Development Cycle Archive
Thread: In-Test: Merchant Vendor Changes
whomeI wrote:
Good
3000 item
Bad
12 vendors
TH you must be joking? Whats next we get 50 lots but evry house can store max 5 items? Where are u pulling this kind of ideas from? read forums use feedback from users and stop serving us this kinda of crap.
I am master merch and I am doing just fine with 5 vendors and max 2000 items on them. give us option to use 5-6 vendors with 500-600 items or 12 with 250.
This game is geting worse buy evry update...................
Message Edited by whomeI on 08-16-2004 04:35 PM
Message Edited by PlayeroftheDay on 08-16-2004 04:46 PM
Message Edited by PlayeroftheDay on 08-16-2004 04:46 PM
Wow, from "unlimited" to "300"! Way to sweeten that pot. I'm sure all the active merchants with 2000+ items per vendor are trembling with giddy anticipation.
Thunderheart wrote:
Though, I was able to sweeten the pot for Master Merchants. At the Master Box level, all of the Master's vendor limits will be raised to 300 per each vendor.
Uhm...I really hope we get a grace period, then. If this were to occur without fair warning, the effect on my weaponsmith would be devastating.
Thunderheart wrote:
LeBob wrote:
TH
When this goes in, will players be prevented from using vendors if they already dropped the Merchant skills necessary to create that vendor?
I think I read this in the patch notes, but I wanted to make sure... if so, I think this will be a great change... too many people were taking advantage of the skill points...
Yes, they will.
Though, I was able to sweeten the pot for Master Merchants. At the Master Box level, all of the Master's vendor limits will be raised to 300 per each vendor.
JacobKell wrote:Agreed.
So instead of 20 vendors with less stock on in my mall i will now have 40 vendors in my mall..all with less stock on.
And those 40 vendors all go on the map so anyone calling up an overhead map in my city will see a huge white blob rather than a map,more clutter added to the planetary maps as well, as vendors double.
In my mind unaceptable-totaly, and im disapointed so many people have been quick to praise soe for this and consider it an acceptable solution
Im sick and tired of this game being a second job. I come here for fun and find frustration. This game can and will die if this goes on.
Why do i still play you ask? Because ive made some good friends here,as has been said so many times before its just a flashy chat room now
Personaly, I'd like to see this issue addressed by adding a 'mall' building for master merchants to place. the vendors inside wouldn't show up directly on the world map, but would be sub-listed under the name of the mall.
but hey, not likely to get that much love in the near future, are we?
Creaturedoctor wrote:
Sorry this changes are crap....
however this Merchant-Revamp is the stupid way to seperate crafters and fighters.
This is not a Revamp, we still wait for a Revamp of our Class. This is simply a Nerf. A necessary one (yes TH, you read it right, I think this is necessary), but still just a Nerf. Not well balanced (hey, I said I would like to have 600 Items per Vendor at Master), but at the moment a good compomise.
People tend to forget that Merchant and Crafters are two different Classes. It a little bit like Marksman and Rifleman, if you want to be good with a Rifle, you need Rifleman, not only Marksman Rifles 4.
If you drop your crafting-skills because of this Nerf, its ok. You had the wrong aproach from start.
Merchant is still one of the most useless Professions, cause it will be used to get one or two vendors and get them on the map, as it was months ago. People had the skillpoints one year ago, they will find out that they will have it today too.
Dabbling is nerfed in almost all areas, except Merchant :-)
Be lucky about this.
Sairnath wrote:
Creaturedoctor wrote:
Sorry this changes are crap....
however this Merchant-Revamp is the stupid way to seperate crafters and fighters.
Did someone notice that it is not longer possiblemake your Master Doctor
and at the same time to be a Master in a Fightprof ?
The Doc need a Vendor for all his Components and Resources,
if he wants a Vendor with 100 Items (Artisan Buisness 3) to hold his needed Items
(which is not enough anyway)he can´t get a Master in any other Professions.
Same for the Combat Medic.
Our Doctor announced to drop his Doc if this changes goes live.
