Doctor Archive

Thread: Doctors that sell medicines: your thoughts on the current and future vendor nerfs?

Traigus
Mon Jan 26, 2004 5:26 pm
#27

It isn't clear what is happening to the Biz 3 vendor. The Merchant Corre is waiting for an answer to that very question.

I would no go and load up on vendors. They may not insta-delete vendors, but they aren't gonna let them sit around forever... they defeats one of the main reasons for the fix.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Soren_dVinn
Mon Jan 26, 2004 7:14 pm
#28

Alas a theoretical solution may be to limit adding items based on your merchant skill. e.g. if you have +0 Merchant Stocking... even if you have 6 vendors.. you can't add anything to them.


If you have Business III, you might get +150 Merchant stocking... a slightly workable scenario.


But still ugly for us doctors, who are forced to invest in Artisan.


How about a +1 Vendor and +150 Merchant Stocking at Master Doctor? Hell, we need a good perk at Master Doctor



Soren Medicorp
Soren d'Vinn, Master Doctor of Scylla
Soren MediCorp at 6500,3800 Kaadara, Naboo

SSG: Scylla Surveyors Guild
http://ssg.ordo.cc

Soren_dVinn
Tue Jan 27, 2004 5:03 am
#29






deeterfly wrote:

If docs get the merchant defining skill of vendors, will merchants get the doctor defining skill of enhancements?






Aweaponsmith only needs to spend 9 skill credits to get a vendor to sell his products.
A doctor has to spend 24 to get a vendor.


If you want to enhance you have to spend 92 skill credits!




Soren Medicorp
Soren d'Vinn, Master Doctor of Scylla
Soren MediCorp at 6500,3800 Kaadara, Naboo

SSG: Scylla Surveyors Guild
http://ssg.ordo.cc

TwilightScout
Tue Jan 27, 2004 7:14 am
#30

Well, pure crafters also offer almost nothing to any combat group.

Doctors do have this flexibility. You can play the profession like a pure crafter but you can also fill a vital role in pretty much any combat group. Pure crafters on the other hand need to rely on skills outside of their profession for basically everything else.

All of the crafting professions past artisan are like that. They are self-contained with a very narrow scope- manufacturing.

But I'm convinced most doctors do not solely rely on their crafting skills.

I'm inclined to agree in principle though particularly if you bring up the survey issue.
Travin64068
Tue Jan 27, 2004 7:31 am
#31






Soren_dVinn wrote:

Alas a theoretical solution may be to limit adding items based on your merchant skill. e.g. if you have +0 Merchant Stocking... even if you have 6 vendors.. you can't add anything to them.


If you have Business III, you might get +150 Merchant stocking... a slightly workable scenario.


But still ugly for us doctors, who are forced to invest in Artisan.


How about a +1 Vendor and +150 Merchant Stocking at Master Doctor? Hell, we need a good perk at Master Doctor




We're Doctors not Pharmacists. I would rather have a better perk at Master Doctor like AE cures or wound packs, a medical survey skill, reduction of mind cost for healing, or even a refresh on /diagnose. I'm a Master Artisan too and I run a Medical Resource shop, and the 150 limit will make it harder for me to keep a full stock of vehicles and resources. The problem with selling resources is that not everyone wants a 10K unit stack or a 5K unit stack, so I have to split stacks into several different sizes creating several items.


- Travin



Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
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