Tailor Archive

Thread: Merchant Changes Solution

GunheadD9
Wed Aug 11, 2004 10:00 am
#1

Nizaria
Wed Aug 11, 2004 10:12 am
#2

Not much of a solution....



*giggle*



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Obsidian Dagger Squadron
XNinyania al'CladdythX
"I blow stuff up - mainly my own stuff - but itsstuff nonetheless."
Loving Owner of the Majestic Venia LaTore


Moonkat
Wed Aug 11, 2004 10:15 am
#3

Make factory crates hold the entire 1000 capacity of a full schematic, make resources stack to 1 million, and put through all the changes except vendor limits.



There is only one boss. The customer. And he can fire everybody in the company from the chairman on down, simply by spending his money somewhere else. Sam Walton
Mystyrys
Wed Aug 11, 2004 10:16 am
#4

Damn it! The janitor came in and erased the chalkboard before I got my homework notes off it! Grrr!


heh. Methinks an enter key got hit by accident. *blames the janitor for that too*



AFK is not OK
Clicky - AFKers are disruptive to my Gameplay - Clicky
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ailor &Entertainer
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*May your future endeavors prove to be
interesting and rewarding experiences that
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GunheadD9
Wed Aug 11, 2004 11:29 am
#5

Dag-nabbit! The Janitors strike again!!!


Ok here's the idea, also posted to the merchant boards:




I've got a solution!!!


IF the root of the issue with the merchant changes is the Database and cleaning up database junk, I have what I think is an Iron Clad Solution!


Database issues and unlimited storage can be handleled in one fell swoop byallowing Merchants to CRAFT Vendors that Business people (Crafting Classes)would then have topurchase or Leasefrom them! Instead of paying maintenance on a house, you pay maintenance on a vendor, a percentage of which goes to the original merchant who produced the vendor. The purchaser sets up rights on the vendor when they place them that grants administration. Vendors of this sort can only be placed in MERCHANT HALLS that must be administrated by MERCHANTS.Architects need to build these, and they cost like 6 or 8 lots! Merchant who runs the hall would then be able to take a percentage per vendor OR take a flat percentage off of all sales in the Merchant Hall!!!


The vendors that were produced by the merchant would have an item cap varying from50 to 1000, depending on skill of the producer, resourcesquality, experimentation when crafting,ect. Just like any other crafter!!!The number ofVendor deeds you as a business personcan hold/use would be contingent on your business skills, or Merchant skills! Business 3: No Vendors.Business 4: 1 Vendor. Nov Merch:1 vendor. Management 1: 2 vendors, Mgmt 2: 3 vendors, Mgmt 3: 4 Vendors, Mgmt 4: 5 Vendors, Master Merchant: 6 Vendors


Bang Zoom, Interdependency of classes -- now all crafters rely on Merchants to be able to sell items not on the bazaar.Merchants Rely on Architects to build their merchant halls. If a crafter doesn't want to deal with another deed for a vendor, then they can sell to a merchant as a re-seller. Zip Pow, Database issues are solved b/c # of items is limited by the capacity of the vendor, and the need to burn skill points to get the max number. Perceived as reasonable item caps are instituted with a hard cap by the skill of the merchant when producing the vendor!


Thoughts / Ideas / comments / flames? Let's discuss this and see if we can make it feasible! Are there holes in the idea? What problems could occur over short and long term?


Let's hear it!



--N'Uro M'Bok


Master Tailor,


EGC,

Corbantis
ArthurDentOnBria
Wed Aug 11, 2004 1:23 pm
#6




Gunhead,


I liked your first solution much better HAHAHAHA


Ok, here is one I posted on the merchant boards myself:

http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=40401


In reading what people "in the know" seem to be saying it seems to me that the motivation for the nerf is not to decrease server load, but is mainly some really misguided, paranoid concern about "monopolies" and how bad us crafters that craft a lot are for the game because we ruthlessly drive noobs out of business. That kind of crap. And I believe that this nerf was mainly (as usual) done with other classes in mind, namely armorsmith and weaponsmith mainly.


Here's a repost of it:


Arthur's Theory On Monopolies:



Ok, first off, let me say that I personally don't believe that monopolies are a problem. What I've seen is that it's not long after a crafter achieves a huge amount of popularity (generally well deserved) they burn out and want to do something else and then there is a void left for others to fill, and the cycle continues. BUT, if the devs insist that there is a problem here, and that is has to be dealt with, I feel that attacking the problem at the "vendor level" is really really misguided, and here's why.


First off, why is it that a newcomer to say the weaponsmith or armorsmith profession has trouble competing with the very best in that profession on his/her server? It's not about popularity, it's not because their names are on everybody's lips (although that certainly helps) it's all about resources. The fact is, there is just no way that a newcomer can make a weapon as good as someone who has been accumulating the very best spawns over the last 12 months. It's an impossible task. And the amount of time it will take to get competitive is very long road indeed. And given that this situation exists, there is an absolute need to hoard gigantic amounts of materials cause you never know when the next spawn will come. It may well come months or years later. SOooo, understanding that this is actually the barrier, and not some silly vendor-thingy, why not attack the problem at the source?


Solution: very simple, increase the spawn rate of the better materials used in some of the more quality-centric professions. This lowers the barrier to newcomers entering the profession, and takes away a lot of the incentive to hoard quite as much materials. If you suspect that you'll be able to harvest an equal of better material in a month or so, there is little incentive to hoard it. Boom, done, problem solved. Next?

Message Edited by ArthurDentOnBria on 08-11-2004 01:33 PM



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%


GunheadD9
Wed Aug 11, 2004 1:58 pm
#7

ArthurDentOnBria, I pray you're not right and there is something more to this than people complaining about monopolies.


Oh for the love of the force I hope you're wrong.


--N'Uro M'Bok


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