Merchant Archive
Thread: Why every Merchant poacher cry baby should be quiet....
Message Edited by DragonScout on 05-24-2004 10:30 PM
I agree that the flaming and insults should stop. There is no point to them, they don't further either debate or understanding. If you feel a post is a flame or personally insulting there is an option in the post options drop down to report the post. Use that and provide a brief description of why you think the post is inappropriate and the moderators will get that message. They don't always agree that something crosses the line but they do take action where it is necessary and they also warn players who are consistantly letting their anger get the best of them.
This debate like all others would be better served by less emotion.
nathan118 wrote:I'd like us to focus on two of the merchant trees. HIRING and MANAGEMENT.These two tree produce two very important skill mods: HIRING and VENDORS.Let's look at the description given for these trees on the in-game skill tree.For the hiring tree: "...the merchant gains the ability to PLACE more interesting types of vendors..."For the management tree: "...grants the merchant the ability to PLACE an additional vendor..."Nowhere do any of these skill mods give a person the ability to RUN a vendor. Why should someone who drops their merchant skills lose the ability to use one? They have lost all the abilities they had, which concerned PLACING the vendors. I see no exploit/bug. **edit** all you want about the system, but don't resort to personal attacks. Bring it on.Sixpack
/equip VulcanEars
Logic would suggest, does it not, that by placing a vendor you aquire the use of the vendor. Therefore your argument that placement (Vulcan pause) does not directly relate to use, is flawed.
Now instead of insulting the Anti-Poachers, why dont you take your brilliant idea to the concept board or the Dev board, cause we're really over this.
So, I thought I would just hijack this thread and spout about how I love this profession and how it is probably one of the most usefull professions I have ever taken up, because negativity really does put a downer on an otherwise terrible day.. Good to see the login server is back up, pity about radiant, anyway..
I'm the Mayor of a little Village on Talus, we are a close community of active players who are developing over time, knowing our limitations and attempting to overcome the many hurdles on the way to a metropolis.
I first started my life as an artisan, a brawler and medic. This seemed at the time to be the best way forward because I could keep those evil rasps at bay and craft my way toward architect and gaining novice politician by training other crafters in the area.. Our guildleader was capable in combat and as more people started to place houses in the area and contribute with harvestors, donations and just general conversation (a must) it was apparent to me that combat wasn't really my thing, and I never usually left the area we had chosen for the city hall. Talking to the people and helping them with their issues seemed to be the main reason for being a politician, for me at least, and I enjoyed (and still do) spending my game time assisting people and getting them set up in our Village. As time went by, and crafting became a lust more than a labour, I aquired a vendor and from there managed to gain my novice merchant skill. This caused me to examine the merchant skills and see how they could benefit us as a whole, at this point we placed a PA hall after our guild leader manage to aquire one from an architect friend of his..
The first thing that caught my eye about the merchant profession was efficiency, reductions in costs all over the place and given my lack of combat skills and relatively small income this was something I made my goal to attain. The next was planetary advertising, we werent even an outpost at this point and city registration on the planetary map was a long way off, this was something which I couldn't ignore either simply because of publicity and I get a cost reduction further up the tree! Placing more vendors wasn't something which I was keen on, but as the xp rule here is 'the more the merrier' I decided to invest in a few more vendors before looking at reduced costs and publicity due to time constraints.
We did see a couple of random customers after placing the first few vendors in the PA hall, but mainly because we allowed any of our crafters access to the PA hall for their vendors it became the focal point for the soon to be outpost. With everyone frequenting a common area communication between the citizens was no longer a passing 'hello, hows things?', people started to hang around there and use it as a temporary cantina while they checked out the vendors and placed any items for sale that they had looted, you could say it made the PA hall more of a PA hall.. We didn't sell much, but to see vendors in there from a few people gave a sense of progression and stability.
When I actually gained enough skill for cost reductions on vendors, it was a blessing.. The real bonus came with the structure cost reduction.. I mentioned harvestors, I don't think I need to go into why I enjoyed hitting the top of that box, but I will say the other people in our organisation who had merchant took the same path when they saw the benefits. Planetary advertising came around the same time as us placing merchant tents and I have already seen an increase in sales, granted at this time we dont sell much but we are digging in for the long haul, this is also currently the only way to see our village on the map. The merchant tents give the Village a sense of being a real village, we gained mission terminals recently and hopefully the tents around the terminals, when stocked up, will be used to buy meds, weapons, armour, droids, vehicles, foods and spices for our citizens and any passing people who feel the need..
To cut a long story short, if we hadn't made the investment of skill points into this profession I truly believe our community wouldn't be where we are today.
nathan118 wrote:
I'd like us to focus on two of the merchant trees. HIRING and MANAGEMENT.
These two tree produce two very important skill mods: HIRING and VENDORS.
Let's look at the description given for these trees on the in-game skill tree.
For the hiring tree: "...the merchant gains the ability to PLACE more interesting types of vendors..."
For the management tree: "...grants the merchant the ability to PLACE an additional vendor..."
Nowhere do any of these skill mods give a person the ability to RUN a vendor. Why should someone who drops their merchant skills lose the ability to use one? They have lost all the abilities they had, which concerned PLACING the vendors. I see no exploit/bug. **edit** all you want about the system, but don't resort to personal attacks. Bring it on.
Sixpack
Good job. Your asking for no personal attacks, while at the same time you have already called me a "Cry Baby" in your title. You sir,are a hypocrite.
Rules lawyer-ing will get you no-where. The developers have already stated thatretaining theTOOLS of a profession withoutan investment in skill points is not intended. Say goodbye to your vendors. They are going away.
Message Edited by rexan on 05-25-2004 10:08 AM
nathan118 wrote:
So please, any good arguments against what I'm saying? Why should a person lose everything on their vendor like some suggest?
Why shouldn't they? I know that if I drop Master Doctor I lose the ability to do better buffs. If I drop MTK I lose the ability to kick @$$. If I drop Novice Medic I lose the ability to heal....even if I have stim packs. If I drop Scout I lose the ability to harvest, set camp, forage. If I drop Artisan I lose the ability to craft anything.
People say "well yeah, but you can still use schematics"....and the point is...what??? Your still not crafting, your using a schematic which your factory uses. Vendors are FOREVER....resources/schematic go away with time.So could you explain to me just one more time why if you drop the ability to HOST a vendor you should still be able to KEEP the vendor?
The point of the matter is that you are HOSTING a vendor...your not "placing" one. Without merchant skills you would be unable to HOST are vendor to begin with...so why exactly should you keep it even after you drop the skills. Think about what your saying before running your mouth.
Songe wrote:
Hmm the devs told us that players were not intended to keep their vendors after dropping the skills, what else do you want? No need to play with words really.
Please read the title of this thread:
nathan118 wrote:
Note Rexan, I never called YOU a cry baby. Unless you point me to a thread where you cried and whined about people dropping merchant skills, then no, I don't think you're a cry baby.