Merchant Archive

Thread: May as well make merchant a prereq for all crafters or just get rid of it as a profession

Duckfat
Sat Aug 07, 2004 4:58 am
#1

I know the title is a bit radical here on the merchant boards but at least hear me out.


I think that SOE needs to include some sort of critical thinking requirements to the positions on their staff. I mean what the hell are they thinking? Not only will they make everyone who is not a merchant rely on merchants to sell their stuff on vendors but they are also severely limiting the amount of items a merchant can put on a vendor. That is like making a restaurant that only has valet parking and telling the lot attendant that he only has two stalls to use.


They may as well make merchant a prereq for all crafters since that is the only way they will get anything on a vendor. There is no way that you will be able to get anything on anyone elses vendor since they will need all the space to sell their own stuff. Its pretty rediculous that it now takes more skill points to be able to craft something and sell it than it takes to be a master BH.


I think they should just get rid of the merchant profession like they did the miner profession in beta. Shouldnt everyone be able to sell their wares without spending a rediculous amount of skill points. I mean it should be a skill that everyone has because it is a skill that everyone needs. Crafters need to sell their goods, hunters need to sell their loot, and gatherers need to sell their resources. Why do you need to spend so many skill points in order to do so? Sure you may need to learn how to do marketing and such and that may be a reason for mastering merchant but I am pretty sure anyone with even half a brain can set up a garage sale at their house and thus should be able to drop a vendor. So why does it require skills? And why on earth are there such small limits to how much you can sell?


The growing size of the database is a piss poor excuse. So you are going to ruin the game to save it? Get real and start fixing problems instead of just removing functionailty from the game to remove them. In fact I know of a place that you can start. You want a smaller database? Get rid of all the useless crap and drop items that people can use. Take the new loot kit pieces as an example. You know why there are so many useless pieces floating around the database? Because no one can find a damned adhesive. Drop the adhesive a little more often and a bunch of those bags of9 items sitting aroundinstantly become 1. There are many other things you can do to decrease the database but this solution you have come up with has got to be the worst.



Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
Yasha
Sat Aug 07, 2004 5:13 am
#2

/Agree

I think it should just be absorbed back into artisan myself, I am partial of course but if you really think about it, what really can't be? If you make something you should have some way to sell it, even if these limitations are raised to 10x's higher than what they are, you still won't be able to find a merchant to hire to sell your personal wares, as more than likely he will be trying to sell his/her own, and maybe a few close friend's. I think most of it should just be layered thru the business tree and perhaps at master get to use a barker and max out the vendor number. I know some nerf is going to come due to cost-cutting (75 items per lot anyone?..wasn't the cap supposed to be toasted a month into live?), but this just totally fubar's the crafters.



Yasha- Publish 9 Jedi Elder (EX)Light Jedi Force wielding master, borked but still f.u.n.
Arath'a Eagleeye Elder BH and (EX)Master Ranger/Rifleman
Censtian Trader Extrodinare

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Broom
Sat Aug 07, 2004 5:29 am
#3

/agree


I have been saying this for a while now. Merchant is not a fun profession to play (been there, done that, didn't like it). IMHO it is a total waste of skill points, especially for the casual player who wants to do both crafting AND some fighting / huntin / dungeon exploration / quests. Even power gamers like me, with multiple accounts, are having MAJOR problems with it. If it comes down to a choice between getting a new accountjust to get merchantand quitting the game entirely, my choice will be to cancel my 3 existing accounts and look for a NON-SOE game that is actually fun to play.


Linna



- R.I.P. SWG April 27, 2005
Duckfat
Sat Aug 07, 2004 5:34 am
#4

The biggest problem is the profession is passive. You dont actually do anything as a merchant but put stuff up on vendors. Once you have the stuff up on the vendor there is nothing else to do as a merchant. Well except maybe do the advertising thing which will give you maybe another 2 minutes of fun merchant excitement.



Duckfat - The Duck of Death

Rebel Colonel - I don't really lead, others just like to follow
Wookiee Businessman - Killing is my business, and business is good
Master Pistoleer/Smuggler/TKA - Just in case some dumb imp patrol wants to scan my shiznit.
Duckpond Vendors - Silver City, Naboo (-1963 -3564)
Bamboozle
Sat Aug 07, 2004 5:36 am
#5

/agree

Put all merchant skills in the artisan business tree.






