Doctor Archive
Thread: Changes on vendors(merchant skill change)..Please read
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
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)
Message Edited by MilkToast on 06-01-2004 04:12 PM
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...
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.
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.
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.