Merchant Archive
Thread: 10 issues
Address these issues...
1. How is this 'Fix' going to actually improve the play-ability of the Merchant Class.
2. Stopping increase in people from Spamming Starports, where they will try and sell their wears directly. (And you thought it was bad before). Frankly people will find ways not to use a Merchant if they are forced to. And we thought the lag was bad before.
3. You can shoot a Gun without Marksman Skills. You can drop a City hall, become mayor, drop Politican and retain your city hall, and mayorship. So why not a Merchant Vendor. Your still losing your neat 'merchant' abilities (ad barking, planetary maps, etc...) (I aggree that losing the skill you should lose the ability to ad bark, or use the planetary map, but not the vendor.) City Hall is a Tool just the same as a Vendor.
4. If they do remove/disable vendors, what happens to the stuff on the vendors. 500+ items in the stock room. Stock room only lasts for a week, and you only have 150 inventory in a house, 100 on your person with a backpack, 100 in the bank. So where does the rest go??? (Disabling the vendor will have the stuff go from the vendor to the stock room in 30 days, and then you have the same problem). Allowing the vendors to sell the items, gives you the same problem as before that people will take up Merchant, stock a vendor, drop it, and wait for the vendor to empty.
5. The Bazaar only allows 25 items, and max cost that isn't high enough for effective selling of items like houses, or vehicles, or other high end items.
6. The Merchant class will not be 'fun'. It will consist of restocking vendors. How will you keep people in the profession, expecially in the numbers that will be needed to support the current economy. (Try being a Politican some day, and see how much 'fun' the admin side of things is. Personally I love it, but most do not, and why there are so few Politicans.)
7. Your forcing players to become Merchants. You want to talk about 'no fun'. How are you going to handle the backlash that will be caused from people being forced to be merchant or deal with merchants when they won't want to. (Personally I see images of Boycott Merchants in my mind). And with the amount of backlash happening already from the majority of the players, how are you going to handle things when/if they get reversed. (Which is likely to happen).
8. What in-game Money Sink will there be to replace the Vendor Money Sink that vendors currently supply.
(3 houses 8 vendors each = 24 Vendors drawing money. My city will reduce to maybe 6 vendors ran by one merchant. That's a loss of a lot of money sink money from the economy.)
9. The game is suppose to be a player run economy. Merchants are going to be allowed monopolys on high end goods, and low end artisans won't be able to do anything but flood the bazaars with their stuff. How is this change going to actually help the economy?
10. TEF. Did you even think about TEF. Tailors are going to have a nightmare. They need to be inside a building to use a crafting station. Handing something to another player to try on, to match colors, etc...is going to be a nightmare with the person getting TEF, or the Tailor getting TEF and kicked out of the house. Vendors were nice ways to pass items to customers without getting booted from the house. (Again your change is affecting other professions, and forcing professions to use Merchant.)
However the biggest issue is, How will the change make the class more Play-able vs being a pain to everyone else.
Second, is the damage that will be done to an economy that already works good, just because of one class (with very few people in it), when the class already works fine. You get skills that you can only use as a Merchant, and like other classes there are lasting benifits after you drop it. (Dropping Medic, doesn't make all the stim packs you created not work.)
Anneke Rose (Mayor of Sanctuary, Master Tailor, Former Master Merchant, and Master Architect)
EmperoressPalpatine.
How many vendors do you currently operate?
What are your current merchant/business skills
Just so you are fair I'll give mine too:
Master Merchant
6 Vendors
Does it matter how many vendors I have? Lets say I have only 1.
On my server I'm the number one seller of crates of Factory Sythicloth, and Reinforced Fiberplast Panels, etc... I sell atleast 50 items a day.
I'm in a store with one of the top Master Weaponsmiths on the server, he sells atleast 50 weapons or powerups a day.
We also have Medical Buffs, and other items another 50 items a day ATLEAST there.
Your saying there is going to be a merchant that is going to want to restock a vendor for us everyday hundreds of items. Not to mention the double amount of work that will be put in, by having the crafter have to offer the items, and then for them to be listed, and the whole turn around for that. And what if the merchant doesn't want to sell our wares. Then we have to spend more time collecting stuff they don't want to sell and finding someone who will want to sell our stuff.
