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Thread: vendors

TashSunrider
Thu Feb 05, 2004 5:26 am
#92

should be fixed with todays patch
justapilgrim
Fri Mar 05, 2004 2:57 am
#93

yes


SkinnyManDo
(battlemaster turned wussy crafter)


Master Armorsmith, VALCYN




SkinnyManDo Businessman
Chubbs is my Armorsmith Slave, email him
Get Armor at Valcyn Armor Emporium (proprietor) -5411 5375 (Theed) 16 armor vendors
Get everything else Forbidden Valley Mall (Lok) 20 vendors of everything else
ratlif
Fri Mar 05, 2004 3:01 am
#94

hold up?

so those 3 blocks i have in artisan so i can place a vendor in my house, i can surrender them and still be able to use a vendor in my house?



Account Cancelled August 5, 2004
Reason: Lack of attention on a severly broke core game.
GarenTore
Fri Mar 05, 2004 4:06 am
#95

Heres something even better.


Train, and Master, Merchant.


Place your 6 vendors.


Dress them.


Drop the skill completely.


Enjoy.



Az' - Master Weaponsmith
Everything dies baby, thats a fact.
Maybe everything that dies someday comes back..


GarVa
Fri Mar 05, 2004 8:44 am
#96

Wouldnt count on this for very much longer.





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ZakkAckerton

Joined: 23 Sep 2022
Posts: 88

PostPosted: Fri Mar 05, 2004 8:50 am Post subject:



GarVa wrote:
Wouldnt count on this for very much longer.





Are you speaking as an official rep for Sony and the Star Wars Galaxie Developers, or just speculating???

Quotes like this seem to just increase the quantity of flames and wasted arguing on the boards.

Please GarVa, be more specific about this.

Rock-o



Rock-o

All round nice guy - with a gun
Vendors in Cnet at 131 -5516 - in the Hut with Rurry
I don't sell anything in particular, but still you will need it!
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Jedi69cathat

Joined: 23 Sep 2022
Posts: 108

PostPosted: Fri Mar 05, 2004 8:54 am Post subject:

Well if the devs take it away they should ad more vendors at lower levels in the tree or better still let you keep the vendors you placed but charge 10x or more in fee/maintenance cost.

They want a money sink well here is a good one.

My $.02



CoryIII
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Ainwyn

Joined: 23 Sep 2022
Posts: 353

PostPosted: Fri Mar 05, 2004 10:06 am Post subject:

My explaination for it (might be entirely bupkist but my opinion why none-the-less):

Being able to get vendors and then forget the skills negates the reason for PC merchant profession characters and thus breaks the concept of interworking of the professions and PCs in the game.

Right now Merchant is profession no one wants to take and -keep- (this being the important distinction) as a profession because there is zero benefit to doing so. There are actually people who like doing buying a selling of goods and, I think, the intent was to have the merchant profession PCs buy from the crafters and from the resource gatherers (creature and harvester) to act as a go-between between PCs for those goods and whatnot. What you have, though, is every crafter or resource gatherer climbing the tree high enough on his own to place vendors and maybe even set up advertising, setting up to sell his own wares, and then forgetting the merchanting skills because they no longer need them.

There has been rumor about having the artisan created vendor (business III) only be able to carry a limited number of items (depends on how limited how I will react to this, 10 is too little and would be annoying in the extreme, 100 items would be livable). I would not be surprised if they also wanted to limit the "shelf space" of all vendors to prevent them being used as space work-arounds (everything on my vendors is priced at a salable price, even if I also do withdraw sales to use the items myself... I have sold some of those goods for use on more than a few occassions... so I do not consider that I am using my solely for storage, though at times I have thought about it, I will admit).

If they do reduce the number of goods one can sell on a vendor of the merchant profession (after first "fixing" the ability for someone who has forgotten the skills to retain the vendors), I would hope they would increase, above novice, the number of vendors a merchant can place (currently 6 if you count the one from the artisan line) or maybe give several additional vendors when the merchant reaches master (currently no additional vendors at master, just 1 at novice and 1 each step of the hiring line).

