Bio Engineer Archive
Thread: For those BEs who are also Mercahnt, major change coming
I'll belive it when I see it. Otherwise its nothing but "OMG! Do you hear what the devs said!" conspiracy theories.
Andretti wrote:
Want an example of a dumb SOE idea?? They want to make holocrons "edible". Thats right....edible. Playing your jedi and your force bar goes low?? Easy solution!!! Eat a freaking holocron....That is, without a doubt, the stupidest thing I have EVER heard of. They gonna make "schematics" for chefs so they can make "holocron pie" so you can eat it and it lasts on your force bar for "5 exciting and fun packed minutes and 20 seconds?" HOW RETARDED.
Andretti,
I've seen the same thing on Bria actually. But one thing about this is that it always goes in cycles. At any one time there are probably 3-4 weaponsmiths that have achieved a great deal of popularity. One could argue that they have a "monopoly" but to me they've simply achieved what others have failed to. But at least on Bria, the thing to realize about these guys is that they've reached their "end game" at that point. They always burn out after a month or two, and then there are others that rise up and take their places.
But if SOE were truly worried about monopolies, there is a much much much better way of handling it then worrying about vendor limits and such. Why is it that a new weaponsmith can't just instantly get a ton of business when he reaches master? Same for armorsmith? Answer: because the "old timers" have been harvesting of dozens and dozens of spawn cycles and have enormous stacks of the very best resources available and it would take a newcomer that long to get an equivalent store of materials. Solution: increase the spawn rate of such materials. Boom, done, no more monopolies.
Message Edited by ArthurDentOnBria on 08-10-2004 10:25 AM
NancyJ wrote:
One of the arguments was that the resource hoarders were using vendors to store millions of units of resources and if they couldnt do that then they wouldnt be able to hoard and therefore would not have the same advantage over new crafters as they do now.
Personally I think that these people are a lot more determined to hoard than some people give them credit for
Yea, that's just silly imho. At worst all they'd have to do is a cross sever lot trade, get another 10 lots, and thus be able to store virtually an unlimited amount of stuff. And it doesn't even have to be a cross-server lot trade. They can simply buy them from people who don't need them.
The other thing is, is that if you were fairly confident that an equal or better spawn of a particular resource was coming around in the next month or so, there would be much less incentive to even worry about hoarding.
Message Edited by ArthurDentOnBria on 08-10-2004 10:27 AM
Ultimately its not up to me :/
So much doom and gloom, hehe. Maybe crafter could contract merchants to sell their stuff for them. There could be an option to contract to sell an item with a percentage going to the merchant and the profit automatically sent to a player bank account. This would, rightfully, give merchants a greater part in th SWG.
I can see why merchants complain. Take a look around, and how many people do you see as master merchants. And can any honestly say that many people, including ourselves, have not abused the present vendor situation? And this also incudes cross-server lotswapping. I've not read any complaints about these abuses in any of the crafter forums in the past. This is not directed to anyone in this forum or post, but it seems that most people usually don't squeak a peep if there some exploit that benefits them but greatly detracts from others.
I remember when everyone was a CH of sorts as the urge to be UBER/ALL-POWERFUL rules many a SWG players life. Then Riflemen, then CM, then TKA, then Docs, then Chef, then CM again, ALWAYS Jedis, hehe. (I probably got some out of order and missed a lot) Hopefully you get the point. Merchants and other classes have been abused and some changes are in order. Will those changes be perfect and/or doable as we would like? NO! Should we give input to try and make it better. YES! But when we consider what is better, let's not just focus on how something will cramp our own lifestyle to which we've grown accustomed.
Can we at least admit that there are some major abusers, resource hoarders, and monopolizers? I always get the feeling that many assume that the Devs just sit around all day thinking of ways to ream us and make our lives miserable, that they want SWG to fail. We can hypothesize and arrange all kinds of proofs to support such a theory when in fact the reality is farther from the truth. They want SWG to be a success and they are always working to improve it whether we agree witht hem or not. All of us want it to be a success but we all don't have the same ideas or approaches.
A few things I've learned: 1) Life isn't fair in that all do not receive the same measure or character of this life. So don't expect all classes to be equal in SWG. 2) The customer is NOT always right and Democracy does not always come to right decisions. So don't expect SOE to do everything that everybody wants. Because it won't necessarily make the game better if they take any oour specific suggestions. 3) Damned if you do and damned if you don't. You can't please everyone and when you try you just make it worse. 4) At the end of the day it comes down to the kind of person I am and what I choose to do, not what kind of people the devs are or anyone else here for that matter.
So let's not get don't on SOE, the Devs or one another. Let's just keep voicing are opinions, offering solutions, in a courteous and constructive way. If you want to leave then you are free to do that, of course many will be missed. But don't fall on your sword, cut off noses to spite faces, and indulge too much in melodrama. AGAIn this is not directed to any specific post, person, of forum. So if a person takes it any of those ways then they do so expressly against my wishes and intentions.
Regards,
Rilvas
HUWIPA Alliance
Chilastra
Rilvas wrote:
Heyas All,
So much doom and gloom, hehe. Maybe crafter could contract merchants to sell their stuff for them. There could be an option to contract to sell an item with a percentage going to the merchant and the profit automatically sent to a player bank account. This would, rightfully, give merchants a greater part in th SWG.
This is the exact logic that the merchant correspondent keeps pushing. The fallicy is that there are in fact no such people. Lets face it, the people who work their way up the merchant tree, do so to sell their own goods. So it's the armorsmiths, weaponsmiths, tailors, etc who are the merchants. Looking at it objectively, it seems that nobody wants to "play" a merchant. Merchant has become a pre-requisite for being an artisan in the same way surveying has, only it sucks up a lot more skill points and gives you back even less in return. In the year I've been playing I've never met anyone that was a merchant to sell others people's goods. Never, not once. Yes, I know people who create an alt for a PA or whatever and sell some other people's stuff (mostly loot and whatnot for non-artisans)in a real limited, low volume sort ofway out of friendship or whatever, but that really is an altogether different sort of thing.
ArthurDentOnBria wrote:
Rilvas wrote:
Heyas All,
So much doom and gloom, hehe. Maybe crafter could contract merchants to sell their stuff for them. There could be an option to contract to sell an item with a percentage going to the merchant and the profit automatically sent to a player bank account. This would, rightfully, give merchants a greater part in th SWG.
This is the exact logic that the merchant correspondent keeps pushing. The fallicy is that there are in fact no such people. Lets face it, the people who work their way up the merchant tree, do so to sell their own goods. So it's the armorsmiths, weaponsmiths, tailors, etc who are the merchants. Looking at it objectively, it seems that nobody wants to "play" a merchant. Merchant has become a pre-requisite for being an artisan in the same way surveying has, only it sucks up a lot more skill points and gives you back even less in return. In the year I've been playing I've never met anyone that was a merchant to sell others people's goods. Never, not once. Yes, I know people who create an alt for a PA or whatever and sell some other people's stuff (mostly loot and whatnot for non-artisans)in a real limited, low volume sort ofway out of friendship or whatever, but that really is an altogether different sort of thing.
That's also what the Mercahnt correspondent has been pushing for. If there MUST be limits placed on merchants, then hold off on them until there are proper tools in place so merchants can actually sell the items of others in a secure way.
fishbrains wrote:
If this is the logic the Merchant Corr keeps pushing then there needs to be some sort of system where once your items got sold on their hosted vendor you would automaticly get the creds and a pre determined portian of the sales going to the merchent. Seems to be the best way to work on the new system if the devs are hell bent on it.
Message Edited by Kevm on 08-11-2004 01:40 PM