supply comes increased demand, with increased demand comes increased prices. Think this will effectively cause a period of inflation in the economy. Not sure if the economy can handle it or not. It will effectively hurt all newer players as they won't have the money to get of to a good start with good items.



What changes do you support and why?


I support the empty vendor wipe. I am tired of going vendor to vendor looking for something only to find nothing. I support the removal of vendor use from players who no longer have the skills to use a vendor. That's just an exploit that has been left in by SOE and now that they are taking care of it, they are punishing the rest of us.

Keeping in mind that the devs consider these changes beneficial, what counterproposals do you have.


I propose increasing the limits per vendor across the board. While I agree that the amount should be based on merchant level, it should not be so ridiculously low that all crafters are forced to be Master Merchants.

Here are some limits I could live with:


Business 3: 1 vendor - 100 items the vendor

Novice Merchant : 2 vendors - Max of 200 items on each vendor. Total stockable items = 400

Management 1: 3 vendors - Max of 300 items on each vendor. Total stockable items = 900

Management 2: 4 vendors - Max of 400 items on each vendor. Total stockable items = 1600

Management 3: 5 vendors - Max of 500 items on each vendor. Total stockable items = 2500

Management 4: 6 vendors - Max of 600 items on each vendor. Total stockable items = 3600

Master Merchant: 7 vendors - Max of 700 items on each vendor. Total stockable items = 4900



How would your counterproposals affect crafters in general, tailors specifically, and the market at large?


With the limits as stated above it would allow crafters and tailors to stay in business, even those who cannot afford to go Master Merchant. As for the market at large, it would be beneficial because there would still be a choice of variation of items and colors.







Victoria Marie
Master Tailor--Master Pistoleer
Body by Victoria--A Tailor Shop--New Thebes, Tatooine
"Everyone's been getting into my pants since 2003."


ArthurDentOnBria
Tue Aug 17, 2004 12:50 am
#30






Gyopi wrote:


Asking for an entire profession to be eliminated is a dangerous thing. First of all, there are people who *like* to play merchant and it would be unfair to take that away from them. Also, it sets a bad precedent. What if later on they decide that making clothes is kind of useless since they don't help much in battle, so they get rid of tailor and give all the schematics to armorsmiths instead (to spice up their armor). I don't think any of us would like to see that happen.




Well, to add a little fuel to the fire, here is a link to a poll that I did recently. The poll shows 2 things, first, that almost every merchant is a crafter themselves. And second, very very few merchants have any interest in selling items that others create, particularly if there is an item limit to deal with.


So given those two realities, can we really say that there is such a thing as a "merchant profession" now?


http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=43199





ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


NJ62
Tue Aug 17, 2004 12:54 am
#31

I agree, Arthur. Perhaps if there were decent tools for merchants to use - such as consignment sales, one-click listings, etc, the profession would be viable as a stand-alone. As it stands now, it's frustrating to have to put points into merchant just to sell your wares, especially if you would be perfectly willing to pay a percentage to a merchant to do it for you.



n'Jessi
former correspondent, former player

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