Bio Engineer Archive

Thread: another problem from the 19 questions answered

Kevm
Sat Apr 24, 2004 6:10 am
#14






Maeril wrote:

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.


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






Sorry you see it as a nerf, but in reality what you've done is an exploit. Plain and simple. Its not much different than saying "I used to be a MCH so I should be able to use any of the pets in my datapad (regardless of CL). I just can't go out and tame or train any new ones, that's the benefit of still being a Creature Handler"




Message Edited by Kevm on 04-24-2004 08:12 AM



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!
Bendi_James
Sat Apr 24, 2004 7:15 am
#15

Actually, I would be willing to rent a vendor from a merchant as long as I have admin rights on it. "Many" Merchants can't afford my products...even at wholesale prices.
meroc
Sat Apr 24, 2004 7:56 am
#16

Hi Doc, thanks for dropping by.

I typed a huge reply, but the forums ate it

/Sigh, heres the concise version



  • I'm an Aussie, so I play off prime time for the US/EU people. I tried the "Lets spam Coronet" game and didn't have much success at all. By the time buyers were coming online, it was one in the morning here, and I work, so it just wasn't working out.

  • If I have to drop Pistoleer/CH to take Merchant just so I can sell my BE waresmy prices will skyrocket as I'll have to start buying meat at market prices (up to 100cpu). I'll have no way to defend myself when thatMutant Rancor I just stuck a needle in gets annoyed that I just stuck a needle in it. What other "crafting" class is required to walk up to a Mutant Rancor and do somethingthat will more than likely tick it of, just so they can make theirgoods?

  • One thing no one has mentioned yet isinflation will really get out of hand if people need to take Merchant (or even Artisan) to place a vendor. If they drop combat skills to do so, they will become more reliant on Rangers/Scouts to collect meat, and meat prices will climb even more...

  • When I said Masters should get vendors as a Master perk, I meant all Masters, not just BE. Every other game I've played has the ability for average players to sell their wares (Lineage II/EQ, UO, even in Asheron's Call 1, where vending wasn't put in-game by the Dev's, players added it through the plugin program Decal).

  • So I dropped some of BE and got far enough up Artisan to get a box vendor. I'm not on the map and any clients that find me either do so via blind luck, my forum sig or from the occasional spam I do as I wait for a shuttle. Being "mapped" would be great (if I could afford it, which I can't).

  • People may argue that vendors should be merchant only, or there is no reason to be a merchant. For starters, placing a vendor IS NOT a merchant skill, it's actually an Artisan skill 1. Just owning a non-mapped box vendor makes you the equivalent (or maybe even less) to a "corner store". The only people that know your there are the "locals". 2. Merchants get a lot more than just the ability to place a vendor. 3. People may argue that vendor placing should be moved to the merchant tree, but by that argument, all the other prerequisite things should then be moved as well (chef, tailor, etc). Where would that leave Artisan?

  • The Dev's could add three abilities to Merchant to "sweeten the pot" for them. 1. Let Merchants "link" all their vendors, so people can buy something from a merchants Naboo vendor from his/her Tatooine vendor. 2. Allow groups of Merchants to "link" their vendors to for true "mega-marts". 3. Add a "Merchant Vendor Only" search terminal to the game so you can search any vendor that is "mapped" for currently stocked goods. This would also benefit other players.....who hasn't done a multi-planet run to find item XYZ and checked the map to find several merchants listed as "Now fully stocked with item XYZ"....only they aren't? :-/ This alonewould bewortha Kimogila'sweight in credits...

I'm not asking that Merchants get screwed over, or screwed out of their fair share of trade, I just don't want to see the little "corner store" guys/galsget crushed out of business in a push to create "SWG Merchant Only Wallmarts" (I'm not saying that's what your pushing for, but anyplan that closes down the corner stores leaving the merchants as atrading monopoly is effectively doing that).



--------------------------------------------------------------------------------
DocSavag wrote:
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.
--------------------------------------------------------------------------------





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
meroc
Sat Apr 24, 2004 8:04 am
#17

I'd be willing to consider something like that too. Something like a lend/lease plan.


The following would have to apply though:



  1. For all intents and purposes, I'd "own" the vendor.

  2. I could stock the vendor and move it around the house if Iwanted to.

  3. I'd receive the credits from any sale made.

  4. I'd receive the messages from the vendor.

  5. The vendor rent, however,would go to the merchant I bought it from.

That'd work for me...





Bendi_James wrote:
Actually, I would be willing to rent a vendor from a merchant as long as I have admin rights on it. "Many" Merchants can't afford my products...even at wholesale prices.









