Doctor Archive

Thread: Changes on vendors(merchant skill change)..Please read

Mordeth123
Tue Jun 01, 2004 1:46 pm
#40

I'm thinking about those who have to buy the stuff not those who make it, since I'm not a greedy person.People are allready whining about doc prices being to high(they will allways whine no matter how little we charge though) I don't want to see the day the coronet buffers charge 30k for a full set of buffs(though that might happen because of inflation or something)





___________Etilania's Stims and Buffpacks___________
Top Quality Buffpacks, Stimpacks and Woundpacks made by Etilania at:
The Desert Oasis Mall: Tatooine, Bestine, -1900 -3875 and
_____StarWares Mall: Naboo, Theed, -3971, 4579_____
lIn-Game Names : Etilania and Archeonl

Greenbulb
Tue Jun 01, 2004 2:13 pm
#41






Mordeth123 wrote:

I'm thinking about those who have to buy the stuff not those who make it, since I'm not a greedy person.People are allready whining about doc prices being to high(they will allways whine no matter how little we charge though) I don't want to see the day the coronet buffers charge 30k for a full set of buffs(though that might happen because of inflation or something)



Agreed




-------------------------------------
SWG i have Quit.
Due to me being Depressed ABOUT the game instead of being entertained.
-btw... FREE SPEACH! BANN THE DUPERS!
For my timing of quiting this is for you Protestors of Intrepid/kettemoor
Songe
Tue Jun 01, 2004 3:39 pm
#42

Honestly I don't think that any doc who sells buff packs will mind using a few skill points to get a vendor, because it is worth it. If they don't do it, well I'd rather see people who are willing to dedicate themselves more to crafting than combat sell things, instead of seeing everyone take advantage of the system without any penalty.


Will there be less vendors? Prolly. But the people that will be left will keep their vendor stocked, and the customers won't have to look everywhere to find a stocked vendor anymore. It will also make it much more encouraging for players to start as merchants as their vendors won't be a lost name in a list of empty vendors anymore... So even if there is some inflation eventually (I really don't think that anticipating a 300% increase in prices is very objective though), I think the advantages will make up for it by far.



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Novice Lekku Stomper
MilkToast
Tue Jun 01, 2004 4:11 pm
#43

Sorry, double post.

Message Edited by MilkToast on 06-01-2004 04:12 PM




Thoth Master Doctor, Master Chef
Isis Master Rifleman, Master Bio-Engineer
Great Bio-Engineered Foods and Beverages
@ -3643 4571 Theed, Naboo
Ahazi, Server

Thakkin
Tue Jun 01, 2004 5:06 pm
#44

What this change will do is make the merchant profession useful. I think it's a good thing. You will have 2 options. 1) Don't master a combat profession. Like Agent001 said, it's a game ofmixing and matching professions. 2) Become a wholeseller and sale to merchants. Sure the prices will go up,big deal. It's an ecomony. Prices fluctuate.


People buy stims because they don't have the skill to make them as good as we do. People buy buffs because they don't feel like making them. Tailors buy enhanced cloths from bio engineers to makebio engineered clothes. Armorsmiths buy synth cloth from tailors to make armor, as do docs for fire blankets. It's all part of that codependency thing that gives more player interaction and makes the game funner to play.

Greenbulb
Tue Jun 01, 2004 7:52 pm
#45






Thakkin wrote:

What this change will do is make the merchant profession useful. I think it's a good thing. You will have 2 options. 1) Don't master a combat profession. Like Agent001 said, it's a game ofmixing and matching professions. 2) Become a wholeseller and sale to merchants. Sure the prices will go up,big deal. It's an ecomony. Prices fluctuate.


People buy stims because they don't have the skill to make them as good as we do. People buy buffs because they don't feel like making them. Tailors buy enhanced cloths from bio engineers to makebio engineered clothes. Armorsmiths buy synth cloth from tailors to make armor, as do docs for fire blankets. It's all part of that codependency thing that gives more player interaction and makes the game funner to play.



YET there is no merchant to be seen as far as i can search,so a TON of people will be needing vendors and no merchants in coronet ( or where ever) and merchant can only put down so many tents and vendors! Its not that i won't mind getting Merchant,Heck i'd luv it,Ohh then again i can't drop master Doctor or architect..gee i haved to hire a merchant that may take a week to find one when its a emergency on my invortory...




-------------------------------------
SWG i have Quit.
Due to me being Depressed ABOUT the game instead of being entertained.
-btw... FREE SPEACH! BANN THE DUPERS!
For my timing of quiting this is for you Protestors of Intrepid/kettemoor
Mordeth123
Tue Jun 01, 2004 11:38 pm
#46

Most of the bit time armorsmiths, weaponsmiths etc have merchant skills, but for them it's ALOT easier to have it cause they don't need to spend all the skill points it takes to become a doctor. This change wont affect them as much as it does to the CMs and Docs



___________Etilania's Stims and Buffpacks___________
Top Quality Buffpacks, Stimpacks and Woundpacks made by Etilania at:
The Desert Oasis Mall: Tatooine, Bestine, -1900 -3875 and
_____StarWares Mall: Naboo, Theed, -3971, 4579_____
lIn-Game Names : Etilania and Archeonl

Mordeth123
Tue Jun 01, 2004 11:40 pm
#47

bit time = big time


Edit button would be so nice



___________Etilania's Stims and Buffpacks___________
Top Quality Buffpacks, Stimpacks and Woundpacks made by Etilania at:
The Desert Oasis Mall: Tatooine, Bestine, -1900 -3875 and
_____StarWares Mall: Naboo, Theed, -3971, 4579_____
lIn-Game Names : Etilania and Archeonl

