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Thread: vendors
yes
(battlemaster turned wussy crafter)
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?
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.
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
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
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.
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

