Bio Engineer Archive
Thread: Skill Point Protest
It is the only crafting profession without an Artisan requirement, so getting a single vendor is an expensive skillpoint investment compared to other crafters. Further, all the experimentation was moved out of the master box with the CU, greatly devaluing it, and making 0404 BE almost the same as master. By putting a single vendor at Master, the box once again has significant value and we can feel that BE is not so overlooked as a crafting profession.
While I personally agree with you on this one about getting vendors w/o artisan, i think that rangers crafting cammo and smugglers crafting spices might just disagree with you on BE the only crafting profession that does not require artisan.
This gets dragged out every couple of months.....get over it, forget it, the devs have already said no.
We were susposed to loose the scout requirement with the CU, but somehow seem to have forgotten us....... again.
I am also aware the devs said no. I still think they are wrong and will not stop pushing for them to reconsider their position. Especially with the changes caused by the CU and BEs shortage on skillpoints to be able to function similarly to any other crafter.
I think that one solution (i KNOW there is no point in posting solutions but what the hey) ... would be if people could be given admin rights on a VENDOR.
Imagine this:
master merchant places tent and vendors working with the person who will run them
image designer gets to fix the green lipstick problem and make the vendors look good
tailor is called in to craft clothes that give the shop a nice feel
architect called in to make the furniture and bits and bobs ...
then the BE, the tailor, the architect and so on ... everyone who is going to sell stuff in the merchants shop, is given admin access to their OWN vendor. This lets them place an article onto the vendor directly. They can negotiate with the merchant about fees for this. Then, the merchant has to sort out how to pay them AFTER the item sells. The merchant would keep their vendor limit and item limit ...
one thing that would really help would be a 'placed by' field in the vendor tables in the database so the merchant knows who to payfor things that cannot be named by the person who wishes to sell them: ie. Vendor: Loot has sold Unrenamable Loot Item placed by Dorelli to Aleskander for 1000000000 credits ...
this scenario is already possible minus the placing of things on the vendor oneself, knowing who has placed it and the image designing of the vendor.
It is so obvious a solution that I would imagine that it has already been proposed and promised or proposed and rejected ...
Message Edited by Dorelli on 06-30-2005 01:47 AM
Dorelli wrote:
I think that one solution (i KNOW there is no point in posting solutions but what the hey) ... would be if people could be given admin rights on a VENDOR.
Imagine this:
master merchant places tent and vendors working with the person who will run them
image designer gets to fix the green lipstick problem and make the vendors look good
tailor is called in to craft clothes that give the shop a nice feel
architect called in to make the furniture and bits and bobs ...
then the BE, the tailor, the architect and so on ... everyone who is going to sell stuff in the merchants shop, is given admin access to their OWN vendor. This lets them place an article onto the vendor directly. They can negotiate with the merchant about fees for this. Then, the merchant has to sort out how to pay them AFTER the item sells. The merchant would keep their vendor limit and item limit ...
one thing that would really help would be a 'placed by' field in the vendor tables in the database so the merchant knows who to payfor things that cannot be named by the person who wishes to sell them: ie. Vendor: Loot has sold Unrenamable Loot Item placed by Dorelli to Aleskander for 1000000000 credits ...
this scenario is already possible minus the placing of things on the vendor oneself, knowing who has placed it and the image designing of the vendor.
It is so obvious a solution that I would imagine that it has already been proposed and promised or proposed and rejected ...
Message Edited by Dorelli on 06-30-2005 01:47 AM
Yeah, that would make it easier than having someone else run a vendor for you...which is what I used to do.
Personally, I'd be happy having harvestors send an e-mail when they shut down for any reason...like the resource shifted,out of power or full.
Seiryuu wrote:
Yes Ranger and Smuggler do some crafting, but that is not the only thing they do. Their entire play experience does not revolve around the production of products for others unless focusing very narrowly on one of their lines.
I am also aware the devs said no. I still think they are wrong and will not stop pushing for them to reconsider their position. Especially with the changes caused by the CU and BEs shortage on skillpoints to be able to function similarly to any other crafter.
Actually as a Ranger pretty much all I do is harvest bits which i'd like to sell, milk animals which i'd like to uh sell and make camo kits and camp sites which i'd like to ... yup that's right.
Traps are kinda bugged, Rescue doesn't do anything and Area Track I use maybe once a week if i'm feeling bored.
Best idea is to do what SOE say, group with others, find a guild or make a new guild, someone out there must have Artisan or even merchant high enogth to get you a vendor
Actually as a Ranger pretty much all I do is harvest bits which i'd like to sell, milk animals which i'd like to uh sell and make camo kits and camp sites which i'd like to ... yup that's right.
Traps are kinda bugged, Rescue doesn't do anything and Area Track I use maybe once a week if i'm feeling bored.
I'm all too aware of Ranger's lack of functioning, being one. A Ranger shop is not a bad dream, and I have had friends that have tried. However it is not envisioned as a crafter to anwhere near the extent BE or one the the Artisan-based professions are. It has abilities outside the scope of crafting (whether working and useful is another matter) should you choose to utilize them.
Now I am all for being able to use the profession differently than envisioned, so something like a rented vendor would be a nice solution for both BE and Ranger. No matter what solution is ever presented though, the BE profession as a whole will have a stronger need of a vendor than Rangers.
Best idea is to do what SOE say, group with others, find a guild or make a new guild, someone out there must have Artisan or even merchant high enogth to get you a vendor.
Understand that I am no longer a BE and have not been one for a year now. Part of my reason for leaving was the fix to vendors where you needed Artisan/Merchant skill or your vendor would not work. I actually have no problem with that fix, however it made it so I could no longer have fun in the game were I to run a vendor. (CH, BE, and Tracking III of Ranger, which are all complimentary professions and still low on combat potential for what it is worth.) Without a vendor, it felt rather pointless to be a BE. Fun won out, BE lost out.
I tried having several guildmates run a vendor for me. Either they were on at odd times, mixing their skills up, or were dealing with too many people to keep track of mine. My operation was small, but it had a huge turn-over. Considering I was cranking out a few full runs of items each day and I had to rely on the presence of others to get them on a vendor regularly for my customers, it just was not working. With a single vendor of my own, which is all I had before, I was happy and my small shop reasonably successful.
I am not asking for BEs to be able to run a trade empire. If they want that, then by all means become a merchant with their higher limits. I want them to be able to have a modest shop and a place to sell their wares like any other dedicated crafter.