Bio Engineer Archive
Thread: BE and vendors
Things to consider:
The vendor limits are not going to be removed
If we ask for a vendor in our skill tree everyone will want one and thats unlikely to happen.
Message Edited by ArthurDentOnBria on 08-20-2004 12:02 PM
The suggestion that has come up is to swap organic chemistry 4 for exploration 4 freeing up skill points for artisan.
So I'm glad both of you so far have mentioned that as something you'd be OK with
Message Edited by NancyJ on 08-20-2004 06:55 PM
NancyJ wrote:
So I'm glad both of you so far have mentioned that as something you'd be OK with
furrycat wrote:
The real solution is to let Merchants grant other players the right to sell items on their vendors.
no... it's not. I took a poll a couple weeks ago, and the poll shows that very very few merchants have any interest in carrying other people's goods, and those few that do, it's mostly a "friends and family" kind of thing. Even assuming the devs did a ton of work to implement all the tools that would be necessary to make that a possibility, you have to have people willing to do that, and there aren't (enough of) such people in the game.
http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=43199
Message Edited by ArthurDentOnBria on 08-20-2004 10:35 AM
NancyJ wrote:
OK all items are open for discussion here. What would make you happy with regards to the vendor situation.
Things to consider:
The vendor limits are not going to be removed
If we ask for a vendor in our skill tree everyone will want one and thats unlikely to happen.
I understand "everyone will want one" could be a problem, but we are the only crafting profession that does not run through artisan and so it seems to me we're justified in asking for one. Simply add the following skill to Tissues IV: "vendor +1." Or if they want to put up even more of a barrier, make it a master level skill. That should dissuade anyone from doing BE just to get the vendor bonus.
If that won't float, I'd suggest a more radical solution: split the profession. Create one profession focused on tissues/additives that requiresmaster medic and business&surveying from artisan as prereqs. (The master medic should dissuade mostchefs/tailors from taking up the profession...). Maybe make the skill trees"chef," "tailor," and--pie in the sky, I know--enhancements for droid engineer. Create another profession focused on adventuring/collecting DNA and creating pets, with prereqs as they are now and an expanded list of pets to create. (Maybe skill trees could be named "Reptile," "Mammal," Arachnid", with appropriate skins available in each...) And, of course, switch pet stim/vitality packs out of the tissues line and in to this profession. This group would have saleable product but no access to vendors on their own. However, like with creature handlers, the bulk of the satisfaction from play would not be derived from sales anyway.
I often feel like the profession is schizophrenic anyway. The tissue/additive maker is passive with no need for combat skills; the DNA collector needs to be hardy and it's handy to be able to defend oneself while stabbing arachne queens and rancors. Yes, this is radical, and probably unlikely, but our doughty correspondent did say anything was available for discussion so I'll run this up the flagpole and see if anyone salutes.
furrycat wrote:
The real solution is to let Merchants grant other players the right to sell items on their vendors.
The ultimate goal is a revamp for the merchant profession that will give merchants the tools they need to be 'merchants', however that isnt something thats going to happen any time soon.
No one else has the pre-reqs we do, so I think we still have a valid argument.
BE pre-reqs: +29 skill points
Novice artisan: +15 skill points
Business III: +9 skill points
With our pre-requisites alone, artisans could have Merchant 0020.
For us to get Novice artisan, which then puts us at the same pre-req footing as any other crafter, they would have the skill points for Merchant 0240 (with one point left over).
Spending the last night nine points (54 total) to get our first vendor is the equivalent of any other artisan getting Merchant 1440.
We're completely justified getting a single vendor at master BE. If they have to, then restrict the vendor to selling only pharmacuticals, tissues and pet deeds.
I don't care if other professions will be unhappy, they aren't being restricted by the silly pre-requistes we are. If they're willing to spend an additional 44 skill points to get a vender in their master box, more power to them.
If the devs do not want to be bothered with fairness and logic, then my proposal is to allow the Organic IV box to be an alternate pre-requisite to Merchant. This would help both us, Doctors and Combat Medics. If they do not want Docs and CM to have easy access to vendors, then place it at the top of our Engineering Techniques box.
Considering how big a deal they make over coding in a simple OR statement, I doubt that will be acceptable either.
if (Business IV || Engineering Techniques IV) can_train (Novice Merchant);
There, I even wrote the code for them.
Do you mean Exploration IV? We already require Hunting IV.