Development Cycle Archive
Thread: In-Test: Merchant Vendor Changes Part 2
Message Edited by Moepple on 08-18-2004 12:30 AM
Message Edited by Aslanon on 08-17-2004 03:46 PM
NiBorg wrote:
The only reason people really have left to be upset about is the fact they now need to regain merchant skills (which i was doing anyway). I wasnt very pleased about it either but i made the decision without thinking twice about it. It's been a year that people have been able to have all the free vendor space and enjoy the sales with no consequence to them, the revamp was needed as much as people dont like it.
Hi NiBorg,
that isnt true, it is just reflecting your point of view, a crafters view.
I am a Merchant since more than a year now, and I went straight to Master Merchant. I have a lot of things to complain about, because I saw what they removed within the first few weeks cause it didnt work. This isnt a revamp, this is simply a fix to the merchant class to stop exploiting. The Item-Limit is a necessary nerf, but not needed this strong.
However, it is still a Nerf, nothing else. The Merchant, as well as other classes (Architects, for example) need a revamp, but there is nothing in sight. We got some small fixes, but never got the things changed that were broken. The Master-Box no may make sense, but some of the Skills we have are simply not working as intended or are useless. Now we face a nerf without getting some love from the Devs, except one.
I respect the work of "Mike" and THs efforts to push the limits, but at the end of the day, it is a nerf. Thats said by a Master Merchant, not by one of those Merchant-Grinders on the way to FS. I play Merchant as my Main Profession, and I think I know the class very well, especially since there is not more to know about it, except whats working and whats not.
Shuabshi/Gorath
Mejowepra wrote:
I am a doctor. I also played a master arch (needs a lot of resources) / master artisan. I have exactly 1 house and one tent. I also have factories. I don't use merchants for storage.
So.. You have factories right? they have 100 storage slots. Also, of course, the output bin is great for storage - I hope you don't remove things you don't need atm?
Seriously. I have never had a problem with storage space in this game, and especially not as a doctor. And add to that, it was only just recently that I started using factories for storage.
Stop whining, start planning. Oh and get rid of all your useless crap that we tend to store!
Aha ...
1. ONE full schematic "biologicals" need 33,2 hours ... "chemicals" need 44,4 hours ... aso aso
Our Doc make Buffs, Stims and Heal-Packs for the squad, he need many resources for many things and cant use a factory for hold items ... you stop your factory to search a resource?
Factorys for item-holding ... what a chaotic idea for a fullpower-squad-doc
2.Our doc is going with us everywhere we go ... with Pub10 we need 1-2 member to defend the Doc ... nice ![]()
Simans wrote:
Can all the people who say how great this solution is go to their local buff bot and ask him how he thinks about this (I know it's not only doc but most used example). I do agree that this solution is a good way to improve the merchant and fix an "exploit". But it completely bypasses the amount of resources components that some professions need a Doc / CM doesn't have the points for a master elite combat profession left if he has to take the skills for 2 or 3 vendors.
I see your point, but please consider this:
When I, or one of my children, get's sick we go see the doctor. He checks us out and prescribes a medication. We don't buy it from him. We go to the pharmacy and buy the medicine from a merchant who has purchased the goods in bulk and at a discount. He makes his money by selling these things at a small increase over the cost he paid for them.
The merchant profession was originally envisioned as this sort of thing. A person who makes their profits by selling goods made by others.
With this new change a single master merchant can open a mall in his town and provide 12 vendors. The crafters in his town can now give up their merchant skills (getting their points back) and let this one person make a small profit on their goods. 12 vendors is a godsend when examined from this point of view.
Just my opinion, but I think it's a valid one.
--Thrush--