Bio Engineer Archive

Thread: another problem from the 19 questions answered

Kevie
Fri Apr 23, 2004 7:13 pm
#1

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.


am i the only one who sees a problem with this?


armoursmiths, weaponsmiths, tailors, chefs, droid engineers only have to grind up 9 more skill points for a vendor, we need 24....... ignoring that fact that BE's take 29 extra pre-requisite points in the first place

doctors i see will have a problem with this also with their 77 prerequisite points




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

Kevm
Fri Apr 23, 2004 7:36 pm
#2






Kevie wrote:

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.


am i the only one who sees a problem with this?


armoursmiths, weaponsmiths, tailors, chefs, droid engineers only have to grind up 9 more skill points for a vendor, we need 24....... ignoring that fact that BE's take 29 extra pre-requisite points in the first place

doctors i see will have a problem with this also with their 77 prerequisite points






What's the problem? That they are fixing an obvious exploit?



Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
Kevie
Fri Apr 23, 2004 7:47 pm
#3


no..... i understand that people who do not invest should not be allowed to have a vendor..... however my problem is this:


bio-engineers and doctors have to spend a LOT more points to get to their crafting professions.... and must spend another 24 to use a vendor.


as to the rest of the elite professions from artisan, who only need 29 skill points as a prerequisite for their chosen profession, only need to spend 9 skill points for a vendor



seems a bit unfair, no?


i'm just hoping for a happy medium...i sent a PM to talthazar and docsavag (the merchant correspondent)


i'm not trying to get something for nothing, just trying to reach a compromise

Message Edited by Kevie on 04-23-2004 10:48 PM




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

XpNsVe
Fri Apr 23, 2004 8:33 pm
#4

BE is not strictly a crafting profession. It's more of a cross between scout, doctor and crafter. I'm sorry to say, but it should cost more for us to obtain a vendor.

I never had trouble selling everything I made, even without my own vendor.



The first fansite dedicated to Bio Engineer;
SWG Bio Engineer
(swgbe.mmospy.com)

meroc
Fri Apr 23, 2004 9:27 pm
#5


Vendors should never have been tied to Merchant in the first place. The fact that they were was just poor game design. Lineage II and even EQ got this right, so it's a shame that SWG didn't (except by accident).


All Masters should have access to an outlet vendor as a part of theirProfession Master "bonuses".


If they do remove vendors from everyone bar Merchants I, for one, will be quite happy to leave SWG as I'd have to become either 1. An almost pure crafting character with almost no combat skills (not a goodproposition when your profession requires you tostick a needles in things like Rancors, not to mention the meatrequirements we have as well) or 2. Buy a second account (why the hell should I need two accounts just to play/sell things?).


Either way it's not what I'd want from SWG, which is why I'd leave.This isn't anultimatum to the Devs, it'll just be a naturalchain of eventsif they decide to take that path...

Message Edited by meroc on 04-24-2004 04:49 PM



Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Kevm
Fri Apr 23, 2004 10:01 pm
#6






meroc wrote:


Vendors should never have been tied to Merchant in the first place. The fact that they were was just poor game design. Lineage II and even EQ got this right, so it's a shame that SWG didn't (except by accident).


All Masters should have access to an outlet vendor as a part of theirProfession Master "bonuses".


If they do remove vendors from everyone bar Merchants I, for one, will be quite happy to leave SWG as I'd have to become either 1. An almost pure crafting character with almost no combat skills (not a goodproposition when your profession requires you tostick a needles in things like Rancors, not to mention the meatrequirements we have as well) or 2. Buy a second account (why the hell should I need two accounts just to play/sell things?).


Either way it's not what I'd want from SWG, which is why I'd leave.This isn't anultimatum to the Devs, it'll just be a naturalchain of eventsif they decide to take that path...


Message Edited by meroc on 04-24-2004 04:49 PM





OR you partner with someone who is a merchant and you work together.



Kreegan Lirpa
MBE - Cairdeas City - Wanderhome

Kreegan's BE Pets and Tissues - Cairdeas City, Naboo (7378 -6482)
Kreegan's Pet Meds - Right outside Coronet on the Map!
AnakinsClone
Fri Apr 23, 2004 10:40 pm
#7







Still, his point is valid.


A master weaponsmith with 1 vendor uses a total of 101 skill points.


A master bio engineer with 1 vendor uses a total of 145 skill points.


So with just our mastered profession and 1 vendor, we're already 44 skill points behind the other crafting professions (not counting doctors). Why should there be such a difference? What about our profession justifies requiring us to spend 44 more skill points than the other crafters to run a business?






