Tailor Archive
Thread: Vendor changes: a full report & feedback requested
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.
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.
Which changes do you dislike and why?
How will these disliked changes affect your playstyle as tailors?
Globally, how will these disliked changes affect the economy at large?
What changes do you support and why?
Keeping in mind that the devs consider these changes beneficial, what counterproposals do you have.
How would your counterproposals affect crafters in general, tailors specifically, and the market at large?
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