Merchant Archive

Thread: Make Merchant real or roll into elite crafting profs

Nodo_Wavinglight
Fri Aug 19, 2005 5:12 am
#1


Ok I am sure to get flamed over this but here it goes.


There are hundreds of posts here on how to make Merchant a viable profession and yet we see nothing. I would like to see merchant removed and the skills acquired added to the 4 trees of each of the Elite crafting professions, OR make them part of Artisan. Doing so would make sense as what true crafter does not also have to have merchant. I could understand if they would make it so that a merchant can consign or sell things for others, but as the profession stands now it is really a requirement to be a crafter. Sure I could be a DE and not have merchant, but how can you sell enough to support anything without it. Considering there is no advantage to mastering rolling our merchant skills into either artisan (which would help that profession) or the elite classes, makes perfect sense.


There are several threads with awesome ideas for making merchant an fun and rewarding profession, but as I see what the CU has done to we crafters, I am not counting on it


Just my 2 cents.



Nodo Wavinglight
Medic
City Planner

Planet - Naboo
City - New Freedom
Kur
Fri Aug 19, 2005 6:41 am
#2

Nodo,



I don't know what the the solution is. But any change, any positive change would be helpful. As a Master Merchant I feel that I am forced to have this profession just to do business. Its not a bad prof mind you, its just besides being able to place a tent or have more vendors what is the perk? Master Merchants should be givin business priority of any type. When you master a profession you dedicate yourself to that profession. There should be perks. If there is one thing I've noticed all Masters are getting seriously beat up. Master means nothing anymore. Just the badge. I would like to see something that puts me apart from a 4-0-0-0 merchant or a 3-3-3-3 merchant. Why did i master? I don't need 50 vendors. I sell a lot but cripes come on...Give me someone that will really help my business. How about for example when i need to list 50 Items at once i don't have to select1 at a time. Give us something


No...Nodo you shouldn't be flamed...its an idea...and ideas are good, hopefully they will be listened too



Kur'Durr-Elder Master Riffleman-Elder Master CH(FOREVER)-Master Rebel Pilot-Killing and Looting since thats all "we" wanted from SWG.
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GARonin
Fri Aug 19, 2005 9:34 am
#3






Nodo_Wavinglight wrote:


Ok I am sure to get flamed over this but here it goes.


There are hundreds of posts here on how to make Merchant a viable profession and yet we see nothing. I would like to see merchant removed and the skills acquired added to the 4 trees of each of the Elite crafting professions, OR make them part of Artisan. Doing so would make sense as what true crafter does not also have to have merchant. I could understand if they would make it so that a merchant can consign or sell things for others, but as the profession stands now it is really a requirement to be a crafter. Sure I could be a DE and not have merchant, but how can you sell enough to support anything without it. Considering there is no advantage to mastering rolling our merchant skills into either artisan (which would help that profession) or the elite classes, makes perfect sense.


There are several threads with awesome ideas for making merchant an fun and rewarding profession, but as I see what the CU has done to we crafters, I am not counting on it


Just my 2 cents.





In your suggestion, you may want to consider those of use that are just Master Merchants, not just those with crafting profs



Krenn'Sa Alvaak
Alvaak Bounties, Inc
Elder Bounty Hunter/Carbineer/Armorsmith
[Crafter of First Full RIS Armor suit on Chilastra on 07.04.04]
Founder of the Emperor's Hammer (EH)
Mayor of Sanctum Malleus, Talus
Ani_cul
Fri Aug 19, 2005 9:42 am
#4

I will never support an idea which stems merchant directly from crafting


every combat class no matter their level should have rights to merchant the same as any crafters does


and no master crafter should 'get more' then a novice one


Either sink points into Merchant or do not, it is your choice, and should be open to everyone to do the same.





stop looking at me
DawnTreader777
Fri Aug 19, 2005 2:54 pm
#5

but the point is that Master merchant means nothing right now. we need something to make merchant worth mastering. and IMHO that means making every other player come to the merchant for selling things. cap the bazaar at 2000 credits to everyone but merchants. make it possible to consign item on vendors, or better yet give merchants the ability to make vendors take a percentage of a sale that someone places on thier vendor, or add a markup. so if george puts up an item on my vendor as a consignment sale i can either charge george 20 credits for the service, take a percentage of the amount of his sale, 3000 credits at 10% is 300 credits i get, or i add 10% to his selling price on my vendor to get a total sale of 3300 credits, 3000 goes to george and 300 goes to me.


this makes merchants useful to others. if i was the dev making the decisions i would get rid of the bazaars altogether or make merchants the only ones with the skill to use them. this makes the profession more viable as something interactive and fun. IMHO.


here is hoping something changes...




Understanding is a three edged sword, your side, thier side and the TRUTH
- Captain John Sheridan, Babylon 5

So much for a Smuggler revamp, maybe they should just rename us, it would take less time and be easy to do.
"Useless" would be my first choice as a name suggestion.


of course at this point there is no reason to revamp anything. SOE should just shut the game off.

