Doctor Archive

Thread: Doctors gettin left behind when it comes to having a vendor!

Bad2TheB1
Wed May 12, 2004 1:03 am
#1


Hi,


I have searched a bit for this topic, but couldn't find it anywhere. So now I post here to get someones attention, maybe not the right people but if enough will back me up something might happen!


My key here is as a Master Doctor, lets agree on Doctor being a crafting proffession for a large part! But its the only crafting proffession (except BE) that does NOT require Novice Artisan. So as a Master Doc you have used 140 Skill pts, which leaves you with 110 for all other activities. Then to get a vendor you have to spend 24 skill pts (to reach business 3), the first 15 (for novice artisan) is "free" for all other crafters, while Doctors loose out. So then I decide - hey lets do a master combat proffession and have my vendor. No luck! I come up short 7 skill pts!!!


If there was a way to give this back to Doctors let it be so!


Now you might say, just give up business 3 after you have placed a vendor.. True for now, but the hot-fix on this is just around the corner and I would still like to sell medicine, but I miss a master combat proffession!!


ANY OTHER master crafter can have a full master combat proffession and a vendor, and STILL have 57 skill pts left to spare!!!


Why notmake a special vendor/apothecaryfor medicine only, and made possible to place only as master doctor! I mean what makes more sense than a doctor having his/her own pharmacy for selling their products!


I would hope this has been brought to the DEVs attention, because it's really knocking a big dent in my gaming pleasure!



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Baccareb - Master Doctor/Surveyor/Master Merchant
Argami Baccarebson - Teras Kasi Master/Rifleman
TheWok
Wed May 12, 2004 1:30 am
#2






Bad2TheB1 wrote:



But its the only crafting proffession (except BE) that does NOT require Novice Artisan.


Smuggler is a hybrid crafting/combat/social profession, and it does not require artisan. Thus, if we want vendors, we have to spend the skill points to get our own, or lease one from a merchant.




---------------------------------------------
Trini Rio
Owner/Operator of Rio Freelance Cargo - Tal Kyrte, Lok

we smuggler. we want smuggle. no smuggle. bad. no smuggle. no good.
- The Vampiric Hoshi
The History of SWG Smuggling (looking for a happy ending soon?)
How I would make the GCW more meaningful and fun
Kevie
Wed May 12, 2004 1:44 am
#3

i made a similar thread here:

http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=67749#M67749




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

Eurynome
Wed May 12, 2004 2:43 am
#4

I'm in the same position as you. Being Master Doctor and Master Swordsman, I am unable to get a vendor with the remaining skill points I have. I read Kevie's thread about the issue and understand that in order to get a vendor we would have to invest some skill points purely for that purpose. However, I also like the idea of placing the +1 vendor skill at every master profession skill box. Merchants should have better means/more effective toolsto make profit with the skills they have so that this wouldn't be "taking something away" from them.


Another solution would be to increase the amount of total skill points everyone receives, with the new professions coming withspace expansion.





~ Kaor Nightbreeze ~
Let not your anger blind you. Rather, let it consume you.
And in the purity of your hatred, you will find the deaths of your enemies.

Polished
Wed May 12, 2004 4:11 am
#5

I've always thought that all characters should have the basic right to 1 vendor no matter what the skill.


Currently anyone can go up the merchant skill line, get the vendors and then drop the whole skill without losing the vendors. It has been said that SOE are going to sort this "bug" out but if they do I can see the economy on all servers being hit hard.



__________________________________________________________
Polished Serendipity (Died 3rd November 2005)
Plucky Swift (Died 3rd Novemeber 2005)

Hats off to SOE. Not many companies could take the best MMO on the market and fu*k it up completely, that takes real skill.
Ekkai
Wed May 12, 2004 5:44 am
#6

This is probably to give the Merchant profession some meaning to their existance. Otherwise they would find it very, very hard to get XP.





____Ekkai Starstrider_________________________
HONOUR JEDI ELDER
GuardianHawk
Wed May 12, 2004 5:47 am
#7

I am very very sorry to post this here as I know the flames will be comming quick. So I will just put my fire blanket on now.


I do however ask you to think for a minute about the overall game situation and dynamics. In reality the solution might be to either destroy the vendor if you drop the skill to have one or to move the first vendor into the merchant tree.


I think it is very important for the game to develop a merchant class. People who play characters that make their living as a merchant. It should be a separate and distinct skill.


We all know how other games like UO work where there are vendors all over the place and almost none of them have any product on them. Personaly, I like the idea of having vendor malls. In UO I ran a vendor mall and worked with about 10-30 other players to keep vendors stocked with every imaginable resource. Most vendors specialized in one type of item but there was a second multipurpose vendor room.


A merchant can be a lot of fun to play, working with suppliers (crafters) and customers. Meeting the demands for the mall, keeping supply up of all variety of items etc.


This is also good for players. Having fewer places to go to shop that contain more things is just more convient. Just think how many people are spamming for their one personal vendor at the starports. If there were a distinct merchant class there would be more merchants barking for malls but fewer people overall.


Also when shopping we wouldn't have to run from place to place finding one empty vendor after another. There can and should be a chain. Crafter -> Merchant -> vendor in mall -> customer.


Sorry if this offends any Docs. But really wouldn't it be easier to just sell to a merchant and be done with it?



Hawkeye'
Guardians of Light
Bringing Honor to Online Gaming
www.Guardians-of-Light.com
Radar-X
Wed May 12, 2004 5:57 am
#8






GuardianHawk wrote:

I am very very sorry to post this here as I know the flames will be comming quick. So I will just put my fire blanket on now.


I do however ask you to think for a minute about the overall game situation and dynamics. In reality the solution might be to either destroy the vendor if you drop the skill to have one or to move the first vendor into the merchant tree.