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Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

AudioOrgana
Sat Aug 07, 2004 5:41 am
#6

Totally /agree.

The profession has never been up to snuff (and this is someone who has mastered it three times on three seperate characters), and if the only way they can fix it is by nerfing everyone else and making it a requirement just to sell my wares, then g'head. Just make it a pre-req for Master Crafter for cryin' out loud.

The only way I will be happy with this is if they put a high limit on individual vendors (700-1000) and simply limiting the amount of vendors you can have based on skill. I could deal with that, and Merchant would still be beneficial because you can have more vendors.

My current template is MDE/Master Artisan/Master Rifle with a few points left over that I can invest in Novice Merchant, but no more. I refuse to give up the few combat skills I have to experience the rest of the game with just so my MDE can function - it's bad enough that with the 1000's of MA parts I go through constantly I have to have MA, but this is bordering on ridiculous.

AO
Mikhail24
Sat Aug 07, 2004 5:55 am
#7

/agree


Merchant is pretty much a waste of skill points. Spread it out through Artisan and the elite crafting classes...example: a Master Weaponsmith and Master Droid Engineer both have the same merchant options as say a Master Armorsmith. Simple. Just dissolve the Merchant Profession and distribute the benefits in a logical way.



Mikhail - Master Swordsman / Master Doctor
Emeril - Master Mon Calamari Chef
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Hyacinth City, Corellia 4620 2120
SnowTigre
Sat Aug 07, 2004 6:02 am
#8






Duckfat wrote:

I know the title is a bit radical here on the merchant boards but at least hear me out.


I think that SOE needs to include some sort of critical thinking requirements to the positions on their staff. I mean what the hell are they thinking? Not only will they make everyone who is not a merchant rely on merchants to sell their stuff on vendors but they are also severely limiting the amount of items a merchant can put on a vendor. That is like making a restaurant that only has valet parking and telling the lot attendant that he only has two stalls to use.


They may as well make merchant a prereq for all crafters since that is the only way they will get anything on a vendor. There is no way that you will be able to get anything on anyone elses vendor since they will need all the space to sell their own stuff. Its pretty rediculous that it now takes more skill points to be able to craft something and sell it than it takes to be a master BH.


I think they should just get rid of the merchant profession like they did the miner profession in beta. Shouldnt everyone be able to sell their wares without spending a rediculous amount of skill points. I mean it should be a skill that everyone has because it is a skill that everyone needs. Crafters need to sell their goods, hunters need to sell their loot, and gatherers need to sell their resources. Why do you need to spend so many skill points in order to do so? Sure you may need to learn how to do marketing and such and that may be a reason for mastering merchant but I am pretty sure anyone with even half a brain can set up a garage sale at their house and thus should be able to drop a vendor. So why does it require skills? And why on earth are there such small limits to how much you can sell?


The growing size of the database is a piss poor excuse. So you are going to ruin the game to save it? Get real and start fixing problems instead of just removing functionailty from the game to remove them. In fact I know of a place that you can start. You want a smaller database? Get rid of all the useless crap and drop items that people can use. Take the new loot kit pieces as an example. You know why there are so many useless pieces floating around the database? Because no one can find a damned adhesive. Drop the adhesive a little more often and a bunch of those bags of9 items sitting aroundinstantly become 1. There are many other things you can do to decrease the database but this solution you have come up with has got to be the worst.





This Is so true How hard is to to just go arround a set up a few sign's saying "Garage Sale" Sunday 23rd Starting 8am til all is Sold..


Guy's I really think that you have lost the Plot here.. Where did this thinking Come From..


If the Stuff is not on the vender then where is it going to Go,, Ok Joe can You Please make me 8 factory's I need to Store all my Stuff..


Oh I need some Money..


"Selling 400k of Hasi Intrusive Ore 20cpu PST MR SMITH.."


And this does not need to set up as a macro either Guy's you will do it in person.. If you don't Believe me it will happen.. I pity anyone who does not have merchant Skill's.. You Are Slowly Killing the Game..


By the way once you have learnt a Skill in real Life do you ever Lose the knowledge you have gained..


Oh Sorry Guy's I have forgotten how to read because I no longer have the knowledge..


Dev's are you guys real.. Think about it.. If this Goes Thru I will be droping about 10 factory's to Store all of my Stuff and I just wondering how your data base will deal With this Little Hickup.. Look at this Lovely field, it is full of factory's..


Oh By the Way what about the MAster Crafter with out merchant Skiils..


