Armorsmith Archive
Thread: Merchant Nerf and Armorsmiths
Paladipuss
Mon Jun 14, 2004 6:56 pm
#40
Master merchant should be able to call vendors in cities while they are on-line.
I have yet to see any dev say they Fixing it so you need to keep merchant, just players saying that. i would really like proof because being master armorwith6 vendors on 3 planets and 1000s of peices im screwed :/
beantownphan
Mon Jun 14, 2004 7:29 pm
#41
I agree- I have yet to see a dev post that says this. Anyone know with whom this "un-nerf" started?
Andymantium
Mon Jun 14, 2004 9:32 pm
#42
From TH's "19 Answers" Thread, posted on 04-22-2004:
Merchant: Currently there is a lot of debate about the fact that there is no skill point check for managing vendors. Is it the intent of the development team that vendors operate normally even when owned by players who no longer have the Management skill required to place that vendor?
It was never intended for players to be able to keep and manage vendors after surrendering the Management skill boxes used to acquire them. This is scheduled to be fixed in a future publish and we want to upgrade vendors also, but it’s a bit early to start talking about that.
Original Post (scroll down to the Merchant question).
Merchant: Currently there is a lot of debate about the fact that there is no skill point check for managing vendors. Is it the intent of the development team that vendors operate normally even when owned by players who no longer have the Management skill required to place that vendor?
It was never intended for players to be able to keep and manage vendors after surrendering the Management skill boxes used to acquire them. This is scheduled to be fixed in a future publish and we want to upgrade vendors also, but it’s a bit early to start talking about that.
Original Post (scroll down to the Merchant question).
DarthVisible
Mon Jun 14, 2004 11:13 pm
#43
Oh stop your crying... I am a Master AS, Master Teras Kasi and a Merchant, granted not a master but I still have enogh skill points to maintain BOTH my own tent AND FIVE vendors. What's the real reason? Is merchant messing up your stacked template d00d?
Manbush
Tue Jun 15, 2004 12:24 am
#44
Avendor is an item, not a skill. I made several master artisan schematics for later usebefore Idropped it, are you saying these schematics should no longer work for me? I accept that I can't make any more, that's why I planned for the future while I still had the skills.
I accept that this is not how it was intended and thatthe entire system is overdue for a change, I'm just saying that your analogies are crap.
Bongo - Valcyn
JeCy
Tue Jun 15, 2004 4:31 am
#45
I have no problem with merchant nerfs as long as,,
they dont revert back to there old uniforms when droping it,,, soo what just like the real world i give you one uniform you use it : )
2, they dont cap the amount of items on vendors.,. this would allow anyone to put up 1000's of items. and give customers an easy way to browes all of your stuff... some may say this would be exploting but i beg to differ,, i i decide to put up singles of power ups, food, meds, and blocks of 500 units for resorces im going to have 1000's of things and over all not much value.. Or i could put up 100 crates of weapons and have millions worth on one vendor.. whjere would the fairness be in that???
Je'Cy dax,, i like my merchant skill points
tIme2DiE
Tue Jun 15, 2004 7:21 pm
#46
Well, I am sure many or some of you have heard of the Scout Nerf coming soon. I haven't seen the Dev post that proves it, but there are numerous posts on the subject in the Scout Forum. The Nerf isn't actually a Nerf, it is supposedly fixing a bug to disallow traps that scouts don't have skill points for.
This fix is going to kill me, and I believe it will be hurtful to many Scout AND ESPECIALLY THEIR CUSTOMERS. Right now there are 5 things I harvests- quenkers, kimogilas, voritor lizards, and peko peko albatrosses where I harvest hides and meats. I admit I don't have the skill points to harvest these creatures. I don't see this as an exploit, after all, I can't change the type of resources I harvest, if I want.
Look, I play this game to have fun. I fight stuff because I like to harvcest cool stuff, and then I like to go out and kill, and sell resources. Master Scout does not make this game any more fun for me. I would much rather Master a combat prof than harvest things for people. I actually couldn't think of anything LESS fun than standing around harvesting creatures.
If and when this change is implemented, I will choose to have fun instead of sitting around all day harvesting creatures. My customers will have to look for somone else to harvest hides and meats for them. Sorry to my customers in advance.
Some may flame for not being a "legitimate" scout and that this is the way it was supposed to be in the first place Well again, when faced with the decision to keep 60 skill points locked up in Scout or don't, I chose what seemed to be an obvious answer: "don't."
