Development Cycle Archive
Thread: In-Test: Merchant Vendor Changes Part 2
Message Edited by somafiend on 08-17-2004 07:00 PM
ie item search (search for a particulat item across the galaxy via person to person interface or via a specialized merchant craftable vendor)
player to player contracts (ie merchant can place vendors in people homes give people acess to them at increased maintenance on both ends and also a price per day cost that goes to the merchant.
make merchants the wheelers and dealers of the game and give them a system to that makes them valuable.
Simans wrote:
/agree for selling their stuff yes
but what about resources and components they need for crafting where do they put those????
I store all my doctor components and resources in my house and my factory on my Master Doc character. I don't use any of my alt's lots or storage to store my stuff, and I don't personally think storage issues are a valid argument for giving Docs & CM's & Smugglers a vendor. That's a separate storage limit issue, and in my opinion needs to be addressed with a separate solution, assuming it's a genuine issue.
At the same time, while I agree in principle that it would be great to have merchants be the purveyors of medical goods, I haven't seen a practical way to implement that within the current vendor system where there is no real way to place consignment goods for sale.
If some vendor perks go with the artisan tree, I don't think it's unreasonable to request that those who have crafting requirements for their professions and who are counted onby the galaxies' populations to sell goods (like Docs selling stims and smugglers selling spices, BE's selling pets & pet stims, etc.) to have some access to at least one vendor until they fix the merchant profession enough that there are a sufficient number of merchants who want to buy those goods for resale or they fix the vendor system so there is some secure way to sell goods on consignment.
Raistlin-TM wrote:
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
I'm a Master Doc and I still don't get it -- you get 10 lots per character -- if there isn't enough room in one house, you can drop another, and if the factory is full, you can drop another one of those (it uses only 10 lots). I continue to believe that the biggest problem for Docs, speaking as a Doc, is nowhere to sell your stims (or your buff packs if you make those -- I don't).
And if you've got a squad, then surely there are folks in that squad who can spare a storage shed.
Arguing for the use of vendors as storage is a bad strategy, in my opinion.
I am up a well known creek wityout a paddle when the items get booted out and cannot be relisted...
PLEASE DO SOMETHING FOR ALLOWING MORE STORAGE FOR LARGER STRUCTURES OR SOMETHING... i HAVE USED 9 LOTS FOR GUILD HALL AND ONE FOR A FACTORY.
I BEG YOU...PLEASE ALLOW FOR MORE STORAGE IN SOME MANNER.
I would even pay much more maintenance for a simple spot to stash all my wears if it had a limit of like 500. Is this asking too much? I know I cant be the only one here in the similar postion.