Doctor Archive

Thread: Add Hiring +10, Vendor Item Limit +150 and Vendors +1 to Master Doctor box!

AlphAlphAlphA
Sat Mar 12, 2005 1:18 pm
#14

I have a request for the DEVs please. All other crafting professions require Artisan 4xxx/x4xx which makes it very easy for any of the non-medical crafting professions to spend the extra 14 skill points and get Artisan 4x4x/x44x in order to place a vendor. This leaves them with still enough skill points to MASTER an Elite combat professions AND fill their 6 full FS trees and still have 28 skill points to play with, which would let them get merchant xxx4 even if they wanted it.


On the other hand us doctors, we have to spend 140 Skill points alone on our master box, if we want to get a vendor it costs us another 29 points for Artisan xx4x, after that we don't even have enough skill points to master an ELITE combat profession much less master it AND build FS skills.


My request is that in the Master Doctorbox the skills are added to match Artisan xx4x


Please give us:

Hiring +10

Vendor Item Limit +150

Vendors +1


I hope it's not too much to ask.



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nikko11
Sat Mar 12, 2005 1:31 pm
#15

This would be a welcome addition to all crafting professions, in my opinion.

Unfortunately, the merchants are ............





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AlphAlphAlphA
Sat Mar 12, 2005 1:34 pm
#16






nikko11 wrote:
This would be a welcome addition to all crafting professions, in my opinion.

Unfortunately, the merchants are ............





all other crafting professions do not require you to master artisan, unlike doctor which requires master medic, this means that other crafting professions have enough skill points to still get a vendor and be a combatant, as outlined above.



Serdatti [eXile] - Pre-CU Jedi - CU Jedi/BH Hybrid - NGE Elder Jedi
'E'V'I'L' [LeGnD] - Pre-CU Melee Stacker - CU Jedi - NGE Elder Jedi
Shedatti - NGE Merchant

'E'V'I'L' Enterprises
Resources & Loot
Dantooine: -530 1980
nikko11
Sat Mar 12, 2005 1:34 pm
#17

All master professions which involve crafting should have this added to their top box.

But don't ask the merchants to make any sacrifices for the love of the game. Just look at the Vendor Search uproar.





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OsirixJedi
Sat Mar 12, 2005 1:55 pm
#18

how about smuggler, or scout/ranger?




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MeciniaLua
Sat Mar 12, 2005 7:50 pm
#19






AlphAlphAlphA wrote:


I have a request for the DEVs please. All other crafting professions require Artisan 4xxx/x4xx which makes it very easy for any of the non-medical crafting professions to spend the extra 14 skill points and get Artisan 4x4x/x44x in order to place a vendor. This leaves them with still enough skill points to MASTER an Elite combat professions AND fill their 6 full FS trees and still have 28 skill points to play with, which would let them get merchant xxx4 even if they wanted it.


On the other hand us doctors, we have to spend 140 Skill points alone on our master box, if we want to get a vendor it costs us another 29 points for Artisan xx4x, after that we don't even have enough skill points to master an ELITE combat profession much less master it AND build FS skills.


My request is that in the Master Doctorbox the skills are added to match Artisan xx4x


Please give us:

Hiring +10

Vendor Item Limit +150

Vendors +1


I hope it's not too much to ask.





Hmmm no.


Most doctors take a hypocratic oath not to harm other souls...so actually having an elite combat profession would violate that.....



You should not get freeby skills from another profession just cause you want it. If you want a vendor it only costs 24 points, you only need Artisan - - 3 - to have a vendor. Can't store a great deal on it but you'd get it.







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Kalano
Sun Mar 13, 2005 1:00 am
#20






AlphAlphAlphA wrote:


I have a request for the DEVs please. All other crafting professions require Artisan 4xxx/x4xx which makes it very easy for any of the non-medical crafting professions to spend the extra 14 skill points and get Artisan 4x4x/x44x in order to place a vendor. This leaves them with still enough skill points to MASTER an Elite combat professions AND fill their 6 full FS trees and still have 28 skill points to play with, which would let them get merchant xxx4 even if they wanted it.


On the other hand us doctors, we have to spend 140 Skill points alone on our master box, if we want to get a vendor it costs us another 29 points for Artisan xx4x, after that we don't even have enough skill points to master an ELITE combat profession much less master it AND build FS skills.


My request is that in the Master Doctorbox the skills are added to match Artisan xx4x


Please give us:

Hiring +10

Vendor Item Limit +150

Vendors +1


I hope it's not too much to ask.





Sure, screw all other professions and give you all the skills you want.Docs didn't already get a bunch of new skills and items that should have been considered for CM but no, lets us steal more from others because we can't have all we want.


Not going to happen. Get over it, and move on.Make a freakin' sacrifice and live with it. Nothin' in life is free and nothingin the game is free either. I might look free, but there was a cost of something somewhere.





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Jaydie
Sun Mar 13, 2005 8:56 am
#21

I have master doc on my combat toon, and master merchant on my support toon. I use the merchant to help out guildies who don't have any merchant but still want to sell stuff. They help me aquire components and resources for my meds to sell for the guild funds. It's a symbiotic relationship.
By uniting classes, it will make players more independent, which is not intended in a group oriented game.



Jaydie Bee (Imperial Colonel, Shipwright, Smuggler)
GraySeven
Sun Mar 13, 2005 6:17 pm
#22

Armorsmiths, Weaponsmiths, Smugglers, Architects, Chefs, Shipwrights, Tailors, Droid Engineers...none of these professions gets vendors and their primary skill set is to build things to sell to other people. For any of these professions to be able to sell their goods, they have to get at least Business III from the Artisan skill tree. What makes you think Doctors, whose primary job it is to heal people, should get something crafters don't?


