Doctor Archive
Thread: Changes on vendors(merchant skill change)..Please read
Iam sorry but like i said merchant is a joke Songe ,i am a combat player that likes a little crafting,i am not giving that up,to not be able to kill a nuna.
But i went over and read the merchant forum and they are all over this and it will happen.
I just dont see why i should have to either be a crafter or a hunter .
Most people who have a growing buisness had to buy another account,thats not right.
Message Edited by Darkblade101 on 05-30-2004 06:49 PM
It's none of your business.
As I said, if you think merchant is a joke, leave it to the true merchants and go kill your nunas.
Darkblade101 wrote:
Oh and that not just doctor there are weaponsmiths,armorsmiths,chefs etc etc , that even now cant even kill a nuna because of merchant.
You should be able to buy a vendor from an artisan and be done with it.
I will not give up my right to kill $hit,if i am forced i will do what i did with asherons call 2 , drop it like a bad habit.
You can still be a good fighter if you master Doctor and take some Merchant. You don't have to be Master Merchant. Most people only need the right hand column of Merchant, which affects how many vendors you can have. Being 0 0 0 4 in Merchant give you 6 vendors. If you need less, you don't have to go that far. However, being Master Doctor and 0 0 0 4 Merchant allows you to go 4 4 4 0 in TKA, Swordsman, Fencer,Pikeman, Pistoleer, Carbineer, and Rifleman.
I hardly think 4 4 4 0 in any of these professions is worthless. If you are an Artisan based crafter (WS, AS, Arch, DE), you can master one of these combat professions and go 0 0 0 4 Merchant. A lot of people don't feel this part is fair, but I think it is fine because none of those professions directly benefit you as a fighter. Doctor is a huge asset in battle, so I feel the extra skill point cost to maintain a vendor is fine.
Thanks Yaeso , you are right and i have calmed down,it just really upset me to hear i would have to choose crafting or fighting (to the lvl i enjoy).
I apologize to anyone i may have offended , i am usually a calm guy on here and ingame and allways try to help as much as i can.
But this change will just change how i do buisness,i will take orders from now on and just trade in person after the fix is put in place.
Thanks
Some of you people still don't get it:
This change will discourage new players to start in this business, so the suplies of medical stuff will drop, which is not a good thing, and I guess also some of the people allready in the business will drop the skill
I have 2 accounts so if I gotta have merchant on my doctor it's fine with me, but I'm thinking about the other players out there that doesn't have master doc skill and can make good stims and buffpacks.
I get it, but I just don't really see it as that much ofa problem. If you want to sell your goods, you must either learn the necessary skills or make arrangements for someone else to sell them.
Mordeth123 wrote:
Some of you people still don't get it:
This change will discourage new players to start in this business, so the suplies of medical stuff will drop, which is not a good thing, and I guess also some of the people allready in the business will drop the skill
I have 2 accounts so if I gotta have merchant on my doctor it's fine with me, but I'm thinking about the other players out there that doesn't have master doc skill and can make good stims and buffpacks.
One thing to consider is Merchants are pushing for consignment sales or something similar.
5 New Feature Consignment Sales Support
Wholesale purchases for Retail sales is only one method of merchant-supplier collaboration. Another is consignment sales. Consignment sales is defined, for the purpose of this feature request, as items purchased by the merchant with little or no up front cost with the understanding that a split of the sales revenue will take place upon the sale of the merchandise. This relationship is desirable because it removes the financial burden
Also from what I've read, I dont think they have said when they will remove the vender exploitation. (Could be wrong, and hopefully when they do they will also add consignement or something else)
Rorrimot
Message Edited by meyer1215 on 05-31-2004 02:24 PM
When I first heard this i wasnt to thrilled either but when you think about it, weather you think merchant is a good profession or not its unfair fir anyone to level merchant than drop it and still have the vendors. In what way do they benefit from me being able to have Vendors, the answer is they dont. Another thing to consider is would it be fair for me to be able to make buff packs to sell if I dropped Doc? I really dont hink it will be all that hard to find a Merchant who is willing to buy your Medical Items from you to sell, who here has a probelm selling their Items.
As far as getting An alt goes well if thats how you work it out good for you, (Personally I think a more valuable alt would be a ranger)I would in no way call it a waste of money, Seriously who doesnt pay 30 dollars a month for entertaiment. Thats as easy as cutting maybe one dvd out a month.
My only real probelm is that I use a vendor in my hospital "Nurse Betty" to add more of a Hospital atmosphere. Can we find a way to get NPC that are simply there for a "role-playing aspect" Surgical droid deeds just dont cut it.
Mordeth123 wrote:But with the changes in the vendor system all master docs and CMs that sell medical supplies have to drop their other mastered skill to be able to have vendors at all, so the Doc has to drop almost all their fighting skills and they have to buy more supplies from other players.
Or you could simply hire a Merchant. Just like you probably hire dozens of hunters if you have a steady doc business. Let me guess, you harvest all your own (non-creature) resources right? Did you complain when you had to buy harvestors? "It's not fair, how do they expect me to be doctor AND architect to make my own harvs?"
I highly doubt the thought even crossed your mind, you simply bought the harvs from an architect and went on your way. But because of the bugged nature of Merchants from the beginning, you have grown accustomed to having your cake and eating it too.
When it's fixed, and Merchants start popping up, things will normalize and you'll get used to relying on another profession for yet another need.
Mordeth123 wrote:
Some of you people still don't get it:
This change will discourage new players to start in this business, so the suplies of medical stuff will drop, which is not a good thing, and I guess also some of the people allready in the business will drop the skill
I don't believe this is true. You can still sell about a single factory's worth of daily production on the bazaar. All this truly effects is those that want to run multiple factories. For these people, they will either have to maintain artisan 0-0-3-0 (or higher into merchant depending on their needs) or find a merchant partner. With this change you will find many more merchants willing to act as resellers, skimming 10% or so of the revenue.