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Question to business owners and everybody else - What are your opinions, and thoughts on the current state of Businesses and the changes to them?

I’d like to note, we are punished from stocking up heavily by the MoC. If we stocked up too much they would fine us. Also, we don’t really have the money nor the storage capacity to stock up.

I’d say, diminish the dumb fine for stocking up, and give the active stores (Like the Estate, like mine) a free large/medium container. This way, we can realistically stock up and not be punished for it.
Can't do much about the moc....
 
People are still forgetting how stores are realistically ran. If you're running to the dispenser for every single item then you're doing something wrong


There's no obligation to sell every item listed under the permit menu. It makes no sense and is not feasible (which some stores are doing)

What is the whole point of competition if you have shops selling the same items under their respective menus with a margin of 1 credit profit?

I remember running stores on clockwork servers in the days of old and even currently where I had limited stock, I never had an issue with my roleplay then and now

Even when I worked in a store and ran a stall. Most if not all stock was physical and kept in the containers.

Rarely I had to go into a pick up terminal unless I wanted a restock.
I wouldn't say I'm forgetting how stores are ran. There is a difference between IRL and a video game and at a certain point people are going to want QOL changes so that this doesn't turn into a real job. Not everybody wants to deal with the spreadsheets and wait times that have been injected into the CWU at the detriment of roleplay potential.

Waiting for items to arrive doesn't create roleplay, stocking up on items from the permits menu doesn't create roleplay, grabbing an item from a dispenser or a locker has no impact on RP. This change has no positive impact, instead forcing players to run to the dispenser which arguably hurts RP.

I've outlined why nobody is stocking up on things, it's a terrible business decision from a mechanical perspective to choose to do sales like that rather than dealing on demand because there's no guarantee that anybody is going to buy what you've stocked up on, meaning you're going to shell out a bunch of credits for a marginally low return over the course of a likely considerable amount of time.

There's also the issue that it's next to impossible to get customized orders delivered to any stores by the CWU. The wait time is ridiculously long, nobody knows who you're even supposed to talk to, and the credits expense to get an order delivered is simply not worth it, especially accounting for the time and effort it takes to get in contact with the CWU, whose managers are always buried within a warehouse that encompasses like 50% of the entire city part of this map.

I welcome you to try and run a successful store under all these conditions. You're going to see why running to the dispenser is the better alternative to stocking up on things when you've forked out all your credits for a supply locker that takes two weeks to empty out.
 
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I tried to buy a large container, would cost me 720 Credits, yeah no, I’ll run to the dispenser, thank you.
Really good point. Also, genuine question: what's the difference between someone that has a crate laying around with items, and someone that has a pickup terminal inside a store?

Both can access their items at any time (I know people who buy items and leave them in their pickup terminal in order for them not to spoil) and can sell items out on a whim.

I haven't seen any roleplay materialize from the fact that pickup terminals were removed outside. It's an inconvenience that makes you walk around the map. Every minute you're busy walking to the terminal, is a potential minute where you're not roleplaying or a minute where someone simply won't enter your store due to you not being present there. I think this should be reverted if we want to encourage people to sit behind the counters.
 
Really good point. Also, genuine question: what's the difference between someone that has a crate laying around with items, and someone that has a pickup terminal inside a store?

Both can access their items at any time (I know people who buy items and leave them in their pickup terminal in order for them not to spoil) and can sell items out on a whim.
There is no difference. We're suffering the consequences of people who don't run stores insisting that store RP is bad because we don't have to keep track of stock. This change has done nothing but harm RP as you just said. I've outlined all the issues with this in my last two posts.

I'm really not sure why it seems like the people who actually run stores don't have any say in this decision. We said it would be harmful and outlined exactly what would happen when this suggestion was posed, and everything we said has come true.

This is like if a bunch of randoms that don't hold whitelists got to make the decisions for CWU, CP and Vort factions.
 
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Store containers are fixed. Every store gets a free Large Container, property of the store that can not be moved.
 
I’d like to note, we are punished from stocking up heavily by the MoC. If we stocked up too much they would fine us. Also, we don’t really have the money nor the storage capacity to stock up.

I’d say, diminish the dumb fine for stocking up, and give the active stores (Like the Estate, like mine) a free large/medium container. This way, we can realistically stock up and not be punished for it.
>make basic, small, sensible business move
>get arbitrarily fined by a faceless, bureaucratic government ministry
>demotivate businesses
>nobody wants to sell, nobody wants to buy
We reinvented Brezhnev-era Soviet stagnation!!!!!!
 
Resolved by neonity, now all store owners are entitled to a large container for free
 
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