It's going to be bad enough with having to restock vendors with a limit of 150 items per vendor.
Your in for a world of hurt, and you guys don't even care. Your profession isn't fun or playable now and your just wanting to make it worse.
Anneke Rose
EmperoressPalpatine wrote:
Your in for a world of hurt, and you guys don't even care. Your profession isn't fun or playable now and your just wanting to make it worse.
Anneke Rose
Translation:
I'm mad because I won't be able to sell stuff without devoting skill points towards Merchant. I should be able to continue using this oversight by the Devs because it will force me to adjust my game play.
End Translation.
I know of several excellent merchants on my server who dogreat business re-selling merchandise. I'd bet your server does too, if you'd only look for them. To try and argue that you should somehow be able to use the main benefit of being a merchant without retaining the skill points is laughable. It's also been beaten to death on these boards. The Devs are going to change it, they've said as much, so I'd suggest you start working on a transition plan.
EmperoressPalpatine wrote:
Does it matter how many vendors I have? Lets say I have only 1.
On my server I'm the number one seller of crates of Factory Sythicloth, and Reinforced Fiberplast Panels, etc... I sell atleast 50 items a day.
I'm in a store with one of the top Master Weaponsmiths on the server, he sells atleast 50 weapons or powerups a day.
We also have Medical Buffs, and other items another 50 items a day ATLEAST there.
Your saying there is going to be a merchant that is going to want to restock a vendor for us everyday hundreds of items. Not to mention the double amount of work that will be put in, by having the crafter have to offer the items, and then for them to be listed, and the whole turn around for that. And what if the merchant doesn't want to sell our wares. Then we have to spend more time collecting stuff they don't want to sell and finding someone who will want to sell our stuff.
It's going to be bad enough with having to restock vendors with a limit of 150 items per vendor.
Your in for a world of hurt, and you guys don't even care. Your profession isn't fun or playable now and your just wanting to make it worse.
Anneke Rose
Well you are wrong we do care about that which is why there are a half dozen or more suggestions for making restocking and business relationships better.
I made a fortune as a reseller for a master weaponsmith..one of the most well known and busiest on the server. It was a pain. I wanted to quit every night for a month..I didn't though and she and I eventually worked it out so that it was beneficial to both of us.
I want the tools to be upgraded and I want the relationships to be easier to form. But you are asking to keep vendors that you don't have the skills for because it is more convienient for you. You had to get merchant skills to get the vendors why wouldn't you have to keep them to keep being a merchant? If you only have one vendor now you can do that with busines III and you won't have an issue. So can each artisan who wants to sell their own merchandise.But if you want multiple vendors and ad barking and the global map and NPC vendors..merchant is required.
EmperoressPalpatine wrote:
Your in for a world of hurt, and you guys don't even care. Your profession isn't fun or playable now and your just wanting to make it worse.
Anneke Rose
Then let us, and go play something that YOU enjoy. What's so hard about not keeping vendors after you no longer have the skill points that gave it to you, sheesh!
EmperoressPalpatine wrote:
Does it matter how many vendors I have? Lets say I have only 1.
On my server I'm the number one seller of crates of Factory Sythicloth, and Reinforced Fiberplast Panels, etc... I sell atleast 50 items a day.
I'm in a store with one of the top Master Weaponsmiths on the server, he sells atleast 50 weapons or powerups a day.
We also have Medical Buffs, and other items another 50 items a day ATLEAST there.
150 items in 1 day!?!? Sorry, I'm not gonna take the bait anymore with your trolling. I'm off to play the game now and restock the 300+ items I sold since last night in just 1 of my 6 vendors. Night night...
Here is a question. Why implement a change like this that will piss off the majority of the crafter on the server, to the point that they will actually quit the game and cause SOE to lose even more money then it is.
The class works fine as it is. People state how they can do so much still with the skill, that disabling a vendor is rediculous.
I'm a crafter, I don't want to be forced to be a merchant just tomove what I make. IF the changes to improve how Merchants can list things and sell things were in the game first, this wouldn't be an issue, but your wanting to destroy the economy for a pointless reason.
