Doctor Archive

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

TheLastV8
Mon Mar 14, 2005 4:31 pm
#27

I think its a great idea.



Vida' Valance [ATO]


The Best Doc/Rifle on Bria
Twitchie
Mon Mar 14, 2005 4:40 pm
#28

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.




& Twitchie &

Eclipse's Fattest Wookiee
Forget Maul, Sidious, and Vader.........
I'm terrified of Darth Razor.
@
bluejanus
Mon Mar 14, 2005 8:37 pm
#29








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.








Hippocratic.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
bluejanus
Mon Mar 14, 2005 8:40 pm
#30






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.



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.






Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
refleks
Mon Mar 14, 2005 9:20 pm
#31






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.




Kashmo Target - Shipwright - Chimaera - Angry European.
Kristian Omaha - An even more angry european - Elder Jedi
Shop at Coronet: -171 -5668 (Doubt there is anything left.)
Back from 10 months leave.
Proud owner of: A YT-1300, Y-8, M-22 Krayt, A Yacht, A JSF, A Vaksai, and hopefully soon an Arc.
MaxellSnow
Tue Mar 15, 2005 11:26 am
#32


This is rediculous. If you wanted to be a doctor and have a vendor then you should not have picked up that master combat prof. You should review www.swgmedics.com This topic was discussed at length. My belief is that doctors are not your conventional crafting profession, they are a PRIMARILY a service profession (healing). if you want to make stuff, throw it on a vendor, and still go kill, pick another profession that takes less skill points. If you want to be a doctor, don't complain.



Maxell Snow

Avios Snow

Msg. either toon in game if I win an auction. I DO NOT MONITOR auctions tightly.
Nema0879
Tue Mar 15, 2005 4:24 pm
#33

I think people are overlooking the main gripe here ... as doctors, we don't mind spendeing the skill points for xx3x artisan ... the problem is, with master doc you don't automatically get novice artisan ... so you end up having to spend an additional 15 skill points that other crafting proffesions (excluding cm, smuggler, be ...) don't have to spend in order to get vendor skills.


This is why a post like this arises. That being said, I have a master doc, master artisan and 0043 merchant doc ... so this wouldn't apply to me at all. However I can see where he's coming from ... I also disagree with the idea wholeheartedly.


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 dunno I'm sure I'll be flamed for this, just a thought though




~~~The only place success comes before work is in the dictionary~~~
~~~~Chibi's Meds and Powerups at : -3997 3708, Theed, Naboo~~
"All southerners, are insane and most especially is the Southern woman insane. The Cult of Southern womanhood endowed her with at least 5 totally different images and asked her to be good enough to adopt all of them. She is required to be frigid, passionate, sweet, bitchy, and scatterbrained -- all at the same time. Her problems spring from the fact that she succeeds."


MaxellSnow
Tue Mar 15, 2005 4:30 pm
#34

someone said it before, but by your logic, why should a combat toon have to pick up artisan to have a vendor to sell their loot stuff?


by your plan would each column of marksman and brawler be a precursor to merchant? Again, this would be the death of merchants...



Maxell Snow

Avios Snow

Msg. either toon in game if I win an auction. I DO NOT MONITOR auctions tightly.
Nema0879
Tue Mar 15, 2005 4:33 pm
#35


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?


I'm a crafter, I'm a merchant but I've long seen where the need for some resolution for the professions that do craft to not have to spend 15 points over normal crafters comes into play ...


I have a master Merchant/Tailor/Chef and Master Doc/Artisan/Merchant 0043 ... I certainly understand what this would do to the Merchant profession and love it wholeheartedly but somthing should be done to curve the 15 point skill point issue

Message Edited by Nema0879 on 03-15-2005 05:36 PM




~~~The only place success comes before work is in the dictionary~~~
~~~~Chibi's Meds and Powerups at : -3997 3708, Theed, Naboo~~
"All southerners, are insane and most especially is the Southern woman insane. The Cult of Southern womanhood endowed her with at least 5 totally different images and asked her to be good enough to adopt all of them. She is required to be frigid, passionate, sweet, bitchy, and scatterbrained -- all at the same time. Her problems spring from the fact that she succeeds."


Phaelyn
Tue Mar 15, 2005 4:40 pm
#36






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?





The problem is that the Merchant Vendor line, believe it or not, is too limited - It allows anyone to sell anything once they get the prerequisite XP. Now, to make it for Smugglers, Docs, CMs to sell their specific wares - We would need a system that would aloow you to sell ONLY what you are rated to craft. WS would only be able to sell weapons, and Smugglers the Spices and Slicing tools THEY craft. Now, it's not coded into the system to have specific goods tied to only that profession - So they don't give Merchant to certain professions that have Crafting.


it would be SO much easier to give all crafting professions the ability to have a vendor linked ONLY to the goods they craft...



Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
Nema0879
Tue Mar 15, 2005 4:44 pm
#37








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




~~~The only place success comes before work is in the dictionary~~~
~~~~Chibi's Meds and Powerups at : -3997 3708, Theed, Naboo~~
"All southerners, are insane and most especially is the Southern woman insane. The Cult of Southern womanhood endowed her with at least 5 totally different images and asked her to be good enough to adopt all of them. She is required to be frigid, passionate, sweet, bitchy, and scatterbrained -- all at the same time. Her problems spring from the fact that she succeeds."


Phaelyn
Tue Mar 15, 2005 5:15 pm
#38






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





In my opinion, yes - I always thought the Merchant class should be more like a "Wholesaler" class rather than the Elite version of Crafter. But, that's kinda hard to do when everyone has a vendor, and can sell their own goods....



Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
--Qilue-UCW--
Tue Mar 15, 2005 6:11 pm
#39


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




Signed, Kyo'nne Ilhar'dro
K
airn Medical Regiment, Chief Medic
T
aeor Quartermaster

"I want to find something I've wanted all along... Somewhere I belong"

~ J'inx
[Bria] ~ Kaji'ra [Starsider] ~ Qilue [Corbantis] ~ Bell'an [Valcyn] ~

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