And believe me, this effects Armorsmith much worse than other profs. Our product has 7 or 9 pieces of hide in a full suit, so it takes 7 to 9 times longer to harvest enough hide and 7 to 9 times as much space on a factory. A weaponsmith's product has no hide, really no other product consists of multiple harvested products. So I have to go find a Scout now who wants to harvest 200,000 pieces of hide every week and keep track of the financial data.
If I was a Scout, I would be upset actually. I mean I hate harvesting my own kills, I would hate harvesting creatures for other people too!
My personal solution:
I might drop Master AS, get a few more SEAs to get +15 Armor Exp (for 9 Exp Points) and just make Ubese as a way to fund my other stuff. It should be easy enough to pick out on a single creature.
Sorry Bloodfin, say goodbye to the cheapest 70 base Comp around...
This fix is going to kill me, and I believe it will be hurtful to many Scout AND ESPECIALLY THEIR CUSTOMERS. Right now there are 5 things I harvests- quenkers, kimogilas, voritor lizards, and peko peko albatrosses where I harvest hides and meats. I admit I don't have the skill points to harvest these creatures. I don't see this as an exploit, after all, I can't change the type of resources I harvest, if I want.
Look, I play this game to have fun. I fight stuff because I like to harvcest cool stuff, and then I like to go out and kill, and sell resources. Master Scout does not make this game any more fun for me. I would much rather Master a combat prof than harvest things for people. I actually couldn't think of anything LESS fun than standing around harvesting creatures.
If and when this change is implemented, I will choose to have fun instead of sitting around all day harvesting creatures. My customers will have to look for somone else to harvest hides and meats for them. Sorry to my customers in advance.
Some may flame for not being a "legitimate" scout and that this is the way it was supposed to be in the first place Well again, when faced with the decision to keep 60 skill points locked up in Scout or don't, I chose what seemed to be an obvious answer: "don't."
And believe me, this effects Armorsmith much worse than other profs. Our product has 7 or 9 pieces of hide in a full suit, so it takes 7 to 9 times longer to harvest enough hide and 7 to 9 times as much space on a factory. A weaponsmith's product has no hide, really no other product consists of multiple harvested products. So I have to go find a Scout now who wants to harvest 200,000 pieces of hide every week and keep track of the financial data.
If I was a Scout, I would be upset actually. I mean I hate harvesting my own kills, I would hate harvesting creatures for other people too!
My personal solution:
I might drop Master AS, get a few more SEAs to get +15 Armor Exp (for 9 Exp Points) and just make Ubese as a way to fund my other stuff. It should be easy enough to pick out on a single creature.
Sorry Bloodfin, say goodbye to the cheapest 70 base Comp around...
Vrond
Wed Jun 16, 2004 6:03 am
#48
You say this but you have TKM right in your signature. If you want to craft and sell you should have to keep your merchant skills.
Right now there are more vendors then there are houses and at least 40% of them are empty. The fix will HOPEFULLY get rid of al these abandoned vendors.
What I am tired of is folk who want to be able to "solo the economy" in a multiplayer game. If you want to be an armorsmith and want to be able to hunt for your GDK and Alb parts fine but contact someone who is a master merchant and have them sell your products through their vendors.
You get a set amount of skill points when you drop a skill its gone....unless its merchant.
tIme2DiE
Wed Jun 16, 2004 10:53 am
#49
"You get a set amount of skill points when you drop a skill its gone....unless its merchant."
Perfectly stated Vrond.
Perfectly stated Vrond.
beantownphan
Thu Jun 17, 2004 9:44 am
#50
Time2Die and DarthVisible,
I think you are missing my point. Tell me if you disagree with any of these statements:
1. The Advertising tree advertises your shop but a lot of vendors don't have any products on them.
2. The Management tree allows you to select different types of vendors but all this does is really add asthetically pleasing features like uniforms.
3. The (I forget what the other trees are called from here but u get my point) Vendor tree allows more vendors but really this isn't necessary if u think about it because items can be put on the same vendor.
4. The Structure tree allows people to build Merchant tents and have cheaper maintenance fees, but most top crafters don't care what their maintenance is and vendors can be put in any structure, not just merchant tents.
6. Vendors are difficult to load.
7. Loading and pricing items on a vendor is difficult and time consuming.
8.Being a Master Merchant/MAS is the same amount of skill points as being a MAS/MWS.
Merchant sucks as a profession and most of the skills and skill trees are useless. How many people pumped their fist silently at their computer when you found out you had just earned the ability to place premium auctions on the bazaar?