I'm a Tailor, I can make 25+ items in only a few minutes (not to mention Factory Runs). I then have to wait for the merchant to accept those items before I can offer items to ANY OTHER Merchant. I'm going to become a slave to when the Merchant is on to get items listed. Even then, I have 200 schematics and the Merchant will only be able to have 150 items on the vendor.
Fix the problems with the class and it's playability, before messing with something that has been part of the game design, and is currently wired into the structure of the economy.
Anneke Rose
Should I have to be an Architect to place a House. I can place a Harvestor without Survey Skills. I can place a city hall drop Politican and it stays. I can shoot a gun without Marksman skills.
So it's in the game design. The vendors are wired into the economy and pulling them out is going to cause a collapse of the economy of the game.
The arguement of letting someone keep the ability after losing the skills is pointless. (Guess what Politician won't ever change to have the city hall/mayorship end because of the loss ofPolitician,due to the destruction of citys if the city hall went away. Vendors going away is going to crush the economy, and yet you want that to happen.).
Stimpacks a doctor made, don't just stop working because the doctor isn't a doctor any more. They can't use them, but they still exist.
Let people keep their vendors, limit the amount they can have on them. Make them lose the planetary map, ad barking, etc... the SKILLS Merchant gives you.
When I'm saying Vendors I mean the NPC Vendors down to the Bulky Business III Vendors.
Anneke
EmperoressPalpatine wrote:
I'm a crafter, I don't want to be forced to be a merchant just tomove what I make.Anneke Rose
That's kinda the whole issue, isn't it? You don't want to have to spend the skill points to have the skills.
You're a tailor, I'm sure you don't want to be forced to become a hunter or a harvester just to make clothes - that's hardly fair, is it. Heaven forbid, you might actually have to buy your resources from a someone with hunting skills.
Don't want to have to spend skill points on merchant - fine! Sell your clothes to someone who does. It's called class-interdependency. (I know that term doesn't have any meaning anymore in the holo-economy, but that's the way the game was designed,)
In any case, whether this feature is a bug, design choice, or exploit, the majority of the career merchants seem to think it's injurious to the profession, and indeed they are correct. And the fact that taking away vendors from ex-merchants is injurious to the ex-merchants should not be a compelling reason to retain a bug/design that is extremely detrimental to current merchants. In other words, the opinions of current merchants who intend to stay merchants should trump those of ex-merchants when it comes to design decisions regarding the merchant profession.
- Actually ex-merchants have just as much say. Guess what this game is for EVERYONE, and I have just as much right to complain about something that will ruin the fun of the game for me, by forcing me to be a Merchant, as the Merchants do to complain about the lack of fun of their profession.
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Not really u lost ur say in the matter when u droped merchant and started exploiting bugs.
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Should I have to be an Architect to place a House. I can place a Harvestor without Survey Skills. I can place a city hall drop Politican and it stays. I can shoot a gun without Marksman skills.
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Can only shoot certian guns w/out marksman, Umm the architect objection is ridiculus, Miners Do complain about Harv drop w/out Survey Skillss. and Politicians do complain about that bug
The game will not collapse because Vendors are removed. It will give the real merchants something to do.
If you really are interested find a Merchant with a shop, get him to give u admin rights drop all the goods you want him to sell and either have him pay u then or decide to split the profits in someother way. I have a friend who does just that (hes the merchant side of it) and is perfectly fine finacially as well as still being able to enjoy the game playing other professions at the sametime
I am a master merchant have been dropped it re added it --
I sell HIGH end items -- resell high end items -- i make alot of credits--
you know what I am a master merchant -- I should be able to monopolize -- its like saying a Bounty hunter shouldnt be able to kill another player -- a jedi cant use a light saber -- on my server i consider myself at the top of my profession
I have built business contacts, i have quite a few players working directly for me -- i play a merchant as it should be i spent the skill pointsa --
if you do not have the skill points you should not have the vendors-- Im sure any merchants on your server will set up a deal with you to stock and sell your items they are the middlemen that is waht merchants do -- yes you will lose money at least you are making it ---
if you want to run a store pick up the skills. I have all 8 of my vendors running and it is a pain to stock.. but hey I am playing my class.
play yours.