Development Cycle Archive

Thread: In-Test: Merchant Vendor Changes Part 2

dubby
Tue Aug 17, 2004 3:21 pm
#53

that is the decision a doc or BE has to make. unfortunate but true that some combinations of profs seem to have their cake and eat it too, but there are also profs who make huge sacrifices in order to attain a skill or in this case a vendor. with the improvements to the original nerf i applaud the programmer who actually listened and gave some of us hope. you cant satisfy everyone and for the record i am one of the professions sacrificing in order to keep my vendor.... dropping pistols in order to sell my smuggler stuff.


plenty of time to suck it up, and start grinding merchant exp
Mejowepra
Tue Aug 17, 2004 3:22 pm
#54

Income potential from selling doctor supplies is great, especially stims and buffpacks. A majority of the doctors, and also all the medics out there, don't craft their own items.




Mejowepra: Final Spec: MD/MTKA

Fluke_SillyWalker
Tue Aug 17, 2004 3:27 pm
#55

I was at teh Protest in Theed, on Wanderhome . Am glad a Little bit got through .


Thanks TH and Mike for re-thinking the re-work of merchant.


You have made me very Happy.



"BananaMan SillyWalker , the one who brings balance to Wanderhome,"

Avari, "Take your Jedi weapon! Use it. Strike me down with all of your hatred and your journey towards the dark side will be complete,!"
*edited by admin*Change is the law of life. And those who look only to the past or present are certain to miss the future.--J.F. Kennedy
Moepple
Tue Aug 17, 2004 3:30 pm
#56


Do you guys getpaid for worshiping TH or Mike?


If this would be a combat-Nerf, you would fill the forum with tears.


It is a Nerf combined with a fix. Be happy about the fix, we were waiting for it since more than a year now. But dont be happy about the nerf, cause its still a huge nerf.


Shubashi/Gorath

Message Edited by Moepple on 08-18-2004 12:30 AM

Aslanon
Tue Aug 17, 2004 3:45 pm
#57

Now we are talking! The aggregate is awesome! I assume I can have 12 vendors at Master, have 10 in my house and 2 in my tent and load up to 4000 items on the 2! This should be able to work for everyone that has Merchant skills!

Message Edited by Aslanon on 08-17-2004 03:46 PM



Aslanon


Marker Newcastle
Business Man
Marker's Resources- 1300 meters from the Coronet Starport, -946 -3637

Location 2 to be announced
Just moved from Dant. to Talus
gordeye
Tue Aug 17, 2004 3:47 pm
#58

I really like the compromise and I also have another idea for merchant.


My idea is to make merchants able toplace their vendors forother people to use.


Lets sayif armorsmith doesnt want to take up the merchant skill tree but wants to still have vendors, he could get a merchant to place themfor him. The armorsmith would have full admin and be in charge of paying maintenance but the merchant has to place it, clothe it, etc.., and the merchant would get a cut of the sales off the vendor (a negotiable percentage). If the merchant quits the game the vendor goes dull (as in other people cannot use it anymore to buy things) but it still stands for a set amount of days,as long as it has maintenance, for the armorsmith to unload it and find a new merchant to do business with. The armorsmith would also have an option to make the vendor dull himself if he so wanted and then have so many days to unload it and place his own vendorsor find a new merchant to do business with.

The vendor and items on it would come off the merchants item/vendor limit and the merchant would have to be able to set item caps on the vendors he places for other people.


This is just an idea I had really. It would allow more diversity to the merchant profession inmy opinion and make it more than just a pick up prof. for a crafter. Let me know what you think.


Thanks,

Doobius




Thado / Maloso
Elder Of KIA
Moepple
Tue Aug 17, 2004 3:52 pm
#59






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

Brilyn
Tue Aug 17, 2004 3:55 pm
#60



Great work on the Aggregate limits, this is a change for the better.




< If the player wants to go to Efficiency IV without any Management, he could have 4 vendors with 1000 total items. >


Bangs


head


on


table.




And yesterday, I was able to have a limit of 1750. Which was *still* insufficient.



I don't *want* 4 vendors. I have 2. I'm happy with 2. 2 are sufficient for my needs.


If I wanted MORE than 2, I'd take Management.


But I don't.


Hell, I don't even want Efficiency, but I'm holding it because I have a Merchant Tent (it's an ethics thing).



Do wot has been suggested: space the Item increases *throughout* Merchant, that was no matter WHAT lousy skilltrees a person wants, they don't have pick based on the Item limits.


*And* people with Master Merchant still get lots of items.



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
Nimhnoid
Tue Aug 17, 2004 3:55 pm
#61

Well who ever this mike is, let him know thank you for me. With two master merchants, I should be able to fully stock medical and Weaponsmith needs now.


Thank you!


YOU DESERVE A RAISE MIKE!!!!!



<Nimhnoid is Back>
Cry More NOOB
And buy my product while doing so
-5500 5500 Theed Naboo, Ketflair Industries FTW


Raistlin-TM
Tue Aug 17, 2004 4:01 pm
#62






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





- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Thrush
Tue Aug 17, 2004 4:02 pm
#63






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--




-----
Who me? I just fly the ship.
Sammeria
Tue Aug 17, 2004 4:03 pm
#64

TH

I got one quick question for you.


Say i got a backpack with a set of 9 pcs of armor. Will that be considered one item or 10(9pcs +backpack)??





Pontus Sushi -
Drop off vendor at 5170, 6362 Rustuss(rori). Vendor labeled Premium Loot
Perfect 45.0 Crafting Stations available for public use onsite
Noghri_hunter29
Tue Aug 17, 2004 4:06 pm
#65

I don't think most people understand the whole merchant thing. Your right there is no way to securely have someone sell your things then get a percentage of the money back which is why in the real business world you get your money up front. For instance you tell the merchant hey I will sell you a crate of T21s wholesale at 30k each. The merchant then has the option to sell the T21s at any price he wants too. That's how things are done in the real world and I don't see any reason why that should change...



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Enshadowed
Sanctuary, Dantooine (4404,-3716)
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