PaladinX333
Sat Aug 20, 2005 11:03 am
#6






DawnTreader777 wrote:

but the point is that Master merchant means nothing right now. we need something to make merchant worth mastering. and IMHO that means making every other player come to the merchant for selling things. cap the bazaar at 2000 credits to everyone but merchants. make it possible to consign item on vendors, or better yet give merchants the ability to make vendors take a percentage of a sale that someone places on thier vendor, or add a markup. so if george puts up an item on my vendor as a consignment sale i can either charge george 20 credits for the service, take a percentage of the amount of his sale, 3000 credits at 10% is 300 credits i get, or i add 10% to his selling price on my vendor to get a total sale of 3300 credits, 3000 goes to george and 300 goes to me.


this makes merchants useful to others. if i was the dev making the decisions i would get rid of the bazaars altogether or make merchants the only ones with the skill to use them. this makes the profession more viable as something interactive and fun. IMHO.


here is hoping something changes...






I would scream bloody murder if they nerfed the bazaar. Half my income is from the bazaar and the other half is from my vendors. I also get some good deals on loot from the bazaar (like 8 +15 geo agents for 20K).


Without the bazaar to advertise my business I would be forced to spam at the starport. I don't think anyone here wants to see more of that.


Papa_Nodo
Sun Aug 21, 2005 5:45 am
#7

Ani,


You are missing the point here. What good is a merchant without a supplier, and in the same aspect what good is a crafter without the ability to sellwhat we make. I just want them todo SOMETHING with the merchant profession so that as crafters we do not HAVE to have merchant. Face it, if you are a crafter, you also have merchant.


I would like to be able to go to our guild merchant and have them sell my items for me. The way this works now is just NOT working, as how can I expect someone to first BUY all my listed items and then SELL them, hoping they sell.


I would actually like to see the merchant tree moved into Artisan as I stated before, so yes EVERYONE would still have this ability and it would bring life back into the Artisan Profession, which is now only mastered if you want to make bikes, or should I say SWOOPS






Papa Smurf
Mayor - New Freedom
Server: Lowca
Planet: Naboo
DawnTreader777
Sun Aug 21, 2005 8:45 am
#8






PaladinX333 wrote:


I would scream bloody murder if they nerfed the bazaar. Half my income is from the bazaar and the other half is from my vendors. I also get some good deals on loot from the bazaar (like 8 +15 geo agents for 20K).


Without the bazaar to advertise my business I would be forced to spam at the starport. I don't think anyone here wants to see more of that.








Are you a merchant? your post doesnt make it clear. you can have vendors as an artisan, so i am unsure if you understand how it is with having mastered merchant and see little returns for it. or are you an artisan who does business because you have a few vendors and use the bazaar?


and if you are the latter, you prove my point. if you are an artisan who can sell all your goods because of the bazaar you are part of the problem as i see it. please dont take it personal, i am not attacking you in particular, i am commenting on the way that the game is designed. you are just the proof of what i have said, if you are not a merchant.


it would be my wish that you would have to go to a merchant to be able to get higher priced sales, and other services that onlya merchant can do. i am not saying i want every artisan or crafter to have to take the profession. i am saying they should be working with those who have the profession to enable the supply chain.


IRL we all wish that we could do away with the middle man right? well i am against that in the game. merchants should be the profession between artisans and the end customer. it makes them usefull and gives the profession something to do.



Understanding is a three edged sword, your side, thier side and the TRUTH
- Captain John Sheridan, Babylon 5

So much for a Smuggler revamp, maybe they should just rename us, it would take less time and be easy to do.
"Useless" would be my first choice as a name suggestion.


of course at this point there is no reason to revamp anything. SOE should just shut the game off.

ArclightX
Wed Aug 24, 2005 4:46 am
#9

I completely support the idea behindNodo's post, but just not the particular method of achieving it. As I stated in an ealier post that got yanked (/cheer virrago) if merchant sp's went the way of ID and was lowered by 16, you could have artisan, your 2 crafting profs, and still be left with just enough sp's to finish merchant. Problem solved.


Suggesting that there are combatprofessions out therewho incorporate merchant into their templates illustrates that some ppl are out of touch with the post-cu changes. Simply put, this doesn't happen.


Unless you are a seller of loot or a seller of resources, then merchant is tied to the crafting professions, unless you consider lowering the maintenance costs on structures some kind of "master skill" that allows merchant to stand on its own. Personally I don't.


Simply put, in the vast majority of cases, merchant exists to facilitate the selling of crafted goods to the public, opening it up by a lowered sp cost or using nodo's suggestion will allow the greatest number of ppl who are legitimately making use of merchant to use it to it's fullest potential, however limited that may be atm.


Simply saying, "nope, merchant is everybit as much auniquely independantprofession as an armorsmith, or tailor or shipwright", etc.. etc.. is either being naive or being in denial, again unless you consider maintenance reduction skills or the ability to drop a merchant tent as a kind of defining endgame move for merchants.


