Merchant Archive
Thread: How can holding venders after you give merchant up be called an exploit...
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
It would be like saying being able to equipt a weapon after you have surrendered that profession is an exploit. The venders are the weapons, they can still be used, but not as well... Just like when you do give up skills. Even when you surrender say commando, you can still use their weapons, just not as effectively. Thus is the same for how merchant works now, and it has been working fine for how long?
How about this -we'll let you keep your vendors if you give us the ability to make & use uber CM poisons & diseases without spending the points on CM.
Didn't think so...
The answer is simple. Because SOE said so!
I do not wad to go dig out the post, but it was in the game guides forum.
amh9876 wrote:
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
It would be like saying being able to equipt a weapon after you have surrendered that profession is an exploit. The venders are the weapons, they can still be used, but not as well... Just like when you do give up skills. Even when you surrender say commando, you can still use their weapons, just not as effectively. Thus is the same for how merchant works now, and it has been working fine for how long?
How about this -we'll let you keep your vendors if you give us the ability to make & use uber CM poisons & diseases without spending the points on CM.
Didn't think so...
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
It would be like saying being able to equipt a weapon after you have surrendered that profession is an exploit. The venders are the weapons, they can still be used, but not as well... Just like when you do give up skills. Even when you surrender say commando, you can still use their weapons, just not as effectively. Thus is the same for how merchant works now, and it has been working fine for how long?
Everytime you train a skill that allows you to have, operative word=have, a vendor, you're vendor modifier goes up by 1. If you drop a skill that will lower your vendor modifier, you lose the ability to have one vendor. In the beginning, this was a bug. But people started hologrinding and placing vendors for xp. After they mastered merchant and dropped all the skills, they realized that the vendors were still operational. Players then sold/stored items on vendors that they no longer had the skill to use. This allowed them to train in other skills while still having vendors, effectively going around the skill point cap and the inventory cap.
A players use of a bug that gives an advantage over other players is relabeled an exploit.
Madsapper wrote:
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
It would be like saying being able to equipt a weapon after you have surrendered that profession is an exploit. The venders are the weapons, they can still be used, but not as well... Just like when you do give up skills. Even when you surrender say commando, you can still use their weapons, just not as effectively. Thus is the same for how merchant works now, and it has been working fine for how long?
Everytime you train a skill that allows you to have, operative word=have, a vendor, you're vendor modifier goes up by 1. If you drop a skill that will lower your vendor modifier, you lose the ability to have one vendor. In the beginning, this was a bug. But people started hologrinding and placing vendors for xp. After they mastered merchant and dropped all the skills, they realized that the vendors were still operational. Players then sold/stored items on vendors that they no longer had the skill to use. This allowed them to train in other skills while still having vendors, effectively going around the skill point cap and the inventory cap.
A players use of a bug that gives an advantage over other players is relabeled an exploit.
It doesn't give a true advantage over anyone player. It's like saying force run 3 to escape from dying is an exploit. It gives them (a jedi) an advantage over their pursuers
Madsapper wrote:
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
It would be like saying being able to equipt a weapon after you have surrendered that profession is an exploit. The venders are the weapons, they can still be used, but not as well... Just like when you do give up skills. Even when you surrender say commando, you can still use their weapons, just not as effectively. Thus is the same for how merchant works now, and it has been working fine for how long?
Everytime you train a skill that allows you to have, operative word=have, a vendor, you're vendor modifier goes up by 1. If you drop a skill that will lower your vendor modifier, you lose the ability to have one vendor. In the beginning, this was a bug. But people started hologrinding and placing vendors for xp. After they mastered merchant and dropped all the skills, they realized that the vendors were still operational. Players then sold/stored items on vendors that they no longer had the skill to use. This allowed them to train in other skills while still having vendors, effectively going around the skill point cap and the inventory cap.
A players use of a bug that gives an advantage over other players is relabeled an exploit.
According to your logic:
I mastered Tailor, then I dropped it. I should be able to make master clothing with less colors.
I mastered Doctor, then I dropped it... I should be able to buff people, to a lesser extent.
Some of your logicis flawed:
I mastered Rifleman, then I dropped it. I can use a rifle just as well now, as I could before I picked up novice.
Explain to me what lesser degree is for Merchant.
All spelling errors in the Vendor name were intentional.