I think it is very important for the game to develop a merchant class. People who play characters that make their living as a merchant. It should be a separate and distinct skill.


We all know how other games like UO work where there are vendors all over the place and almost none of them have any product on them. Personaly, I like the idea of having vendor malls. In UO I ran a vendor mall and worked with about 10-30 other players to keep vendors stocked with every imaginable resource. Most vendors specialized in one type of item but there was a second multipurpose vendor room.


A merchant can be a lot of fun to play, working with suppliers (crafters) and customers. Meeting the demands for the mall, keeping supply up of all variety of items etc.


This is also good for players. Having fewer places to go to shop that contain more things is just more convient. Just think how many people are spamming for their one personal vendor at the starports. If there were a distinct merchant class there would be more merchants barking for malls but fewer people overall.


Also when shopping we wouldn't have to run from place to place finding one empty vendor after another. There can and should be a chain. Crafter -> Merchant -> vendor in mall -> customer.


Sorry if this offends any Docs. But really wouldn't it be easier to just sell to a merchant and be done with it?






No flame here at all. 5 stars for you! In fact I'll take it a step further and say I can't wait till the make it so you can no longer keep your vendors after you drop merchant or artisan. Merchant means merchant not combat. Cake, eat it to, all that other crap. Great post.



Klabra


"It is only one who is thoroughly aquainted with the evils of war that can thoroughly understand the profitable way of carrying it on"
Songe
Wed May 12, 2004 6:09 am
#9

Yeah I agree too, selling stuff is the merchants job. As a doc you can make plenty of money selling stuff in bazaar really.



------

Novice Lekku Stomper
Flippa
Wed May 12, 2004 6:28 am
#10

Doc's can make money selling on a bazaar, agreed. Doc's can also sell through a merchant, agreed. Any master medical profession should be able to open a pharmacy and not have to sacrifice combat skills to do so. (agreed?)


I play as a doc who is out there in the field healing and resurecting his hunting party/allies, i need combat skills to be able to at least hold out whilst getting attacked by rancors etc whilst i perfom medical assistance on my collegues/ friends.


This is star wars ffs we should be able to buy a droid and have him run the shop. (Flame away merchants) Or we could do what other people do and open more than one account and line SOE's pocket even more.


Either way Master Medics should have a way other than a Merchant to sell their products at their prices.


Bad2TheB1
Wed May 12, 2004 9:03 am
#11






Songe wrote:
Yeah I agree too, selling stuff is the merchants job. As a doc you can make plenty of money selling stuff in bazaar really.






I don't agree that you can make plenty of money selling on the bazzar, as it is still limited to 6000 creds pr sale. Yes you can sell almost any single items and some small crates, but enhance packs you can't sell, and the demand for larger crates and the 25 item limit makes it impossible to use the bazzar.


I would rather see well fuctioning merchants, if there was no way of having a pharmacy. I agree with GuardianHawk, move the first vendor into the merchant tree, and have some serious merchants at work here, but I fear to go thru one more step before hittin the public would bump prices a bit! -and I still favor the pharmacy idea!


I think empty vendors should be auto deleted, to avoid all the empty vendors... Very frustrating!


And to TheWok - smuggler, hmmm.. yes a hybrid proffesion, but hydrid from what other proffesions!? Unarmed IV and Pistols IV, so gettin a master combat proffession in either of those is no problem, you can even have master smuggler, master rifleman and a vendor and 28 skill pts left over! And BE is not really in trouble on this either as they still have skill pts, enough both master any combat prof. and have a vendor.





-----------

Baccareb - Master Doctor/Surveyor/Master Merchant
Argami Baccarebson - Teras Kasi Master/Rifleman
Bad2TheB1
Wed May 12, 2004 9:25 am
#12

I just had another idea:



If the pharmacy couldn't be granted right of the bat at your own house, then maybe make it a city building, like the parking garage, and have master doctor residents of that village/town/city use it to sell their medicine (like the bazzar) with no limit on the price and maybe limit the item count to 500 pr. doc.


Then to favor the merchants, make this pharmacy only placeble by Merchants, like the hospital is only placeble by Doctors!?




-----------

Baccareb - Master Doctor/Surveyor/Master Merchant
Argami Baccarebson - Teras Kasi Master/Rifleman
Radar-X
Wed May 12, 2004 9:54 am
#13






Flippa wrote:

Doc's can make money selling on a bazaar, agreed. Doc's can also sell through a merchant, agreed. Any master medical profession should be able to open a pharmacy and not have to sacrifice combat skills to do so. (agreed?)

Why should we get a special merchant abilitiy when no one else does?

I play as a doc who is out there in the field healing and resurecting his hunting party/allies, i need combat skills to be able to at least hold out whilst getting attacked by rancors etc whilst i perfom medical assistance on my collegues/ friends.

At Master Doc and not even halfway up the Rifleman tree I can easily hold my own being attacked 3 or 4 Rancors grouped with only one other Rifleman.Strangely enough that leaves me with plenty of SP's for Artisan/Merchant. That arguement is weak at best.

This is star wars ffs we should be able to buy a droid and have him run the shop. (Flame away merchants) Or we could do what other people do and open more than one account and line SOE's pocket even more.


Either way Master Medics should have a way other than a Merchant to sell their products at their prices.


A Doc is not a combat class. In order to be a Doc and a Merchant you have to give up Combat skills. And if all this crap is about money work up TKA or Rifle and go run some missions. Or go sit in Coronet and buff people. What your asking is a little ridiculous. This is not a flame in any way, just an opposing opinion.








Klabra


"It is only one who is thoroughly aquainted with the evils of war that can thoroughly understand the profitable way of carrying it on"
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