Development Cycle Archive
Thread: In-Test: Merchant Vendor Changes Part 2
Splutty
Tue Aug 17, 2004 4:07 pm
#66
Tanks wrote:It's not something I personally need, since I have a pure crafter alt who is 3/4/0/3 (I think) merchant, but I feel for my brethren in the medical professions who will have no way to sell medical components and goods, and for smugglers who will have no way to sell their spices, without spending skill points they can't spare on at least novice merchant.Ahem,Hire a merchant? There is a reason for that profession, you know.
For almost everyone that's not a valid option with the current merchant system. It would have to be a relationship based on trust, which simply isn't going to happen or work.
The merchant would also either have to invest in things he might never sell, or have to keep a logbook of everything he sells and who it came from. So unless they're implementing vendor-by-proxy this really is not an option for about 99% of the people (judging by the statements made in the forums regarding 'would you use a merchant')
Mad.
snazle
Tue Aug 17, 2004 4:10 pm
#67
still a bad idea. why nerf something that no one asked for? this is the worse nerf ever. good job on the empty vendor things though. thats a great idea.
speardancer
Tue Aug 17, 2004 4:12 pm
#68
Alright, I think these numbers are finnaly a good compromise between the needs of the game (no more limitess inventory) and the needs of the merchant players (enough room to stock items)
Now, all we need is a secure method for merchants to resell with less risk (such as consignment) and directed sales (items for specific people, discounts for faction/guild members) and we might actualy have merchant turned into a viable professsion...
*edit* is Mike in Austin? I might be there soon, need to buy him a drink!
Now, all we need is a secure method for merchants to resell with less risk (such as consignment) and directed sales (items for specific people, discounts for faction/guild members) and we might actualy have merchant turned into a viable professsion...
*edit* is Mike in Austin? I might be there soon, need to buy him a drink!
Message Edited by speardancer on 08-17-2004 04:13 PM
Zara_Nurane
Tue Aug 17, 2004 4:12 pm
#69
Just wanted to add my thanks to all those who contributed to the discussions and especially to the programmers (Mike) and the Devs for actually providing proof that there *IS* a feedback mechanism in place here.
Thank you ....
Cheng
Tue Aug 17, 2004 4:14 pm
#70
As a master armorsmith, is this guy going to buy 50 suits up front to resell? I would be thrilled to find someone willing to buy em in bulk like that, besides guilds.
smsheehan
Tue Aug 17, 2004 4:25 pm
#71
Creaturedoctor wrote:What about our DOCs or CMs?our Docs / CMs don´t have the skills left to hold any artisanskills....and they need a Vendor or some another possibilities to hold their Resources and Components.
Get a friend who is merchant to help you out. ??? That's like me saying Well now my Master TK and Master Commando can't go Master Fencer? There is a set amount of skills in the game so everyone has to work together. This game would crumble if everyone where self sufficient. That's what RPG's are for not MMPO's. "Massive MULTI Player"
DiatomeNemo
Tue Aug 17, 2004 4:31 pm
#72
It's a beautiful thing. Thanx much TH!! (and the mysterious Mike!!!)
/happy dance
Ciredor
Tue Aug 17, 2004 4:31 pm
#73
I am also pleased with the proposed changes...better than the first round and these additional changes make it even better. As a 3-4-0-4 merchant, master artisan, ws and chef, I'm glad.
I'm sorry to see folks who are Doctors and CMs feel that the changes don't take them into consideration, as well as a few others. But there has to be some sacrifice and some choices. As someone who NEVER dropped his merchant skills after placing vendors, I know it can be tough to go places without a combat prof, but it CAN be done. Do I participate in PvP? No. Do i participate in PvE? Only when something on Dathomir is chasing me as I survey for a place to drop a harvester. I have no combat skills because I have no more skill points to spare on them. I bought a combat droid to throw at things and I always leave the engine running. Does it make it tough at times? Sure! But it was my choice. And what do I do when I need hides or meat for my cooking which I cannot harvest myself (no scout skills)? If my guildmates are busy, I HIRE hunters to collect it for me. I am a merchant, after all, and merchants buy and sell goods. Would I like to be a master (insert your favorite combat prof here)? Sometimes. But not more than I like being a crafter. My choice.
And as for the issue of those of you that think hiring/using a merchant is next to impossible unless they are a trusted friend, I must disagree. There is a way to do it but you won't like it and it will effect the prices of goods. Find a merchant willing to buy your wares at a set price. S/he will then charge whatever s/he wants to for it, but your part is over. You have sold your wares and been paid. What does this mean? The merchant will probably not offer you as much as you think is fair and will sell it for more because a merchant wants to make money. They are not a source of charity. The successful merchant has the rep built up over time and a steady customer base that they have achieved. They advertise through droids, auction channel, shouting in the starports and using the trade forums. They invest time in what they do. You as the non-vendor owning crafter can do that as well (minus the advertising droid), and sell your items on the boards, shout in the starports and spend your game time working your business and still maintain a combat prof. You'll have less time to give to one of the profs (e.g. you'll have to set up rendez-vous with customers, or delegate time to dropping off your sales and won't be able to go hunt Nightsisters), but I do think it is unreasonable for you to think you should be able to hold vendors without the sacrifice of skill points to a business/merchant tree.
