Topic

Batch settings and limits for SDB selling

I think it's crucial that we be able to set purchase limits on our SDBs.

Examples:

One to a customer (per game day)
Two at a time
One stack
A dozen

and so on. I want to be able to set low prices, but I don't want one buyer to purchase everything just so they can resell it.

Posted 5 months ago by Pascale Subscriber! | Permalink

Replies

  • +1
    Posted 5 months ago by Rook Subscriber! | Permalink
  • Yes +1
    Posted 5 months ago by Trixie Leitz Subscriber! | Permalink
  • Reselling is always a possibility, regardless of price, and since you control the number of items put into the box anyway, I don't think further limits are really necessary.
    Posted 5 months ago by glum pudding Subscriber! | Permalink
  • @ glum pudding

    Here's the scenario I'm thinking of: I want to make a valuable resource available to new, impoverished glitchen. Let's say, for example, I want to sell Focusing Orbs at a steep discount. But I want to have them be one-to-a-customer, so that the supply is not all snapped up by someone who's just going to resell them or donate them.

    Yes, someone can come back every game day and get one while supply lasts, but that leaves a lot of opportunity for other people to purchase as well.

    I'd also like to be able to "bundle" a bunch of related resources (like say, the makings of EHSP) and sell them as a purchasable unit. But I suspect that's another post.
    Posted 5 months ago by Pascale Subscriber! | Permalink
  • I'd like to be able to do something like what Pascale describes, too, so +1

    This would also enable the more entrepreneurial Glitchen to set up loss leaders and so on to tempt people into their tower shops where they can then impulse buy all the cubimals :D
    Posted 5 months ago by Trixie Leitz Subscriber! | Permalink
  • yes, good idea!
    Posted 5 months ago by desikitteh{G}{H} Subscriber! | Permalink
  • Tiered prices would also be an interesting idea, i.e.,
    - normal price is ₡1000
    - but if quantity drops below 10, price increases to ₡1250
    - and if quantity drops to 1, price increases to ₡2000
    Posted 5 months ago by Janitch Subscriber! | Permalink
  • -1  The change you suggest will not fix the problem you say you are hoping to address.  The limit on buy numbers might be a slight inconvenience, but anyone who wants to profiteer can simply get alts, friends, or gullible newbies to snap up whatever quantity they want to resell.  If the goal is to help newer and poorer players, starting a helpers group and doing it in your house through trades probably makes more sense.  If you really feel the need for this in your tower, you can simply take on the task of limiting your inventory and manually restocking a certain amount per day.

    I really don't want to see Glitch adding politics, regulations and complexity of this kind around economics and trade.  Your idea will also very probably cause problems for people who have no intention of taking advantage of your prices for economic gain, but simply need a certain amount of something to finish a project, or reach a donation target, or some other perfectly normal goal.
    Posted 5 months ago by KhaKhonsu Subscriber! | Permalink
  • +1 Pascale. I really do agree that we need this so we can set below-vendor prices. I want to sell cocktails at my bar, and I would love to sell them cheaply. 

    KhaKonsu, if people want to buy supplies or large quantities of something for projects, etc. I am sure there will be plenty of shops offering this. But my particular vision is different. It's not like anyone needs 100 Slow Gin Fizzes--anyone buying 100 would obviously be doing it just to turn around and sell to the vendor. No fun.
    Posted 5 months ago by Pii Subscriber! | Permalink
  • Pii, you can't assume other peoples' motives.  I see no reason not to buy 100 of a drink or cocktail that is useful so that I can go about the business of harvesting wood and metal for building more levels of my tower, and not have to stop to craft drinks that I want to use to restore mood as I go.
    Posted 5 months ago by KhaKhonsu Subscriber! | Permalink
  • Something that would be helpful when this is implemented would be to have the API also show if there are limits.  

    It would be quite frustrating to see that someone had 900 of an item for sale, and get to their tower only to discover that you were limited to 1 purchase per game day.  

    I'm finding that I skip over cheaply priced items that have less than a full stack available, and going directly to the towers where I can buy a full stack at once, even if the price is higher.
    Posted 5 months ago by WindBorn Subscriber! | Permalink
  • In my example, Kha, it's hard to imagine why anyone would need a dozen Focusing Orbs  all at once other than to resell or donate them.

    But just about everyone needs ONE.
    Posted 5 months ago by Pascale Subscriber! | Permalink
  • "politics, regulation, and complexity" - or just giving us more options, maybe?
    Posted 5 months ago by diaveborn ♥ Subscriber! | Permalink
  • +1, although it would be good to make any method of restricting sales optional... I also quite like the tiered costs idea (again, optional for players to set) - that might have stopped the person who bought the 10000+ planks I had collected over months of playing... or at least slowed them down a bit!
    Posted 5 months ago by Ama Gad Subscriber! | Permalink
  • In real-world markets, vendors have the option of offering "loss leaders" or otherwise limiting the number of items per customer. Where some see "politics, regulation, and complexity" others see the freedom of a free market.
    Posted 5 months ago by Splendora Subscriber! | Permalink
  • Protip: If you do not want people to buy things, do not put them for sale.
    Posted 5 months ago by Pixel Dirigible Subscriber! | Permalink