Merchant Archive
Thread: Making Merchant the profession it should be
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GraySeven
Sat Oct 02, 2004 6:49 am
#1
One simple change (okay, maybe not so simple) is all that is needed to make Merchant the profession it ought to be...
Vendor permissions.
By being able to give permission to someone else to post items on a vendor a Merchant owns/runs, we would eliminate the constant whinning from people who lost their vendors, make Merchant a stand alone profession, and give customers the ability to find just what they need.
It wouldn't be that hard. Its already done, after a fashion, with the Bazaar. People who have permissions are able to post items for sale (with that number of items being set by the Merchant). They can only handle their own items and not interfere with others who have used the vendor. The Merchant can set a percentage fee that he receives from each sale (on an individual basis, not for everyone using that vendor). The Merchant will be able to give a number of permissions based on how high up the Management branch they are on a per vendor basis.
This simple solution to the Merchant problems would keep vendors full by allowing more than one person to sell items on a single vendor. A Resource vendor with 4 or 5 people posting items for sale on it will almost always have some stock...a loot vendor will always have some loot if you have permissions granted to a handful of gun-bunnies....
A change like this would put the spark back into the Merchant profession.
DingoBoi
Sun Oct 03, 2004 11:06 am
#3
chSoup wrote:
SWG need to drop merchant
and give crafter vendors
kiss mah lilly white merchant.... ( ).( )
Balkstar
Tue Oct 05, 2004 2:08 pm
#4
chSoup wrote:
SWG need to drop merchant
and give crafter vendors
Your post is purely off topic.
We should get rid of Armorsmith, Weaponsmith, and Droid Engineer. After all 3/4s of the stuff they can make is useless junk. Let us consolidate it into one profession, shall we?
DingoBoi
Tue Oct 05, 2004 6:46 pm
#5
Balkstar wrote:
I'd like to thank Dragonscout and P4Samwise for helping to end the Merchant Poach.
YOU GO BOYS!!
They have been my inspiration all along....I'd like to also thank the academy and all the fans..
you love me.. you really love me!
DragonScout
Thu Oct 07, 2004 11:56 am
#6
The merchant poach isn't over. lol. 
And like it has been said before.. removing armorsmith would hurt the majority of players in the game. Removing the merchant profession, but keeping vendors, wouldn't hurt anyone -- especially since 90% of the abilities that make a successful merchant are NOT profession related/granted.
And like it has been said before.. removing armorsmith would hurt the majority of players in the game. Removing the merchant profession, but keeping vendors, wouldn't hurt anyone -- especially since 90% of the abilities that make a successful merchant are NOT profession related/granted.
DocSavag
Thu Oct 07, 2004 1:13 pm
#7
DragonScout wrote:
The merchant poach isn't over. lol.
And like it has been said before.. removing armorsmith would hurt the majority of players in the game. Removing the merchant profession, but keeping vendors, wouldn't hurt anyone -- especially since 90% of the abilities that make a successful merchant are NOT profession related/granted.
Removing Armorsmith and giving all the armorcrafting to other professions does NOT hurt every other player in the game. It only hurts those who want to be armorsmiths.
DingoBoi
Thu Oct 07, 2004 2:01 pm
#8
I rebuke you Dragonscout.
The power of Dingo commands you...
The power of Dingo commands you...
The power of Dingo commands you...at 1.5 credits per real power unit 
MeciniaLua
Thu Oct 07, 2004 3:01 pm
#9
I like your idea gray.
However coding would be more problematic if multiple users where allowed to use the same vendor, though it could be done and not very difficult it might cause more strain.
However adding the ability to have one other person sell items on the vendor for a commission is something that we desparately need in this game.
DragonScout
Thu Oct 07, 2004 4:05 pm
#10
ah. but the problem with that is that you are then turning another profession INTO an armorsmith profession -- you aren't removing it.
Whereas if you removed the merchant profession and allowed everyone to use the utility of vendors, it wouldn't make anyone into a merchant. Mainly because the abilities that make a merchant successful are NOT hard coded in. What little is coded in is the vendor utility. And like I have said before.. I don't think that placing vendors makes a profession. Especially not when other professions and skill trees give a LOT more for a LOT less. Pilot for instance or the force sensitive skill boxes. But that is just me. I like to actually get something I can USE for my money/skillpoints. And stocking vendors doesn't count.
Whereas if you removed the merchant profession and allowed everyone to use the utility of vendors, it wouldn't make anyone into a merchant. Mainly because the abilities that make a merchant successful are NOT hard coded in. What little is coded in is the vendor utility. And like I have said before.. I don't think that placing vendors makes a profession. Especially not when other professions and skill trees give a LOT more for a LOT less. Pilot for instance or the force sensitive skill boxes. But that is just me. I like to actually get something I can USE for my money/skillpoints. And stocking vendors doesn't count.
DocSavag
Thu Oct 07, 2004 5:26 pm
#11
DragonScout wrote:
ah. but the problem with that is that you are then turning another profession INTO an armorsmith profession -- you aren't removing it.
Whereas if you removed the merchant profession and allowed everyone to use the utility of vendors, it wouldn't make anyone into a merchant. Mainly because the abilities that make a merchant successful are NOT hard coded in. What little is coded in is the vendor utility. And like I have said before.. I don't think that placing vendors makes a profession. Especially not when other professions and skill trees give a LOT more for a LOT less. Pilot for instance or the force sensitive skill boxes. But that is just me. I like to actually get something I can USE for my money/skillpoints. And stocking vendors doesn't count.
So don't take any merchant skills then.
Wait..you WANT the vendors though...but you want them to be free..thats not the same as them being worthless. Its a bad logical arguement and it always will be. I love all the ideas to expand the merchant skill set, but the arguement that its worthless..so give me the benefits for free is a bad one.
DingoBoi
Thu Oct 07, 2004 8:03 pm
#12
DragonScout wrote:
ah. but the problem with that is that you are then turning another profession INTO an armorsmith profession -- you aren't removing it.
removing merchant and giving everybody vendors = removing armorsmith and giving everybody armorcrafting skills.
or are you stupid?
ItemCreator
Fri Oct 08, 2004 12:29 pm
#13
DragonScout wrote:
...Removing the merchant profession, but keeping vendors, wouldn't hurt anyone -- especially since 90% of the abilities that make a successful merchant are NOT profession related/granted.
It would hurt me ![]()
I enjoy being a merchant so much both my characters have mastered it. I love having 12 vendors, 4000 item spaces, seeing my name on the overhead map, getting 20% off ALL my structures, andbeing able to treat my vendors as Barbie dolls no matter which Rymi I'm playing.
Take away those things and I will not be a happy bunnie.
Kel
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