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
NancyJ
Sat Apr 24, 2004 8:15 am
#18

Currently vendors cant be moved once placed else they dont work and the option disappears if you initialise it so for you to be able to move it around the shop you would have to have a system where a merchant could add the vendor option on the structure terminal and set up certain conditions of rental
Perhaps a master merchant could even set up the terminal with the full capabilites of a merchant for 1 vendor, (advertising, clothing etc)

So the merchant chooses which options the person renting the vendor can have.
The merchant then sets the 'rent', the base price of the rent is the same as it would be for the merchant and that money goes poof from the game, the rest of the amount goes straight into the merchants pockets.

This way the merchant gets their money and the person renting the vendor can then set it up in whatever way they like and if they need to they can destroy it and replace it without having to find the merchant to come back and sort it out.




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


Nyria - Farstar



GMANHNC
Sat Apr 24, 2004 11:08 am
#19

As a MCH/MBE I agree that it is dificult to sell my own stuff, however... from reading this I realize that my two vendors I set up are an exploit (possible) I will remove them. And instead of complaining I will go to the merchant forum and get a business contact.

Really the only things we can sell direct are Pet Supplies and Creatures everything needs something else to be useful. (Taylor, Chef, etc.) So I will try and network and get some contacts and sell whole sale.

Besides no one has bought a fricken' thing off either of my vendors any way. (no map link)

I would like to suggest that all vendors who choose to be, be linked and searched like Bazaar, I am so tired of driving 6K meters to find that the vendor has nothing on it or nothing I wanted to buy. Maybe offer it as a special service with a fee of coarse. And maybe add TEF's for people who spam outside the Coronet Starport or send MOBs in to wipe them out or ticket them every half hour or something.

Razor-bat
Gorath
MCH/MBE



GMAN
I moved to Corellia I have no vendor and I don't know the coords to my house, but it doesn't really matter cause all my pets are in the tool box, I may have some in space, but that doesn't really concern you either.
DocSavag
Sat Apr 24, 2004 1:01 pm
#20






GMANHNC wrote:

I would like to suggest that all vendors who choose to be, be linked and searched like Bazaar, I am so tired of driving 6K meters to find that the vendor has nothing on it or nothing I wanted to buy. Maybe offer it as a special service with a fee of coarse. And maybe add TEF's for people who spam outside the Coronet Starport or send MOBs in to wipe them out or ticket them every half hour or something.






Wow a that's a good idea.. the new elite novatroopers need to come clean up the street outside Theed Starport. I can just see it now. "Move along citizen, no loitering here!"




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



GMANHNC
Sat Apr 24, 2004 1:14 pm
#21

Maybe the Nova Troopers could crash the Corvette into them...lol. But seriouslt it's rediculous, my PC all but locks up when I get there.



GMAN
I moved to Corellia I have no vendor and I don't know the coords to my house, but it doesn't really matter cause all my pets are in the tool box, I may have some in space, but that doesn't really concern you either.
Aynianu
Sat Apr 24, 2004 1:48 pm
#22

Hrm, ive never droped merchant because it seemed fairly obvious to me it would get fixed sooner or later,

but i do think you have a valid point about BE needing more skill points to get a vendor than other crafting proffessions

Templar1865
Sat Apr 24, 2004 3:28 pm
#23

"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. "


Usually, when someone posts a message, there's some kernel of validity, even if I don't agree with it. This statement is the first one I've read in a long time that is just patently wrong. We are strictly a crafting profession. We need scout and doctor skills as prerequisites, but we do two things: craft clones and craft tissues. That's it. Everything else in the profession (i.e., sampling) is a step towards one or both of those final goals. Clones and tissues are crafted products. We are a crafting profession, period. It's an unusual crafting profession, but crafting nonetheless.


A simple solution would be to give master vendors the ability to craft and sell the low-end, mechanical vendors, much like a factory or deed. This would require components found in the master artisan box.
NancyJ
Sat Apr 24, 2004 3:52 pm
#24

I think the point here is that unlike any other non-artisan crafting profession - we cannot use the items we make without addition skill point usage.
The case with other professions is that anyone who has the ability to use the product, also has the ability to make it.
Only Cm's can use CM poisons, only docs can use doc buffs/medcines, only rangers can use ranger camps and camo kits.
These items are designed for 'personal use', whether or not you sell your products also is your own personal choice.

Bioengineers cannot use pets or tissues without spending skill points in CH/Chef/Tailor.
The products we make are designed to be used by other players - same as the artisan crafting professions.

We need vendors to sell our products.

Personally I think giving merchants the ability to rent vendors is the way to go.




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


Nyria - Farstar



XiLorith
Sat Apr 24, 2004 6:40 pm
#25

Rentng a vendor sounds like a good idea. The problem with that is that only the owner of the vendor has full a complete access to the vendor. If this plan comes true then we will need to have full and complete access to the vendor we rent.


XiLorith
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