BlackEdge wrote:
Madsapper wrote:
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
It would be like saying being able to equipt a weapon after you have surrendered that profession is an exploit. The venders are the weapons, they can still be used, but not as well... Just like when you do give up skills. Even when you surrender say commando, you can still use their weapons, just not as effectively. Thus is the same for how merchant works now, and it has been working fine for how long?
Everytime you train a skill that allows you to have, operative word=have, a vendor, you're vendor modifier goes up by 1. If you drop a skill that will lower your vendor modifier, you lose the ability to have one vendor. In the beginning, this was a bug. But people started hologrinding and placing vendors for xp. After they mastered merchant and dropped all the skills, they realized that the vendors were still operational. Players then sold/stored items on vendors that they no longer had the skill to use. This allowed them to train in other skills while still having vendors, effectively going around the skill point cap and the inventory cap.
A players use of a bug that gives an advantage over other players is relabeled an exploit.
Actually, your ability to place another vendor isn't possible if you don't have the allotted skills to place it.
Yes I could see it as an exploit (since the dev said it was), but on the other hand, it doesn't look much like an exploit if the merchant don't have the skills to place the vendor down again after they remove it. BTW what advantage is this? Mastering merchant is nice. I like the reduced fees, the abilitiy to change sign, give them the ability to change the looks of vendors and customize them to a proper attire. These things aren't possible once you drop the skills.
The advantage comes from being able to sell items from a vendor. And, up till now, an unlimited inventory.
To some, these aren't advantages. To others they are. Just depends on how you view the issue.
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
It would be like saying being able to equipt a weapon after you have surrendered that profession is an exploit. The venders are the weapons, they can still be used, but not as well... Just like when you do give up skills. Even when you surrender say commando, you can still use their weapons, just not as effectively. Thus is the same for how merchant works now, and it has been working fine for how long?
Actually that is a pretty good point.
If you're not a merchant, you can't
- Remove vendors and rename them
- Can't give them new clothes
- Can't move them, if moving shop from one location to another,eg Tatooine to Naboo, without reacquiring Merchant, or if wanting to replace them in a large house, instead of being in a small/medium house
- Don't benefit from structure maintenance discounts
- Don't benefit from vendor/bazaar discounts
- Can't alter the ad barking, or temporarily remove it if it gets annoying
See a load of restrictions if not a merchant, and it takes ages to get the merchant xp, time is what gets you the xp, and if your business grows, which is the plan, when you want to move, you're screwed. With other professions, like TKA, Medic, Doctor, Combat Medic etc these can all be mastered in a day or two, but with Merchant it takes months.
I agree it is an explot and always has been, but it is TOO LATE to change it now, when everyones buinesses relies on it. The explot should have been fixed from the second the first person spotted it, welll, the next hotfix anyway, not over 1 year later when everybody have built up their business around this explot, and now if it gets fixed everybodies buinessess will come crashing down, and the whole SWG experience will be dead. Crafters/Merchants will now not be able to keep up with the demand, and customers will find trying to buy items rarer than lootingcrystals from kreetles, resulting in doing combat more difficult, especially after devs boosted the difficulty rating due to buffs etc
Barris wrote:
It doesn't give a true advantage over anyone player. It's like saying force run 3 to escape from dying is an exploit. It gives them (a jedi) an advantage over their pursuers
Madsapper wrote:
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
It would be like saying being able to equipt a weapon after you have surrendered that profession is an exploit. The venders are the weapons, they can still be used, but not as well... Just like when you do give up skills. Even when you surrender say commando, you can still use their weapons, just not as effectively. Thus is the same for how merchant works now, and it has been working fine for how long?
Everytime you train a skill that allows you to have, operative word=have, a vendor, you're vendor modifier goes up by 1. If you drop a skill that will lower your vendor modifier, you lose the ability to have one vendor. In the beginning, this was a bug. But people started hologrinding and placing vendors for xp. After they mastered merchant and dropped all the skills, they realized that the vendors were still operational. Players then sold/stored items on vendors that they no longer had the skill to use. This allowed them to train in other skills while still having vendors, effectively going around the skill point cap and the inventory cap.
A players use of a bug that gives an advantage over other players is relabeled an exploit.
Are you saying that players should be able to drop skill boxes but keep the skills that came with those boxes? If not, the above example makes no sense.
As for an advantage over other players, I see the ability to have more storage without using up lot space as an advantage.