Mordeth123
Wed Jun 02, 2004 12:24 am
#48

I am fully aware of that I can have a merchant friend to put up my stuff for sale, I even have a friend that would be willing to do that. But that's not the case here however, the main reason for this thread is that the numbers of docs selling medical supplies(especially buffpacks) will drop if this exploit get fixed, and less people willwant to become master doctor who sell medical stuff because of this change(since they can only have 1 mastered elite profession) So when SOE fix the bug, expect to see prices on doctor stuff increase over time. I'm not sure if that's a good thing, and I'm dissapointed at our Doctor Correspondentwho isn't able to see that this might happen(no offence though, I like what you've done so far Agent001, keep up the good work)


I would like to add that my master doctor has merchant 4003 so I'm not getting affected by this change, and I have a second account that I use for hunting.


Of course SOE might remake merchant or something so that they can easialy lend a vendor to other people or something like that, but I think we should raise our voices before they make the changes so that we be sure they're doing they right thing.



___________Etilania's Stims and Buffpacks___________
Top Quality Buffpacks, Stimpacks and Woundpacks made by Etilania at:
The Desert Oasis Mall: Tatooine, Bestine, -1900 -3875 and
_____StarWares Mall: Naboo, Theed, -3971, 4579_____
lIn-Game Names : Etilania and Archeonl

Songe
Wed Jun 02, 2004 12:35 am
#49

There are tons of threads on this subject on the merchant forum btw.


For prices of doc stuff increasing over time, what's the problem? More demand, less offer, it's the market rule, and it will make it worthwhile for the doc who decide to have a vendor, and it will prolly improve the selection of vendors as a whole, which is a good thing.



------

Novice Lekku Stomper
LordOfFatness
Wed Jun 02, 2004 1:47 am
#50






Mordeth123 wrote:
Most of the bit time armorsmiths, weaponsmiths etc have merchant skills, but for them it's ALOT easier to have it cause they don't need to spend all the skill points it takes to become a doctor. This change wont affect them as much as it does to the CMs and Docs





You are correct, but this ignores the ability of a doctor in battle. Weaponsmithand armorsmith provide no skills at all that are worthwhile in combat. Sure you can make exceptional wares to use, but a non-crafter can attain these items also by hunting or purchasing them.


The skills of a doctor can not be bought (you can hire one, but I mean bought to add to your skillset). They can buff stats, heal damage and wounds, cure diseases/fire/poison, and resuscitate the dead. To me, this more than accounts for the extra skill points required.

DirthNader
Wed Jun 02, 2004 5:15 am
#51

Not sure how I ended up in the Doctor forum, but this is an interesting thread and I'd like to throw my $0.02 in...


As has been stated, artisan elites will not be hurt as much by this as the medic elites. My current template is master armorsmith, 4/0/4/4 artisan, 3/0/0/0 merchant, novice scout, master swordsman, and 0/0/4/0 brawler. Obviously we can be effective crafters, merchants, and fighters (at least in PvE). It's also been mentioned (and it's very correct) that this is well balanced - as a master armorsmith there's little to nothing my crafting skills add to a group in combat. Obviously that's not the case for medic elites.


I think medic sales will still thrive after this, it's just that people will have to make choices as to what's better for them - drop some combat effectiveness and keep the vendors, or strike a deal with a merchant and keep the current combat prowess.


It's really not that bad. Be creative, don't just gripe about having to "hire" a merchant. For example, I share a merchant tent in the commerce district of one of my server's busiest cities. My tent-mate is a master doc who keeps an incredible vendor going. There's no doubt in my mind that his vendor adds to my sales. If he doesn't have the ability to run a vendor on his own after the changes go into place, I have no problem at all using my last five skill points to set up another vendor for him and work out stock and payment schedules. Wouldn't charge him a single credit, because his vendor adds value to mine (and hopefully vice versa). Sure, it's not as easy as operating his own vendor, but adapting to change (especially to bug fixes) is part of the game.





The artist formerly known as Ittov
homebreu
Wed Jun 02, 2004 6:08 am
#52

I can not believe this subject warrantsa 3 page (So far) thread.

IT IS TOTALY UNFAIR FOR ANYONE TO RETAIN ANY SKILLS FROM ANY PROFESSION IF YOU DO NOT HAVE SAID SKILLS ANYMORE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


If you got the merchant skills to have multiple vendors, then intentionally dropped them in order to us the skill points for something else and still keep your vendors, then you are a greedy, selfish, uncaring, cheating bastage!

This was a totaly 100% obvious broken profession thing, and just because you got used to cheating your way to millionairdome (Like most businessmen do BTW), does not mean it is right or that you should nowbe allowed to continue to do this from now on.


It does not take a genius to figure this out.


You only need 1 friggin vendor and the bazzar, and you can get that with only Artisan Business 3, and I think 4 gives you 2 of them.


This will not affect anything in a negative way at all... Except for the friggin cheating whiners that will now have to sell their wears the way they should have been doing in the first place. The things you say changing this issue will affect are total BS and you know it. They are ALL excuses to try to justify your cheating, selfish business practices.


You people are just selfish and are obviouslyto damn greedy to put the shoe on the other foot for one friggin second. I mean how would you feel if peoplecould make, sell and administer MD level buffs without having the skills anymore?


Jeeze! Grow the F up people!


Some people's children...I swear!!!!



Zy...
"It's not how you pick your nose, It's where you put the booger"
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