Yes, if they "fixed" merchant so the vendors "poof" (or something) after losing the skills, it will only mean more people will get a second account just for a "business manager". Of this, I will count myself and my partner guilty. We, just yesterday, acquired the ability to hire (bought another copy of the game) such a business person (not to mention it means we will be able to turn the shop over to him as well as the 4 current factories, total 7 lots *impish grin*). But... each additional character/account is paying for the additional database space necessary to handle its space (at least that's the way -I- look at it *grin*).



Tess (Ainwyn) Dle'kkar
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fugazzz
Fri Mar 05, 2004 10:30 am
#97

Well i have another character that is a master merchant and I think it's a dumb idea to allow you to train up the same skill boxes I did, then place your vendors and drop the skills but keep the rewards, now I'm getting screwed because I have my skillpoints tied up in something yet you are still able to compete with me at the same level without the investment.


If you want to have vendors, either be a merchant, rent them from another merchant or work out a deal with a merchant to sell your junk for you.





Gond'ok Phillip / Iwent Todash
...has Mastered the Baiter Profession.

"I'm your huckleberry...That's just my game."
ZakkAckerton
Fri Mar 05, 2004 11:16 am
#98



fugazzz wrote:

Well i have another character that is a master merchant and I think it's a dumb idea to allow you to train up the same skill boxes I did, then place your vendors and drop the skills but keep the rewards, now I'm getting screwed because I have my skillpoints tied up in something yet you are still able to compete with me at the same level without the investment.

If you want to have vendors, either be a merchant, rent them from another merchant or work out a deal with a merchant to sell your junk for you.






Ok, I will post the same arguement I had in the Merchant forum but first I will add a few quick things. You can't "rent" any vendor. You have to sell your stuff to a merchant and HE sells it. Two, in order for anyone to PLACE a vendor they have to use the same skillpoint investment you did, but then they chose to adjust their skillpoints after they accomplished their task.

Ok here is my argument I made:

I guess I will jump into this mess for one comment.... everyone is using the schematic analogy when in truth it isn't quite accurate. It should be more like this:

I level up in Architect till I can make Heavy Mineral Mining Installations. I make 6 of them and then drop all or Architect. So (using the current merchant defense) since I can no longer MAKE the harvestors, I should no longer be able to USE them? (The "letter of the law" for architect say build the item....but does the "spirit of the law" say use?)

This is what I see is the rational for Vendors.

Personally, I see so many headaches with the way everything is set up for Merchant (and in a way, do admire those of you who are still masters of this profession......though I do question your sanity). Everyone needs vendors, simple as that. If it isn't to sell the merchandise you make, then it is to sell the loot you accumulate or the items you harvest......Or it is to buy the materials you need through someone else offering items.

And no, you can't compare SWG merchant to real life merchants. If that were the case, you would have to have a single person (with complete vendor control) manning your shop 24/7 to take all incoming business to manage vendors for crafters/harvestors/others since they "shouldn't" be able to manage their own vendors. And yes, 24/7 because everyone PLAYS this game at all hours of the day....needing access to their selling point at the most inconvenient times.

Simply put: The devs messed up here. The skill boxes say "Gives the ability to PLACE a NPC vendor" not to run it. Just as the Architect has the ability to BUILD a Harvestor...not be exclusive to run it. In reality it appears that what was dropped was an ability to transfer that Vendor the Merchant built to a non-merchant person to use....

Well, that is my two cents...I could continue, but....well....

Rock-o



Rock-o

All round nice guy - with a gun
Vendors in Cnet at 131 -5516 - in the Hut with Rurry
I don't sell anything in particular, but still you will need it!
fugazzz
Fri Mar 05, 2004 11:28 am
#99

Well i can see your point too, dont' get me wrong. I just think that there has to be some defining lines between the professions. I'm by no means up in arms over the issues of merchant and really only use the character to do the buying/selling you speak of and I actually use that character as the 'front' for my business...he keeps the vendors, does the banking, buying, selling etc.