How many people grind up the Business tree in artisan solely to be a Merchant and load vendors for other people? Not many because, and here is the point people...
The Merchant Profession badly needs a revamp. That's all. And to fix the vendor problem only as a knee jerk reaction is not the answer. Do the whole thing. Believe me, I would much rather have the profession fixed than have points for free essentially.
Also,
No one in this game can look me in the face and say scout is comparable to merchant. It's been said plenty of times already, but you make yourself sound stupid when you make that argument. Scouts can build camps that heal others, they can inflict state changes, increase the efficiency of collecting much needed organics and lastly they can mask scent and burst run better. In fact, Scout (not necessarily ranger) is one of the most useful professions in the game. How can you compare it to Merchant??!!Scout has 4 useful trees while Merchant has maybe 1.
In case you feel like flaming again see the highlighed portion again please, that's all I'm saying...
krashnik
Thu Jun 17, 2004 10:25 am
#51
Tunturi wrote:This is a tough one... I myself did the the same thing, setup venders then drop merchant as many have. But in all fairness to people who want to be a merchant and resale stuff, I guess the fix is only right.One thing I would like to see the Devs do for merchant is allow them to rent out there venders, like create a vender and set a percentage they get from every sale, that way they could make the vender, thengive it to someone to use and would collect like 2% of all sales or something like that. And the person who got the vender could resupply it himself. Similar to how candy vending machines work in offices, they rent/lease them out.Just a thought....
I Agree totally. Excellent Idea.
Ail
Thu Jun 17, 2004 10:30 am
#52
beantownphan wrote:
Time2Die and DarthVisible,
I think you are missing my point. Tell me if you disagree with any of these statements:
1. The Advertising tree advertises your shop but a lot of vendors don't have any products on them.
2. The Management tree allows you to select different types of vendors but all this does is really add asthetically pleasing features like uniforms.
3. The (I forget what the other trees are called from here but u get my point) Vendor tree allows more vendors but really this isn't necessary if u think about it because items can be put on the same vendor.
4. The Structure tree allows people to build Merchant tents and have cheaper maintenance fees, but most top crafters don't care what their maintenance is and vendors can be put in any structure, not just merchant tents.
6. Vendors are difficult to load.
7. Loading and pricing items on a vendor is difficult and time consuming.
8.Being a Master Merchant/MAS is the same amount of skill points as being a MAS/MWS.
Merchant sucks as a profession and most of the skills and skill trees are useless. How many people pumped their fist silently at their computer when you found out you had just earned the ability to place premium auctions on the bazaar?
How many people grind up the Business tree in artisan solely to be a Merchant and load vendors for other people? Not many because, and here is the point people...
The Merchant Profession badly needs a revamp. That's all. And to fix the vendor problem only as a knee jerk reaction is not the answer. Do the whole thing. Believe me, I would much rather have the profession fixed than have points for free essentially.
Also,
No one in this game can look me in the face and say scout is comparable to merchant. It's been said plenty of times already, but you make yourself sound stupid when you make that argument. Scouts can build camps that heal others, they can inflict state changes, increase the efficiency of collecting much needed organics and lastly they can mask scent and burst run better. In fact, Scout (not necessarily ranger) is one of the most useful professions in the game. How can you compare it to Merchant??!!Scout has 4 useful trees while Merchant has maybe 1.
In case you feel like flaming again see the highlighed portion again please, that's all I'm saying...
Hate to contradict ya but I doubt you have been playing around with scouts for a while...
I haven't sit in the camp in ages, just pull the droid out to heal wounds and you are fine....
Burst run efficiency just means lower ham cost on burst run, once again noone cares...
Haven't used mask scent in ages, when biking around, who cares if you get aggroed by an animal or not...
Traps are a joke...
And yes I am master AS and master merchant and would rather be master WS instead of merchant, but I need to sell my wares and I am not going to exploit to do it....
All I see is that some people have beenexploiting a loophole in the game and are now complaining because it is going to be fixed.....
As for your statements about merchant :
1) It is getting fixed soon in small patch. Empty vendors will unregister from the planetary map by themselves...
3) I have 1800 pieces of armor on my 5 vendors, 5 lines of composite, 1 of ubese, 1 of PSG. There is no way I could put all of them on a singlevendor and still manage my stocks decently and still provide a pleasant shopping experience to my customers.....
Message Edited by Ail on 06-17-2004 10:31 AM