Merchant Archive
Thread: Medical Master needs advice.
I dropped my artisan skills (Doc/CM takes all but a few skillpoints), and finally mastered both professions. I wanted to open a shop but I couldn't (no SP). But I realized, my old shop was still there, so I stocked up that little vendor (not realising at the time this was an exploit).
Sales were mild to decent, but I got involved in an excellent community through this method, and I would gladly be proud to say, this is why I play SWG.
My problem is this: Now that I can no longer have a vendor of my own, and don't have loads of time to fill out custom orders and sit and wait for those customers, what should I do?
I enjoy both professions equally with a passion. I wouldn't drop either for anything else in the game.
I guess I just feel like I will have both professions, only to not be able to sell from either.
Any suggestions?
I have no clue who buys my items, when they sell, etc.
Its just a lot of unfun.
Dimear wrote:
Master Doc / Master CM takes 203 sp. That leaves 47 to play with. Add novice merchant for another 35 points and you can probably run a reasonable business. Add more to merchant if you need a larger business. That's probably how I would structure it. Add a couple more merchant skills if you need a better business. But if you need more, you'll have to choose between master doc and master cm. Can't be everything.
Rurry wrote:The sad part is, you are screwed. Merchants successfully pushed to remove the average person out of the economy. The days of self sufficient medical crafters are overIf you decide to become a minion to a merchant I hope you have luck finding one. I read Docsavage's reply above, anda negative way to read that was - good luck trying to find someone to carry your stuff, maybe in a couple of months you might find someone.
Another downside to that is that you will no longer deal with any of your customers, reducing your contribution to the galaxy. You will get only the filtered information from the merchant. He/She may not even want to carry a full line of your products, as some may not move quickly enough for them.I think that it's awful for non-artisan based crafters after this patch, and I am sorry for you to have been screwed over like this.
I said it would be a challenge at first and would get better.
And how much information you get from the merchant, what items he will sell for you, etc is totally between you and the merchant to work out.
I have been master doctor since last november, and have paired it with all of the basic combat masteries, as well as a few others.
I come to realize what I like to do is hunt, and be a doctor. I like the crafting side, I have collected the best of everything to spawn in the last 9 months, I have 11 experiment points ... I am a fairly decent crafter now.
Master Doc + master combat skill = 232 skill points. No possiblity of a (non-poached) vendor.
I have no desire to take a second account, and ... face facts...
"find a merchant to sell your stuff"
just isnt practical. the profession of merchant has NO TOOLS WHATSOEVER to handle consignment sales. NONE!
How about a viable method of mechants taking consignments before taking the "illegal" vendors away?
Ya, you're kind of screwed. I'm guessing you'll need to drop one of them to sell goods effectively yourself. Or you could be one of the pioneers who try to build partnerships with merchants. Who knows - maybe DocSavage is right and this will actually be the business model for serious crafters in the future. I think it's unlikely until the tools are much better, but other people seem to have made it work to some extent. Not like selling your own stuff, but there maybe something you can work out with a merchant.
If I were you, I'd probably either drop a mastery, or sell in bulk exclusively on the forums. I think the trade forums are going to be much busier after this patch.
Rurry wrote:
The sad part is, you are screwed. Merchants successfully pushed to remove the average person out of the economy. The days of self sufficient medical crafters are overIf you decide to become a minion to a merchant I hope you have luck finding one. I read Docsavage's reply above, anda negative way to read that was - good luck trying to find someone to carry your stuff, maybe in a couple of months you might find someone.
Another downside to that is that you will no longer deal with any of your customers, reducing your contribution to the galaxy. You will get only the filtered information from the merchant. He/She may not even want to carry a full line of your products, as some may not move quickly enough for them.
I think that it's awful for non-artisan based crafters after this patch, and I am sorry for you to have been screwed over like this.
Seriously, has no one ever heard of the "Make Offer" option on Vendors?
Al this does is empower the merchant profession in a similar manner to all the other professions that can do something that others can't (which is everything except for shoot a CDEF and loot something).
DOc finds a merchant he can or wants to work with, or the merchant finds the doc. They work out pricing, lead time, availability, quantity, and any bonuses that might be involved.
If He/She doesn't want to carry a full line, then find another merchant who either wants to carry the other stuff, or wants to carry it all. No one said you could only work with one merchant.
A master merchant can list 4000 items. Over 12 vendors. On several planets. Stop bashing the people that are going to be making you money, or pay the skill points, like everyone else.