Tailor Archive
Thread: Just FYI: they're removing the ability to sell bags with items in them.
Yup, already posted on this in Twylit's thread, and the threads about it on my server too. I can't believe they are putting this in before they give vendors directed and consignment sales features. The scramble for options is on!
Thankfully, Intrepid has a delivery service guild: UPS. They can be put on retainer or will do single contract deliveries. They deliver anything, including doing cash transfers, faction pets, buying items off vendors for you, and will bring in a team to help with big moves too. Some cities even have a special UPS dropbox building, supplied by UPS at a contracted price, etc. Really nice. They even wear brown uniforms! lol.
God*!%* !%&!!@
These kinds of things really are starting to tick me off. Sometimes I think they have no concept at all of how crafters actually play the game.
llllllTORI'NAHllllll
Master Architect - Master Artisan - Master Tailor
HAH
Tarquinas || Dantooine || Lake Cassini
You know what strikes me as I read these? It seems more and more that Merchants are being cornered into virtually doing nothing but sitting in their shops, stocking and restocking the vendors, and being there continually to assist the customers with their shopping. Yeah, okay, that is a more realistic scenario, but isn't that what the NPC vendor is there to represent? The ever-present employee? But with the coming changes, if you want to maintain a decent level of service, the merchant/crafter will need to be physically present.
I mean look at the path and where it's leading...
Bazaar goes up to 6000 which enables those without merchant or the finances to set up a shop to buy and sell much more via the public bazaar. This equates to a Kwik Shop style convenience store. Stop by the bazaar while you are in town getting whatever else done. Pick up something at an inflated price you could have gotten for less, in more varieties, in more colors, or better quality... if you'd gone to a player shop.
Vendor item capacity limits ARE coming soon. With no idea yet how harsh the new limits will be, many vendors are now being left to bleed out, letting purchases and stock rollover reduce the inventory in hopes that once the nerf goes in that what's left will fit within the new limitations and not require a mad scramble for storage. Or the dreaded withdraw, destroy.
This sense of impending doom has led to more and more empty vendors throughout the galaxies, raising customer disatisfaction levels to new highs. As if it wasn't already bad enough from the holo grinders fiasco flooding the economy with Master level crap quality goods, freebies, and inept crafters, as well as bogus shops with empty, falsely advertisedvendors from those grinding the xp for their holo merchant. (I would seriously suspect these bogus merchants of being the very culprits who got this "empty bags only" nerf hammered down on us!)
The new limits will force merchant and crafter to babysit the vendors to keep them stocked up to a decent level. Variations, reasons, which types of shops will be hurt worst by this have been discussed ad nauseum. Crafters who had no intentions of going further up the merchant line, will have to either spend more skill points on at least management to get more vendors to babysit, or conduct their sales through the services of a pure merchant -- leadingeven the puremerchant to need to babysit vendors as well.
Now we will not be allowed to put items up for sale packaged in a bag. Whatever type shop you run, being able to combine items for a customer was a huge service and convenience, for crafter/merchant and customer both! Armor/weapons/clothing ensembles, components bulk sales, Pet in a Bag (BE pet deed, stims, food), Decorators Package (Coordinated selection of furniture and other decor for a house), etc. The creativity of merchants in what went in the bags was phenomenal, given the limitations of the game.
But soon, you will have to sit by your vendor. If you have a busy shop, your vendor could easily be emptied within an hour, by a single customer. So you are there to restock. We all know the customer who arrives to find an empty vendor never comes back. If you sell items that must combine to complete a set, you will now need to be there to assist the average customer in selecting what goes with what, as you cannot package if for them anymore.
If you do custom orders via mail, you will have to hold those items, somewhere, somehow, because if left on the vendor in single items, the customer will never be able to sort through it all and find just his things, or by the time he gets to your shop, someone else has bought part or all of his order. So you hold it, on you or in a storage house, and hope that sooner or later, you and customer can meet for a secure trade. Or you will be forced to meet and custom craft on demand. No more pre-made orders?
Or you set up a custom order only vendor, and name each item with the customer's name. And then you guard that vendor, so no one else buys the orders because there are no directed sales, or the ability to lock a house with a vendor in it.
But because too many players can't seem to find the "next items" button, and too many players can't figure out how to sort categories and columns to simplify their shopping selections, and too many players use their vendors to get around storage limitations, and too many players use "vendor bags" to dupe customers, and too many players have been holo grinding merchant and crafting and soiled the market...
The serious crafters and merchants are being pushed into a corner. No more dabbling for you. You are a crafter. You are a merchant. Sell all your guns and armor and pets. No more adventuring for you. Sit in your shop. Craft your goods. Stock your vendor. Have your suppliers come to you. Be there 24/7 to serve the needs of your customers.
I guess those guys that think we don't do anything but sit in our shops and can't possibly be too busy and can drop whatever and come running at their every beck and call to craft and deliver... well, I guess they were right huh?
Do any of the devs play, I mean really play a serious crafter or merchant? Do they truly realize how much these changes make this game more like work and not at all like fun? I know, I know. The database. I understand that. But couldn't they please not hit us with taking away features until they give us a viable option? Take away vendor bags -- but give us directed sales, shared vendor admin, consignment sales, more lots/storage buildings for merchants (Or make it so items remain in stockroom longer! Make it a true stockroom.). Remove/disable vendors and other merchant perks from those who dropped all their merchant skills, disable and remove from the global map any vendor that is empty. Implement some way for tailors, architects, armorsmiths to display their wonderful wealthof wares without taking a hit to house item storage.
Oh well. That's enough Sunday morning on only one cup of coffee rant. I played my Master Tailor, Master Merchant last night for about an hour. It was so depressing. I made a million credits yesterday. My best day ever. But it was because I have 300-700 items on each vendor, and I sold a LOT of crates and large custom order outfits in bags. Those days are soon to be gone. I was so depressed I just logged out and went to play my pure Scout. She owns nothing but the clothes on her back and the gun in her hand. She's free and easy. The bazaar is her income. But I loved crafting. And being a tailor and merchant. It's just getting not fun to be one anymore. ![]()