I am Master Weaponsmith and i dont like this changes too.
in my 2 Resource-for-Sale Vendors aremore than 500Items each i offered forsale....
in my Weapon-for-Sale Vendor 350 Weapons....
and in mySecretary-Vendor more than 1000 Resources and Items around everythingi need to craft my Weapons.
To hold this Stuff i need Merchant 04 03 these are 46 Points for nothing,
46 Points with no advantage for me.
Why can't get a Master-Crafter-Profession 3 Vendors with 500 Itemseach?
when he needs more, then he have to make the Merchant.
another way is to have a Storagehouse with 500 or more Items.
There is no rule where a Doctor has to go into buisness.
I suppose you'd be perfectly happy if I made my money sitting in front of a starport selling buffs all day.. uh huh.. buy another account and do that yourself for 4 hours a day.. see how much 'fun' your $15.00 just bought you... I'll pass, thanks... and Im sure all you combat professions (we know you place harvestors, you dont have to hold 10K different kind of resources like us) out there will compensate our loss of having vendors with giving us all those uber loots and resources for free? right? wow, mighty nice of you.. where can I find you again?
oh, P.S. be sure to complain when we can't afford the uber resources for nice buffs, umkay?
A'ier Crestingstorm
Master Doctor
BHSS
Tarquinas
Why not? Because your not a merchant. Essentially you want something for free, you want the manufacturing and retail aspect all in one? I'm getting tired of everyone complaining about being a crafter and not getting vendors, your crafters (as in you craft items) not sales people. The convience store you shop at doesn't make their own potato chips, they don't have a tobacco farm for the cigarettes they sell you. They buy the items they sell from someone else and sell them. If you don't want to invest in merchant find one to buy all of your stuff at a discount. otherwise if you want the whole profit margin get the merchant class, if your an armorsmith you have the points for merchant too. If your a doctor and want to be a medical supplies merchant you can be a master doctor and a master merchant so your complaints are not valid. As far as I can tell the only "crafter type" that can't also buy master merchant if they want to control the whole distribution line is Combat Medic.
MagenShae wrote:
WHY isnt merchant integrated into the crafting professions? novice AS = 1 vendor, Master AS =6 vendors.. do away with the merchant profession all together. Its a complete waste of skill points, with very little benefit to being Master. You get reduced fees and maintenance. Woopdie-doo.
Everyone is so curious why SW:G is doing this. I have no answer.. all I can see are problems:
First, you're going to get a lot of people who have enjoyed their double Masters (such as Doctor/CM) who will have to make hard decisions regarding their professions. Decisions that will ultimately cause them to leave the game, because they wont be able to support themselves by selling items on a vendor (lets not go there with the bazaar, 6K for 927/11902 med use 90 buff packs? i dont think so). So you're left with Doctors selling buffs in front of starports for cash. Yeah, just want I want to spend my $15.00 a month doing.
Two, you're going to see prices for everything sky rocket. Why? Because they can. Who wants to find a Master Doctor to make them buffs, when there's a vendor with them on there for twice what they should be. People pay for convenience and you're going to see the prices for everything go through the roof (as if it wasnt bad enough now). You think spam is bad NOW in coronet, wait till all those vendors go away and you place limits on the existing vendors.
I simply don't understand why a game development team is making a game that people pay for monthly, more and more difficult to play, and less and less fun.
regards,
A'ier Crestingstorm
Master Doctor
BHSS
Tarquinas
Moepple wrote:
Creaturedoctor wrote:
Sorry this changes are crap....
however this Merchant-Revamp is the stupid way to seperate crafters and fighters.
People tend to forget that Merchant and Crafters are two different Classes. It a little bit like Marksman and Rifleman, if you want to be good with a Rifle, you need Rifleman, not only Marksman Rifles 4.
If you drop your crafting-skills because of this Nerf, its ok. You had the wrong aproach from start.
Be lucky about this.
This has got to be the most illogical thing I read today (aside from said thread name-sake post)....
what the heck would a merchant SELL if it werent for crafting classes? Im truly interested to know what you have to say....
A'ier Crestingstorm
Master Doctor
BHSS
Tarquinas