Combat Medic Archive
Thread: Changes to the vendor system..please read
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Mordeth123
Sun May 30, 2004 1:13 pm
#1
Sorry for long thread, but please read it anyways 
I've also posted this on theDoctor forum
Some time ago Thunderheart answered in a "19 Answers" thread(I'll try to find it) that merchant is being fixed so that only those who have the skill can actually have a vendor. The way it is now you can for example get novice merchant, place 2 vendors and drop the profession again without any vories. But as Thunderheart stated this will be fixed and when SOE do that, they will ruin the game for a lot of Docs and CMs that produce medical stuff for sale, and most of all this will make it harder to get medical supplies for the non-docs and the prices will be higher.
Let me explain; As Master Doc you can only have one more mastered skill, lets say you have TKM(so that you can hunt)as your other mastered skill, at that point you will only have 18 skill points left, and I guess most docs would have novice scout so that they canharvestmeat from the things they killon their own aswell as buying it. But with the changes in the vendor system all master docs and CMs that sell medical supplies have to drop their other mastered skill to be able to have vendors at all, so the Doc has to drop almost all their fighting skills and they have to buy more supplies from other players. This will result in higher price on stim packs and buff packs, and it will also be less tempting for other people to come into this business, and that again will give the result that the docs wont be able to meet the demands, which again will make the price even higher.
This is just speculations but I have a feeling they're pretty good speculations. How this problem should be dealt with I have know idea, but adding merchant skill to the Doctor/CM crafting tree could be a solution, but I doubt that will ever happen.
Thanks for reading, and please reply if you have any question or thoughts about this subject
Have nice day
Bamboozle
Sun May 30, 2004 2:18 pm
#2
Frankly, I doubt they will fix it. The outcry from the community (except maybe the merchants) would be enormous.
jfang
Sun May 30, 2004 7:02 pm
#3
Two comments. the first is that the ability for non-merchants to have vendors is a bug. As such, by everybody having it, it undermines the purpose of having merchant skills. For example, would it be fair if somebody mastered combat medic, then could drop it all and still be able to toss poisons. Or if somebody mastered doctor then dropped it, could still buff people. Or if somebody mastered bounty hunter, dropped it, and still could eyeshot somebody? There is enough outcry from the 450 strength stim B's from doctors and combat medics, and novice medics are using 15 SP. Being able to use a skill you don't "own", even one as convenient as merchant vendors, is an exploit (albeit one of the more benign ones), and should be fixed.
The second is that currently merchant is one of the few classes which have no benefits and no way to make money. Combat medics complain about getting low level missions, but merchants have *no* way to make money. In theory they can and are meant to act as merchants/middle men, to buy stim B's from doctors in bulk and to resell them in well stocked malls. Currently, with everybody having access to vendors "for free",it is remarkably difficult to set up a partnership.
When they fix this bug (as well as improve merchant abilities), in theory a more viable economic market will appear. (Hopefully this will eliminate a lot of the empty vendors as well.) If this happens is yet to be seen, but in theory... I for one am in favor for the elimination of all bugs, even very convenient ones (such as speeder bike repairs, +65m poison tossing, etc.). Rather than keep things easy for the majority, let's try to helpthe broken classes. 
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