Kuma's Pet Shop - Closed forever...
Kevie
Fri Apr 23, 2004 11:13 pm
#8

i received this from the merchant correspondent tonight:



"I wish the loop hole had never have existed. People would have found other ways to do business and I think everyone would be better off. Now it will be a difficult transition.

I agree it is very difficult to be a practicing BE or Doctor and run a shop. I dont' think the Devs ever intended for those professions to be shopkeepers. I don't think they ever intended vendors to be the only way to sell or for everyone to want to have their own shop instead of a healthy merchant profession that was buying goods wholesale and selling them retail.

I won't oppose anything that allows limited sales ability for profesionals to sell their own merchandise. I never have. I simply insist that being a merchant mean something. That our skills make us better at selling than other players without merchant skills. That doesn't mean I want all sales to go through merchants. I just want us to be able to walk up to you and say..hey.. I can move those stimpacks for you and I can do it MUCH more efficiently than you can do it yourself. Give me 8% of the sale and I'll take care of the details.

I only ask that others look at the merchant profession and see that we produce no goods. We are a service profession. We can only survive with prodcuts to sell. And if that is to mean anything more than just crafters with a second profession we have to have customers who are encouraged to use our services because doing it themselves is less efficient or less desirable.

I'm not sure if any of this helps. I'm not sure what the devs will say to requests for vendors for BE's and Doctors. I think they will see it as part of the challenge, but that is just my opinion."



and responded with this:



well.... i have abused this exploit, but i did not know it was in fact an exploit

i will grind myself back up to engineering III (i have a bulky vendor) and hopefully we can figure out a solution....... i do, however, totally find your meaning behind merchant being a seller.... i use the ctrl+m to find vendors a lot, i search using ctrl+v (i can't remember their exact names, just the hotkeys)

i wonder if we could propose to the devs an easy way to impliment your idea of selling someone else's goods. it is a very sound idea, kind of like having a mall and renting out shops.

thanks for not disregarding my message and flamatory and whining, and i hope merchants get the status they deserve

respectfully,
oaceen tunaisea







Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

DocSavag
Sat Apr 24, 2004 1:07 am
#9

Merchants have had as one of their top priorities since I've been involved in the forums the creation of better tools to allow merchants and those with items to sell to interact more efficiently. I hope that we can accomplish that at the same time they make the chagne to fix the skill perk issue that is mentioned above.


You guys may have a valid point about the challenge you face. Almost all the other crafting professions outside of the Artisan tree have significant non crafting purpose in the game. Their crafting, while marketable, exists to supplement their other abilities. (Musicians crafting instruments they also use, Creature handlers producing pets from the wild, smugglers slicing and creating spices, Doctors crafting medicines all of those examples can either be made for profit or made for their own use in other aspects of their skills) Bio-Engineer doesn't really have a use for the items they produceoutside of marketing them (Unless they also have another profession).


fwiw I have a character that is a Master BE. I chose to combine that with CH and Carbineer instead of going with any business skills. I sell my products though merchants in our city. I could have chosen not go with CH and Carbineer and instead go with Merchant. That would have made me a pure crafting character with no combat skills.


Deep down my feeling is that the devs didn't miss the point about how difficult it is to be a BE and have a shop. I think they intended for it to be a challenge. You can choose to be a seller of BE products on a large scale or you can choose to use your BE products to support a combat profession (like CH). You can do both only if you have help from other players (Merchants) who buy from you and resell to others. This concept is very underutilized in the game.


As I said to Kevie in PM's I don't have an easy solution for you. I know that the merchant profession that I represent isn't about trying to hurt any other profession, but they are very much for the protection of the skills they have earned and hold. It is fundimentially wrong for a skill granted in the game to be kept after that skill is surrendered. It weakens the profession that the skill was granted in.


I wish you all well and if any of you would like a real challenge PM me and try to explain this cloning thing to me




----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



AnakinsClone
Sat Apr 24, 2004 1:37 am
#10






DocSavag wrote:

...


Deep down my feeling is that the devs didn't miss the point about how difficult it is to be a BE and have a shop. I think they intended for it to be a challenge. You can choose to be a seller of BE products on a large scale or you can choose to use your BE products to support a combat profession (like CH). You can do both only if you have help from other players (Merchants) who buy from you and resell to others. This concept is very underutilized in the game.


...





Why though? Why make it more difficult only for the BE's, and not every other crafting profession (doctors excluded)?


We already have the most complicated crafting proceedure, no skill tapes, non-stacking materials, expend more skill points, an inexplicable pet check process. Why should trying to run a business also be more difficult??