Many crafters would love to see nodo's suggestion take flight in whatever form that it may be acheived




Girls with Guns
Ahazians Love the NGE You can Too
Andymantium
Wed Aug 24, 2005 8:52 am
#10

No.


Merchant as a class needs improvement. We need a new UI, new interfaces, andbetter transaction mechanisms. Such things would be a big step in making the merchant profession "valuable" relative to its current state. I'd rather they do this instead of marginalizing it further, by rolling it into crafting profs.


You also don't need master merchant, you know. Drop a few skill boxes if you need the points. Master armorsmith, weaponsmith, merchant for me. If I dropped a few boxes, I could get master artisan too.


Granted, the profession is not as useful as it could be right now. Unfortunately, that's the way it is. Until they get around to working on it, we just have to live with it. Pick and choose, you can't have everything.



K

ArclightX
Wed Aug 24, 2005 1:05 pm
#11






Andymantium wrote:


Merchant as a class needs improvement. We need a new UI, new interfaces, andbetter transaction mechanisms. Such things would be a big step in making the merchant profession "valuable" relative to its current state. I'd rather they do this instead of marginalizing it further, by rolling it into crafting profs.



Ok, so this is all good and fine, but seriously how long have we been waiting for this? I count 2ish years, how about you.. You don't have to subscribe to my logic but there comes a time when the whole pie in the ski idea loses it's lustre. Would I love to see Merchant turned into some sort of glorious trading/galactic stock broker/galaxy commodity and hedge fund trader/pure credit management style professionwith soo much content that we're the envy of all the crafting professions combined? Sure!! I mean how cool would that be if Merchant was annalogous to some kind of modern day/futuristic high stakes wall street trader!


However I think most ppl know as well as I do that this is not going to happen. I'm mean I'm a patient person, but seriously it's been over 2yrs and we're not the only ones, have a look at the ranger forums amongst others and you'll see what I mean but I suspect you already know this.


Perhaps completely rolling merch into the crafting profs isn't the way to go, (hence my suggestion of lowered sps), but being able to use the full functionality (however limited that may be atm) of merchant by current crafters would at least let those who do use merch to use it fully.





Andymantium wrote:


You also don't need master merchant, you know. Drop a few skill boxes if you need the points. Master armorsmith, weaponsmith, merchant for me. If I dropped a few boxes, I could get master artisan too.




Yep, so this is a fair enough statement which actually reflects the point I was trying to make in an earlier thread. Currently using your example, (as, ws, art, merch), you'd most likely be looking at either being a 4304 merhant or a 3404 merch depending on what skills you wanted. And you're right, this may be more than enough merchant to satisfy your needs and everyone walks away happy. However, given a choice it would be nice to fill out the merchant trees and just enjoy the full robustness (again however limited that may be atm) of merchant and be done with it.


Some ppl may think that sounds greedy like a jedi wanting to be a master of all 5 skill groups, but again, I see merchant as a necessary component of the various crafting trades.





Andymantium wrote:


Granted, the profession is not as useful as it could be right now. Unfortunately, that's the way it is. Until they get around to working on it, we just have to live with it. Pick and choose, you can't have everything.




And this brings us back to the original point that I made which I won't repeat. How long is long enough "until they get around to working on it"?



Girls with Guns
Ahazians Love the NGE You can Too
Andymantium
Wed Aug 24, 2005 1:29 pm
#12

It's taken them two years to do...well, you all know what they have or haven't done to merchant since launch. If we actually got them to work on us for a change, I want it to be worthwhile. That is why I'm willing to wait for it. Though, I do admit that most of my waiting is done while in the Warcraft universe


Seriously though, most of us who have been around since launch have been yelling and screamingabout various things forever, probably to the point where they just ignore us now. Not that I'm on their side, but they'll get around to it when they get around to it. No amount of lobbying or pressure from us will change anything.





K

DawnTreader777
Wed Aug 24, 2005 2:32 pm
#13

i am really sorry if i offend, but i didnt become a master merchant and master smuggler for no reason at all. i wanted to do those 2 things and those 2 things exclusively. if my merchant profession was rolled into an artisan one then i would end up with a profession that was totally unlike the ones i have now. i dont want to be the one making things. i want those people to depend on me to get thier sales made. not all. just some. after all i wouldnt be the only merchant around and besides i might only be into selling clothes. who would the crafters get to sell thier armour? another merchant.


but right now the economy is not tiered to create a demand for merchants. think of it this way. remember the diagram for the combat upgrade? (cant believe i am using this as the example. ) that diagram was a way of "seeing" the way the professions were going to benifiet each other. imagine customers in the middle, with merchants on one side surrounding the customer circle in the middle, and the bazaar the other side, and all thecrafting professions around them in an outer circle.





Understanding is a three edged sword, your side, thier side and the TRUTH
- Captain John Sheridan, Babylon 5

So much for a Smuggler revamp, maybe they should just rename us, it would take less time and be easy to do.
"Useless" would be my first choice as a name suggestion.


of course at this point there is no reason to revamp anything. SOE should just shut the game off.

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