My opinion and that's what it's worth.
smsheehan
Tue Aug 17, 2004 4:33 pm
#74
Hmm couldn't find the edit button
Also to add a side note to the Doc/CM, or anyone who wants to hold all there stuff on a vendor for storage instead of using it for its intended purpose. /whisper Did you know that Factories can hold 100 items in their ingredient hopper and only take up one lot? Slap down two small factories and you have 200 item storage for anything. You can put more than just resources into those hoppers. I have several I keep all my Hides and loot items and things of that sort in. Just a tip, there are other ways to store stuff.
On a side note, did anyone ever adress how they would handle the empty vendor issue? I mean all a person would have to do is throw a crafting kit on their vendor for 1 million credits and no one would buy it so it would never go empty.
On a side note, did anyone ever adress how they would handle the empty vendor issue? I mean all a person would have to do is throw a crafting kit on their vendor for 1 million credits and no one would buy it so it would never go empty.
x8
Tue Aug 17, 2004 4:34 pm
#75
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.
/agree
This is not a positive change. They could have stopped at removing vendors.
Battery
Tue Aug 17, 2004 4:34 pm
#76
I think this is great news. I'm 100% happy with what the devs have come up with.
NiBorg
Tue Aug 17, 2004 4:41 pm
#77
Being that I am unable to quote for whatever reason:
Shuabshi
I admit I do not know how it was at launch but i did spend 7 months as a master merchant and think I have a feel for what the profession is as it currently stands. I did drop it in order to dabble in smuggler for a very short time and was not upset to drop it in order to regain merchant. Yes it is my point of view and everyone is entitled to their own, but the fact remains those most hurt by the new figures are those who are not willing to regain merchant skills. I understand there are other profession in need of serious help (smuggler, and architect to name only 2 of many) but the developers can only do so much within time frames around other changes that need to be made. If any player has the ability to manage sales for other players and keep record straight then more power to them, I personally do not have the time nor patience to either a) keep track of what another merchant sells for me considering i stock large volumes and at times abnormal pricing. Or b) keep track of sales for another players crafted goods. I chose to do merchant for my own items (crafted or not) so I would not have to spend hours upon hours figuring these things out. If you or any other person playing as a merchant is able to do this you are a better person then I honestly as I would not be able to handle it. If someone already has a relationship with a merchant to sell their items so they do not need to give anything up then they have no cause to worry about these changes.
On the same token there are still a great many things that would enhance this profession greatly such as being able to buy a desired ammount of a resource for a set cpu rate. Being able to load crates into an input hopper on a vendor and have the vendor UI remove a desired number of items at the point of sale to a customer. Case in point I load a huge ammount of armor on a vendor and someone wishes to buy 20 full suits at once, let the vendor split a 20 piece crate off for a single item transfer so the customer only needs to hold 9 items and not 180. There is a great deal of room for improvment but for the time being we will need to make due. these numbers will allow me to stay in business and operate as I have been to date and yes i do have over 2000 pieces of armor on 1 vendor for legitimate sale.
It's not perfect but it will work. If it needs to be done by the Developers then it needs to be done, this is considerably better then what was first imposed. We cant all have our cake and eat it too, life doesnt work that way and as far removed from life as this game is we cant expect it to be any different in this case.
Message Edited by NiBorg on 08-17-2004 04:48 PM
EEMAN
Tue Aug 17, 2004 4:52 pm
#78
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.
whaaaaah! I cant be a master rifleman and a weaponsmith w/ merchants either.. And my friend cant be a Jedi / Master armorsmith... my *edit* hurts!!! ... You have a choice.. if you want vendors pick up merchant. a Doc has enough points to pick up merchant, so does a CM. If you choose NOT to pick up merchant because you want to partake in combat then you are a field doc and a field CM, whereas other doc/CM with merchants are R&D selling medicines to the field agents. What the h.ell would this community say if i was crying like a baby that I couldn't fight krayt dragon or any other mob that gives the loot I HAVE to have to maintain my profession? they would tell me to spend the points or clam it. I Choose to have vendors and as a consequence I have to buy looted items at rediculous prices from combatants in turn passing that rediculous exense back onto combatants thus creating a viscious circle. Its a product of a 250 skill point system and is the most fundamental aspect of this game. You are in essense asking to still be deadly accurate w/ strafe2 long after you gave up the profession to be a dancing cantina bimbo.
Message Edited by EEMAN on 08-17-2004 07:58 PM