Doctor Archive

Thread: Doctors that sell medicines: your thoughts on the current and future vendor nerfs?

Soren_dVinn
Fri Jan 23, 2004 5:22 am
#1

For those of you that don't know, the next big patch is going to see the Bazaar limit raised from 3K to 6K, but also the item limit on personal vendors probably dropped to max of 150 items (unless you have the Merchant skill).


There are strong rumors of an impending vendor nerf, where if you have a vendor but no skill to have it, they will be deleted (e.g. if you grinded to Novice Merchant, placed two NPC vendors, then dropped the skills).


Without getting into the moral question of whether non-merchants should lose their vendors once they drop the profession or skill box, I have some basic points that might be of concern to doctors that craft and sell medicines commercially:


1) If vendors are deleted in future, are Doctors beingnerfed again because we are forced to spend an extra 15 skill credits to even get access to the Business line and Merchant? (we are already penalised for surveying and harvesting, while Artisan-based elite professions are self-contained in the Artisan starter).


Shouldn't Doctors get a NPC vendor at Master Doctor's Crafting? Or Master Medic?


2) Nerf proponents say that full-time merchants will fill thevoidonce vendors are restricted to the Merchant class. However, based on my observations these people usually quit merchant from boredom once they hit the 5 million credit mark (credits are mostly meaningless to the established player).


Should vendor admin be grantable to non-merchants to prevent a mass exodus of crafting doctors from the player economy in one foul swoop?


3) Should the devs be fixing vendor issues (hex colors, sort filters, premium auctions, reserve price options) before they nerf?


I speak as a Master Doctor with around 10 million credits and basically every armor/weapon/deeds in the game.If I have to choose between being a carbineer or TKA... and continuing to provide a community service through crafted medicals.... is there really any choice?


Mostly, I would like to see the Business skill column available to the medic profession.. or at least one vendor given to Master Medics and higher.



Soren Medicorp
Soren d'Vinn, Master Doctor of Scylla
Soren MediCorp at 6500,3800 Kaadara, Naboo

SSG: Scylla Surveyors Guild
http://ssg.ordo.cc

Callyndra
Fri Jan 23, 2004 6:02 am
#2

As a group, I've found that most doctors who have gotten into the medical supply industry on their respective servers and succeeded all are a hardworking bunch, which explains much of their success.


However, this same group also has a tendency towards a certain degree of individualism. We want to do it all, and our class simply doesn't provide many of the abilities we would need to function as a medical distributor: surveying resources, and what not. No one made us this way, we simply have that tendency because we have a very strong work ethic, and it's much more comfortable to rely on the fruits of our own labors than rely upon other players, who may not always be as consistent as we can demand of ourselves.


This quality is both our strength and our downfall.


Thing is, the game system allows us to be a one-person show if we choose it. It comes at the cost of skill points though. Is that unfair to ask us to take the abilities of a class in order to have the abilities we desire? Many of us are already artisans for surveying - business is not that far of a stretch if we really wanted to.


The game also allows us to do very well for ourselves if we organize with other players. In my case, I only do the crafting part of my business operation. I hire guildmates and friends for resources, and have negotiated a successful agreement to consign my goods with a merchant (who is now a member of my guild). Such an agreement was challenging to do, but it allows me to focus exclusively on my craft and not have to worry about resource searching or stocking vendors.


To answer your post, I don't believe our class needs vendor abilities at all. It further damages the merchant class by taking away their unique class-defining ability - to own and operate vendors. For the merchant to give up their class ability to another player by allowing them to admin a player to their vendor further hurts them for our benefit. I do agree that they could use some love from the Devs in the form of technical fixes like hex codes and other goodies though.


If the medical industry really wants to step it up and go large-scale, we've got to acknowledge that it's just not going to be easy to be a one person/account show. We're going to need to team up a bit.



_______________________________________________________________________________
Callyndra, Elder Medic
(Formerly Master Doctor (7/12/03), Master Combat Medic (7/25/03)
Guildmistress of Transcendence and proud citizen of the City of East Lianorm, Naboo
Co-administrator of the Corbantis.org Message Boards

Former owner/operator of Callyndra's Meds (7/15/03 to 11/15/05)
Co-founder of the late Corbantis Medical Dealers Association (Pub 9 to CU)

Visit the Transcendence Mall & East Lianorm Shops: 3150, 2750 Naboo
Proudly serving the community of Corbantis since September 2003

Travin64068
Fri Jan 23, 2004 6:10 am
#3

I know their issue is the Database size, and I dropped a suggestion that would help out. So I'm repostingit 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




Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
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Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
Callyndra
Fri Jan 23, 2004 6:19 am
#4




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.





_______________________________________________________________________________
Callyndra, Elder Medic
(Formerly Master Doctor (7/12/03), Master Combat Medic (7/25/03)
Guildmistress of Transcendence and proud citizen of the City of East Lianorm, Naboo
Co-administrator of the Corbantis.org Message Boards

Former owner/operator of Callyndra's Meds (7/15/03 to 11/15/05)
Co-founder of the late Corbantis Medical Dealers Association (Pub 9 to CU)

Visit the Transcendence Mall & East Lianorm Shops: 3150, 2750 Naboo
Proudly serving the community of Corbantis since September 2003

Scoooter
Fri Jan 23, 2004 7:24 am
#5

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.







Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Scoooter
Fri Jan 23, 2004 7:28 am
#6

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.






Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Songe
Fri Jan 23, 2004 7:32 am
#7

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.





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Novice Lekku Stomper
Traigus
Fri Jan 23, 2004 7:51 am
#8

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






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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Agent001
Fri Jan 23, 2004 8:48 am
#9






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.

TwilightScout
Fri Jan 23, 2004 8:55 am
#10



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.
TwilightScout
Fri Jan 23, 2004 9:10 am
#11

Reading is hard. Didn't see someone else already had the same idea.
Traigus
Fri Jan 23, 2004 9:20 am
#12

Ha ha, yeah.


All the Crafting Correspondents are pushing hard for more items per crate BTW, and were even before this change.


Many items in some professions have much smaller crate counts then us (we are about in the high end with a lot of 50s).


Higher counts would be good for the DB, and ther is a clear savings on components. The question about final products though is if people will split them to sell. If people don't sell with the biggest crate count, there is still waste on that side.


BTW, there has been no reply from the devs on this issue at this time, but they are aware of it.


-T



------------------------------------------------------------------------------------------------------

"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Zarlor
Fri Jan 23, 2004 9:21 am
#13






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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Arissi Plains, Dantooine - Test Center
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