I may as well ask for Injury Treatment Speed +10 Medicine Usage +10 and First Aid for my Master Droid Engineer. Shouldn't I have the ability to use stim's on myself?


Or, maybe I should ask for Terrain Negotiation +10 and Creature Harvesting +10 for my Master Rifleman so I can dress out the creatures I hunt and be able to climb hills better...


What you are asking for is to have skills from a totally non-related profession added to your tree. If you want Hiring +10, +150 Vendor Limit and +1 Vendor, you can get that by going up the business line of Artisan and going on into the Merchant profession. Barring that, you can find someone who does have the skills to sell for you.


If you start handing out vendors and vendor limit bonuses, where does it stop? Combat professions will want them to sell their loot, Scouts and Rangers to sell their hides and then the crafting professions will want them...


You have 250 skill points, of which it takes 140 to make Master Doctor, leaving you with 110 skill points with which to take Artisan and Merchant.


What? Then you won't be able to have combat skills? Why, then you are trying to do everything with one character, which is totally against how the skill system was designed. You need to make choices, and stop trying to do everything. Profession interaction is built into the system and people need to stop trying to fight it.



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GlargTheKelfn
Mon Mar 14, 2005 7:12 am
#23

vendor should be a 0 pt skill everyone should have.

i often hear the 'make a deal with a merch'

right. unless i want to sell my stuff dirt cheap and let the merch make big margins off it, none will do it. no one is interested in selling on consignment for a %, because the game has no way to do it. unless you want to keepa spreadsheet of what you have and who consigned it, etc. i wish there was some sort of mechanism to do this kind of thing. the trade forums are slow, and only reach a small percentage. the other problem is the fact that if a merchant takes my stuff on consignment and keeps it, what are my options as to recourse? csr? ohh, that's a big confidence builder.

if any of you merchants on wanderhome are keen to take consignments, let me know.

i would like to see all professions have at least the ability to place one vendor and hold a limited amount of stock. im sure the good citizens would love to buy all the stuff i have saved up, but i have 0 sp left, and am dropping things i need for fs skils, so picking up artisan is not an option.




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maigy
Mon Mar 14, 2005 7:58 am
#24






GlargTheKelfn wrote:
vendor should be a 0 pt skill everyone should have.

i often hear the 'make a deal with a merch'

right. unless i want to sell my stuff dirt cheap and let the merch make big margins off it, none will do it. no one is interested in selling on consignment for a %, because the game has no way to do it. unless you want to keepa spreadsheet of what you have and who consigned it, etc. i wish there was some sort of mechanism to do this kind of thing. the trade forums are slow, and only reach a small percentage. the other problem is the fact that if a merchant takes my stuff on consignment and keeps it, what are my options as to recourse? csr? ohh, that's a big confidence builder.

if any of you merchants on wanderhome are keen to take consignments, let me know.

i would like to see all professions have at least the ability to place one vendor and hold a limited amount of stock. im sure the good citizens would love to buy all the stuff i have saved up, but i have 0 sp left, and am dropping things i need for fs skils, so picking up artisan is not an option.



I am a master merchant and I have worked out consignement deals with several people... My standard deal is that I get 15% of whatever sells they get 80% and the bank gets 5%. First thing I do when I log in is sort through my emails and then bank tip all the sales to the appropriate people.




Offer all auction winnings to one of my vendors at my store.
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Nema0879
Mon Mar 14, 2005 10:51 am
#25






AlphAlphAlphA wrote:





TheRockStar wrote:
You're excluding BE?





Good point, also CM






Smuggler--



I disagree with this. Hire a Merchant or buy a second account, simple as. If they want to remove the merchant profession, fine but until then you should have to spend the skill points to get vendors. If you want to make it so that Master Doc doesn't take so many skill points, okay. But you should still be required to get artisan. Maybe restructure doc so that you have crafting docs and field docs ... This however would require us crafting docs to have to do much more crafting to master,would eliminate crafting from the field doc profession, and would prevent crafting docs from using the meds ...


I can just hear the outcry now ....





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GraySeven
Mon Mar 14, 2005 12:17 pm
#26






GlargTheKelfn wrote:
vendor should be a 0 pt skill everyone should have.

i often hear the 'make a deal with a merch'

right. unless i want to sell my stuff dirt cheap and let the merch make big margins off it, none will do it. no one is interested in selling on consignment for a %, because the game has no way to do it. unless you want to keepa spreadsheet of what you have and who consigned it, etc. i wish there was some sort of mechanism to do this kind of thing. the trade forums are slow, and only reach a small percentage. the other problem is the fact that if a merchant takes my stuff on consignment and keeps it, what are my options as to recourse? csr? ohh, that's a big confidence builder.

if any of you merchants on wanderhome are keen to take consignments, let me know.

i would like to see all professions have at least the ability to place one vendor and hold a limited amount of stock. im sure the good citizens would love to buy all the stuff i have saved up, but i have 0 sp left, and am dropping things i need for fs skils, so picking up artisan is not an option.






I'd like to see all combat professions be able to use stims, but I know that will never happen either. Its very easy to work within the current setup, UNLESS you are trying to do everything yourself, and the system is set up so that you can't. You're just going to have to make some choices if you want to be a selling Doctor, just as everyone else does.


If you start giving profession abilities to everyone, where does it stop? Better to just deal with whats available, because the Dev's won't open that can of worms.




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Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

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