I could just as easily take advantage of the same thing everyone else is if i wanted to, it just seems like since the abilities to PLACE/MANAGE vendors comes with investment of points in the merchant tree, those same abilities should be revoked when you withdraw your investment from the tree. The analogy of the harvester is somewhat flawed because a deed is different than a vendor, the deed can be bought, sold and used regardless of if YOU (you being aplayer of any class)ever invested points in the merchant tree or any other tree for that matter. The vendors are a special object granted to Merchants and merchants alone...it shouldn't be 'merchants and those who leveraged a flaw in the system to have the same abilities as a merchant'.../shrug


I think if everyone should have the rights to have vendors, there would be no need for the bazaar at all...just make a craftable 'lesser' vendor object that anyone can use and that will be that but there needs to be some bonus for those that stay in the vendor tree...



Gond'ok Phillip / Iwent Todash
...has Mastered the Baiter Profession.

"I'm your huckleberry...That's just my game."
ZakkAckerton
Fri Mar 05, 2004 11:39 am
#100

Actually, you have it exactly where the crux of the problem lies.... no where does it say that Merchants are to have the sole ability to MANAGE vendors. If the Merchants had the ability to "transfer" the vendors they create to another person, then they would be identical to an Architect. That is the difference right now. It does say that Merchants have the sole ability to CREATE AND PLACE vendors. It may have been an "undocumented expectation" but it isn't in writing and as such cannot be enforced... why else do you think the Devs have done nothing to this point? (ok, there can be a lot of possible reasons.... )

Simply put, it appears that the devs intentions are that all people can manage vendors, but that they much first go through "manager training" and use the skillpoints to CREATE and PLACE the vendor.

I guess I am saying all of this because I get annoyed by all of the people who call other exploiters before they seriously look at the situation. I can't stand the argument that 'well, it says this but it really means....." bah!

I will be one of the first to say that merchant is all screwed up. Vendors should not have been a focalpoint of the profession and there should be other incentives to be one (Commodities market for only merchants? Mall management with special buildings?)

anyway...back to getting merchant experience....*L*

Rock-o

Message Edited by ZakkAckerton on 03-05-2004 01:42 PM



Rock-o

All round nice guy - with a gun
Vendors in Cnet at 131 -5516 - in the Hut with Rurry
I don't sell anything in particular, but still you will need it!
ratlif
Fri Mar 05, 2004 11:52 am
#101

o i guess i gotta go spend 50 bucks plus monthly fee's just in order to get some business merchant skills to use vendors....





Account Cancelled August 5, 2004
Reason: Lack of attention on a severly broke core game.
Strikke
Fri Mar 05, 2004 12:01 pm
#102






ZakkAckerton wrote:

Simply put, it appears that the devs intentions are that all people can manage vendors, but that they much first go through "manager training" and use the skillpoints to CREATE and PLACE the vendor.



I guess appearances can be deceiving. They have never intended people to be able to operate vendors if they lack the skill, they just have yet to implement the fix and they have stated that they will be addressing the problem. Just as the crafters can't continue to make items from schematics that are in a skillbox they have surrendered and combatants can't use weapons whose certs are in skill boxes they no longer have, the ability to operate vendors is dependent on skill level and they will eventually fix that oversight.


I expect that about 2 or 3 publishes out, you will see the devs implement a check when a user tries to surrender a skill that grants a vendor such that if the user has more vendors than is possible for the skill level he/she would have after surrendering the skill, the user will be given a message that he/she has to destroy a vendor before surrendering the skill.





Bloodfin: Dakkor Lightrunner - Adventurer - (Here, There, Everywhere)

Starsider: Heph Starstrider - Master Weaponsmith : Fencer - (Location Classified)

DingoBoi
Fri Mar 05, 2004 12:02 pm
#103

The entire point of the merchant profession is vendors. If you don't invest, and keep, those skill points, you shouldn't be able to keep the benefits of the profession.


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ratlif
Fri Mar 05, 2004 12:11 pm
#104

maybe they need to add something to the merchant class like

additional lot +1 etc at certain lvls? that would make it interesting thus allowing the merchant to "sell the extra lots he gets at extra levels" or something



Account Cancelled August 5, 2004
Reason: Lack of attention on a severly broke core game.
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