Why not Give Master Crafter's the Ability of droping a Vender so they can sell their Item's on that vender.. Give the Vender an item Limit of 500 item's and anything that is used by that profession can be sold on that vender.. Once they Drop that Skill all together they can not put any stuff on that vender.. Make the Stuff for sale on the vender specific to the crafted gear that the Profession make's.. Ie Master Doctor can sell all doctor related stuff and all resources used by that Profession Give Player's the Choice of either Buying 1 item or 300 item's.. This way the Doctor just has to Load up the vender with Bulk crates of item's and not have to Put up multiple Item's.. Have you ever gone into a bulk warehouse and said I will buy 3 of X and 20of y and your total Cost is..? Well Can you inplement this type of system..


Give a vender to People who have Survey 4 the right to have a vender that only has the ability of selling resources.. Item Limit 1000..[ the reason for the higher limit is the number of resources a resources seller will have for sale and the option to sell smaller Lot's or INCREASE the Size of the Resource Block's on the vender and Give the Buyer's the chance to Pick how much they want to Buy..{ you have 1,000,000 unit's of ore on your vender at 3cpu..}] If this was the case then would not this help in the offsetting of the data base problem's..



Guy's If thsi Goes ahead you have just screwed the game for everyone..


By the Way I have put in a order for 20 factory's now where do I drop them..


SnowTigre..







- - - - - - SnowTigre - - - - - -

Master Smuggler..
Master Tera Kasi ..
Gryshnak
Sat Aug 07, 2004 9:37 am
#9

Thisis agreat idea.


There is no skill in placing a vendor. And seriously, how many peoplewant to playa merchant as thier primary profession. Waiting to become master merchant was the slowest most boring time I had in this game. Just disolve the merchant profession and makevendors an option for anyone.


Make them a craftable item and allow anyone to buy and place one. As you go up inskill in you'reelite profession (not just crafting),allow the option to place more vendors. Sure, you can put a cap on how many items are placed on one, but don't restrict crafters from selling thier items.


I'm a doctor for one reason, to sell medical supplies. Crafters create itemsto sell their wares. SomeScouts/Rangerschose that skill to sell resources.Afighter may hunt for looted items. Don't just restrict vendors to crafters. Anyone should be able touse a vendor to sell anything they want.


What being a merchant does now

1) Vendor barking - Does anyone really read them? More annoying than anythingbecause it just fills up your spacial. And from what I recall, all vendors bark at the same time. I don't think I've ever read one before. Get rid of it....and save space. Isn't that the whole idea of this?

2) Reduced Bazaar/Maintenance fees - You save a few credits. Big deal. I drop 50k on a vendor at one time and really have no problem paying 20 credits or whatever to place an item on the Bazaar. That amount in meaningless. Have you read the trade forums lately? I see items being sold for 10 million credits.

3) Hiring - This is cosmetic. I don'trestrict who I buy from depending on what their vendor looks like.

4) Number of Vendors - Really the only reason to be a Merchant






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TsiCo Ware Vendors: Now located near the shuttle in the Valley of Darkness, Dantooine (-5420, -670)


VarnaxDespin
Sat Aug 07, 2004 9:41 am
#10

/agree


one of hte best post I have read recently


5stars my friend.



Varnax Despin
Cloudgatherer
Sat Aug 07, 2004 10:17 am
#11


Duckfat wrote:
I think that SOE needs to include some sort of critical thinking requirements to the positions on their staff. I mean what the hell are they thinking?

/agree

Message Edited by Cloudgatherer on 08-07-2004 12:10 PM




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p4Samwise
Sat Aug 07, 2004 10:23 am
#12

I was opposed to "re-absorbing" Merchant into Artisan before, since it seemed like it had potential for viability as a stand-alone interdependent profession, but that's shot to hell with these limits. Screw it. Push it into Artisan, abandon the notion that Merchant is its own profession. It was a farce before with the lack of resale tools, it's an even bigger one now with these caps.



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TurboSith
Sat Aug 07, 2004 11:16 am
#13

i like someone else's idea i saw in another thread or this thread.. theres so many threads about it lol...


if the caps are relaly this low.. or even something slightly higher... the best thing is to absorb it into artisan and maybe give a 400 item bonus per every master crafting proffession you have...


so a amster artisan would have a 600 item cap... but a master artisan/architect/de would have 1400 item cap.. etc...



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