Kuma's Pet Shop - Closed forever...
DocSavag
Sat Apr 24, 2004 3:17 am
#11






AnakinsClone wrote:





DocSavag wrote:

...


Deep down my feeling is that the devs didn't miss the point about how difficult it is to be a BE and have a shop. I think they intended for it to be a challenge. You can choose to be a seller of BE products on a large scale or you can choose to use your BE products to support a combat profession (like CH). You can do both only if you have help from other players (Merchants) who buy from you and resell to others. This concept is very underutilized in the game.


...





Why though? Why make it more difficult only for the BE's, and not every other crafting profession (doctors excluded)?


We already have the most complicated crafting proceedure, no skill tapes, non-stacking materials, expend more skill points, an inexplicable pet check process. Why should trying to run a business also be more difficult??










Its a valid question. I don't know. Doctors in my opinion aren't in the same boat as BE's on this issue. The Doctor's main function is to heal wounds and damage and to give buffs.If they want to sell medicine on a wide scale then they have to get additional skills that seems like a fair trade off to me. As I said above BE's seem unique in that they produce products that they wouldn't use themselves but dont' have the business advantages of other pure crafting classes.


You have to admit though sticking a vendor skill mod in the BE skill tree is a rather odd departure from the way the business skills are otherwise granted in the game. Putting aside for a moment the disability a BE has on this issue, is it really fair to give the BE's a vendor in their profession when everyone else in the game has to have Business III in the artisan line?


As a BE I agree though that some of the challenges are a bit harsh. The non-stacking dna samples bug me (so do non stacking looted items with the same serial number btw) . And the lack of details on how to combine dna seems unnecessarily mysterious.





----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Maeril
Sat Apr 24, 2004 4:35 am
#12

Personally, I held off my advancement in BE and CH so I could get enough Merchant skills for my vendors, a different sign on house, and planetary map listing. I did this knowing that once I placed my vendors and set everything up, I'd never be able to move my shop unless I ground out merchant again. Without my vendors, my only way to sell is to add to the incredibly lame spam at Coronet or Theed starports, which I absolutely have no wish to do as the only thing they're good for is making my ignore list longer.


The way I see it, I worked tohire my vendors and get my sign and planetary listing, as long as I'm still paying for them, there is no reason why I should not be allowed to keep them. I understand Merchants think we're getting something for nothing, but we are not aswe worked to get the benefits in the first place. Merchants have the option to pick up shop and move somewhere else or to change out vendors/signs/barkings where as those of us who gave up the skills do not, and that is the benefit ofBeing aMerchant.


As it stands, I have just recently mastered BE, am about halfway through CH, and have very limited combat skills with the Novice Pistoleer box. Once I have mastered CH to go along with my MasterBE title, I am left with only enough skill points to have like 3 boxes into Pistoleer to defend myself. This leaves no room for any other skills. If I cannot keep my vendors, I have no reason to keep BE as there is no way in hell I will base my business on special orders and shouting advertisements. Actually, as others have stated, I will leave SWG because frankly I have been nerfed enough (MCH on another server since August) and with the latest information released about the Jedi Revamp, it sounds like I will no longer have any desire to be a Jedi either (all the work I've already done will have been wasted and to advance PvP will be a necessity and I have no desire of hanging with the children who get into that lameass "I pwnzr'd U" crap).


I am sick of of the ruining of this (yet another) game by SOE and the pathetic minority groups they listen to with their nerf-calling. They castrated CH, Knockdown (which effects many classes) and countless other things already, and now they are planning to nerf anyone who worked to get their vendors and even going to nerf Jedi. It's just pathetic and my money can be better spent on another game.



IMHO

-Sorry if my post turned into a rant.







Just another disgusted MCH
NancyJ
Sat Apr 24, 2004 5:22 am
#13

I dont really see it as any different than giving Combat Medics Terrain Negotiation without having scout.
I think this is pricipally because they're a hybrid profession and need 2 novices already, the powers that be decided terrain negotiation was a skill that combat medics needed (presumably to keep up with their groups)
By the same reasoning BE should get vendors in one of their skill trees as we are also a hybrid profession but we are 100% crafting profession - we have no skill trees that dont relate to crafting and the bazaar caps at 6k which is not enough to sell pets on.
By logical reason this should happen - it wont but it should.

I think a better thing would be if merchants could rent vendors out to other players.




Nyria's BioShop
-51 -5732 Tatooine
200m South of Anchorhead


Nyria - Farstar



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