Doctor Archive
Thread: Doctors that sell medicines: your thoughts on the current and future vendor nerfs?
- Resource Sales: Allow us to put a stack of resources on the vendor and specify a CPU price. Like I can put 50K of Lokian Wild Wheat in one stack, and people can stop by and buy just what they need for 6cpu and leave the rest for others to buy. The vendor would take the stack and split just what they want to buy and sell it. This will also make putting resources up alot easier.
- Travin
Travin64068 wrote:
- Resource Sales: Allow us to put a stack of resources on the vendor and specify a CPU price. Like I can put 50K of Lokian Wild Wheat in one stack, and people can stop by and buy just what they need for 6cpu and leave the rest for others to buy. The vendor would take the stack and split just what they want to buy and sell it. This will also make putting resources up alot easier.
I love this idea. Just put in a slider bar like when you split stacks....and charge whatever the posted cpu rate is when purchased. ![]()
Same goes for factory crates of stims. It can come out of the factory in one big crate of 1000 and let people buy what they need off the vendor with the slider bar thingy. Have it come out as a crate for them if they buy more than 1.
The reasoning I have been told for the "nerf" which I don't reallyt consider a nerf is the items database size. There have always been issues with the items database and it is becuse everyone has just too many items.
There are people that have thousands of items on their vendor that dont need thousands of items. And many just use vendors for storage by putting items on there at an extravigant price and it is out of control.
The devs have stated thayt there will be a cap that gets adjusted as people go through merchant which seems fair.
Now the medical community as a whole will not be affected as much from what I have seen. Most vendors sell stims and kits in crates with a few individual stims.
Now medical resource that is placed on vendors may be another issue.
Also to add.
A medical vendor type has been on the top 10 for quite some time. So we will have to see how that goes.
I don't see them deleting vendors since this cap will limit what they hold anyway.
Well to be honest, I think that being able to keep the vendors after dropping merchant skills should be fixed. Of course as docs we usually have a hard time finding points to spare, but the worst it means is that docs will have to go through a merchant to sell their stuff, which was the way things were intended at the start.
That being said... This change is just another example that we need more skill points overall IMO.
Traigus wrote:
As Songe states, another big reason is that merchants were worthless. anyone could sell back al lof their merchant skills (even the biz line of artisan), and still be effectively a high level merchant.
Would you want people that sold back all of Doc and Medic to be able to res? This was murdering real merchants. It isn't a nerf. It was a cheap loophole people were abusing in hordes.
The idea is that you sell in bulk to the real merchants, and they sell the products (crated) after a markup... or you sell items of less value then 6k on the bazzar yourself. It was key that the bazzar price went up at the same time as the limiting of Merchant vendor availability to cover some of the gap.
Or, you become a merchant and sell them yourself... but this time you can keep merchant and not sell it back.
Can any Doc that sold back merchant make a good case for why they deserved a free skill that took away from Somoene else? At the same time, please also state a Doctor skill you would be willing to give to everyone that sold back Doc. I'd be really interested.
Yes I am grumpy.
-T
I agree 100% with you. This is not a nerf to the merchants, its a nerf to all the people EXPLOITING a bug that allows them to use skills that they no longer have. Its a fix, not a nerf. If you want a vendor, take artisan for business 3. Otherwise find yourself a Merchant willing to maintain a vendor for you.
I have a merchant character, and im finding it has potential to be very fun, and in fact, am considering putting a large amount of time and effort into finding suppliers and goods to re-sell on my own vendors.
Travin64068 wrote:I know their issue is the Database size, and I dropped a suggestion that would help out. So I'm reposting it here. I'm a Master Artisan so I have already spent the skill points to put up a vendor to sell medical resources.
- Resource Sales: Allow us to put a stack of resources on the vendor and specify a CPU price. Like I can put 50K of Lokian Wild Wheat in one stack, and people can stop by and buy just what they need for 6cpu and leave the rest for others to buy. The vendor would take the stack and split just what they want to buy and sell it. This will also make putting resources up alot easier.
- Travin
You can imagine a similar solution for many items. My main sellers are stimpacks and medpacks- that's about 10 different products but they account for probably over 100 items in stock.
It might be preferable for me to put a 1000 item crate (please give me 1000 items/crate!) on the vendor and specify a price per stimpack.
I also run a weapons vendor- same applies, I get a crate of 20 laser carbines and I have to unpack the crate before putting them up for sale. Yes, obviously that's going to end up being a lot of items in the end and I think it's actually counter-intuitive.
Scoooter wrote:
Also to add.
A medical vendor type has been on the top 10 for quite some time. So we will have to see how that goes.
I don't see them deleting vendors since this cap will limit what they hold anyway.
That issue had to do with having a vendor listingthat was for Medical Supplies, instead of the other categories that we were stuck with, like Weapons or Armor or Food. We have that now, so I don't believe that is listed as an issue any longer.
Unless you are thinking that is something else?
The ability to get a vendor is listed as one of many possible considerations for solutions on the Money issue, though, on both the Doc and Medic lists, and it is also listed on the somewhat low-ranked "Player City Hopsital Benefits" issue on the Doc list. Those are the only two issues listing anything about vendors currently, though. We've never had large enough support for the issue on it's own to create a new issue for it. It's only ever been maybe 2 Docs saying they wanted it when this thread has shown up before.
Personally I'm not for Docs getting Vendors, though, and I don't think this particular change will really be a noticeable one for most Docs. It's primarily a method for fixing an exploit associated with Merchants and should help to tstrengthen that profession some. Overall, though, that is what their profession is for. The fact that folks would take merchant and then drop it (but keep their vendor)just reduced the number of folks who actually got into that profession. Maybe now we'll see some folks actually taing up merchant a bit more and being more willing to rent out their vendors since they can more easily change the names on them since they'll have to keep those merchant skills to keep the vendor.
At any rate, I've never found it too difficult to finda merchantwilling to rent space on their vendor. I just don't think this is that much of an issue for us, really. (That's personal opinion only, of course. If Medics bring up the issue and support it, I'll certainly add it to the Medic list, but for Doc's you'll have to go with Traigus' methods for getting it on the list, which I actually think are much the same as mine since I pretty much stole that part of the process from him to begin with.
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