Doctor Archive
Thread: Add Hiring +10, Vendor Item Limit +150 and Vendors +1 to Master Doctor box!
I sortof agree.
Docs do have a way to make money, of course.......sitting in SP buffing away for awhile. However, it's time consuming, can be boring, and limits your gameplay. And honestly, unless it's ALL you do, you're not gonna get rich at it. Figure, too, that that's about all we can charge for, the rest is up to the other player....if they tip you for a heal or not. For a doc to sell stuff in a vendor, we have two choices: Get Master Doc, so we can craft buff packs and high power wound packs, enough of an Elite profession to be able to hunt the tough NPC's we need to kill for resources, plus have enough scout to gather the high-quality stuff we need. Novice scout don't cut it. By the time you're done with that, you don't have enough skill points to craft up to Novice Artisan, so you can get one vendor. The other choice is to go Master Doc, Novice Artisan, and enough Merchant to place a couple of vendors.......which means you have no real fighting skills, no scouting skills, and are totally dependent on other players to supply you with resources.
On the other hand, other Elite professions can get enough skill points to also run a vendor or two, gather their own resources for the most part, craft, sell their stuff, and still have enough SP left to play with. For example, a friend of mine is Master Rifles, Shipwright, Merchant, and low-level scout. This means he can gather most of his own resources, has enough Artisan to place heavy duty harvesters for the good stuff, and rarely has to go to other players for resources. He makes far more money than I do, as a Doc, and had to do much less work to get there.
I think that adding a vendor to Master Doc is a good idea, myself. Still require Merchant to put more than one, of course, but give Docs some other resource to make some credits.
To the guy who said "buy another account", get real. The other skills don't require you to pay $15 a month to place a vendor, why should we? You're talking a difference of gameplay time compared to real-world money, and that's dumb. If you want to go that route, then you'd have to match Artisan to Doc, so those players would also have to pay for another account...........and that would effectively kill the market, nobody would be Artisans or Merchants.
On the other hand (wait........I have three hands???), we can hire a merchant, but then we're flushing money down the toilet, since I don't know of any merchants that will give you a vendor for free. Again, other crafting skills don't have to do that by default (they can, if they want 20 vendors, of course), so it's rather unfair to make Docs pay to sell their stuff.
MeciniaLua wrote:
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.
The devs fixed a bug that allowed you to keep using vendors that you set when you merchant skills but gave them up later. I seriously doubt they'd consider giving everyone free merchant skills after a bug fix like that.
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.
Kalano wrote:
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.
Not as diplomatic as I would have put it, but I have the same oppinion. Suck it up, I spend quite a bit of my skillpoints on merchant.
Message Edited by Nema0879 on 03-15-2005 05:36 PM
Nema0879 wrote:
by designcombat professions don't craft anything ... If docs, be's, smugglers and cms weren't designed to sell anything ... then why do we have the ability to craft ...
may as well make everything we make cost no resources just like dancer buffs, no?
Phaelyn wrote:
it would be SO much easier to give all crafting professions the ability to have a vendor linked ONLY to the goods they craft...
I hadn't thought of that but I agree with that 100% .... but here's the question .... I guess Merchant would maintain its usefulness in that they would be the only ones that could sell everything?
Message Edited by Nema0879 on 03-15-2005 05:44 PM
Nema0879 wrote:
Phaelyn wrote:
it would be SO much easier to give all crafting professions the ability to have a vendor linked ONLY to the goods they craft...
I hadn't thought of that but I agree with that 100% .... but here's the question .... I guess Merchant would maintain its usefulness in that they would be the only ones that could sell everything?
Message Edited by Nema0879 on 03-15-2005 05:44 PM
Nema0879 wrote:
I will however pose this question .... since it takes 0040 artisan to be a merchant, why not make 0004 medic an optional precursive to novice merchant as well and maybe the crafting line of smuggler, what is it 4000 smuggler?(never been one I'm sure I'm wrong on this) So this leaves you with 0004 medic, whatever line in smuggler is the crafty one, and 0040 artisan all being optional precursers to merchant .... Why should I, as a doc have to learn artisan skills which have nothing to do with my profession in order to sell things?
I Agree with this... make Medic 0004, Smuggler 0004, and BE 0004 the same vendor abilities as Artisan 0040 (but they don't stack
GreySeven wrote:
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.
The problem whith this statement is they don't have to spend a 15 extra skill points to get artisan for there elite profession.. They already HAVE it