Merchant Archive
Thread: POLL: Your Top Issue
Songe wrote:
Letting people without any merchant or business skills use a vendor. I guess it's a bug.
What what what? You want me to actually spend skill points and then keep this worthless profession just so I can enjoy the benefits of it!!! I want all my skills for free. I want to be able to be a make guns, armor and clothes, have 6 well-dressed, barking, registered vendors for my personal storage of krayt lewts, and still be able to wield an acid rifle, and give myself +3000 buffs to each stat. I can't do that? The game is borked! Clearly the skill set says "place" vendor, so once I've placed it, logic and gamebalance be damned. Besides, I like tobe completely self sufficient in my bubblebecause that's what an MMORPG is all about, right?
Ok, ok, April fools. People should not be able to keep the vendors if they don't have the skills for them. That is my top issue too. It's the single most detrimental "bug" to the profession, because it makes the profession "throwaway."
Same as it's been since launch, Doc.
3) Players surrendering skill points and keeping vendors.
DocSavag wrote:brief explantion of what it is and why it should be added/changed. Please categorize the change in one of the following categories:1. Bug2. Exploit3. Gameplay (Existing Feature to enhance)4. New Feature
4. New Feature: Tools for pricing, tracking, and pulling multiple items from the vendor on any planet through a "Merchant Droid Module." It should generate at the very least a simple spread sheet that tracks my harvesters and structures, tells me maint. and yield? Come on, save me Alt-Tab'ing to Excel to a third party program that requires manual entries when all that glorius data is sitting in your DB! I'll call the droid that tends my harvesters the pie-in-the-sky feature I need.
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1. Bug: Vendors dropping off planetary advertising for no reason.
2. Exploit: The Ultimate Dabble! *See below.
3. Gameplay: The ability to have other persons as admins to my vendor, OR number 4!
*As someone who believes a merchant in SWG should be more than the ability to place vendors, I don't find the ability to place vendors and keep them after you drop the skill nearly as appaling as the general lack of design behind this profession. The only things worth climbing to in this profession are the Eff IV 20% off maint, the ability to change signs and the planetary advertising. Having more vendors, and being able to decorate them seems to be slated to an Uber-merchant class running the malls of SWG. Is it convenient? Yes, though getting a second character is certainly what the uber-merchants do.
The top issue is that like many professions in the game there's too much dabbling and not enough incentive to get/keep master. All dabbling is not bad, as it means there are useful things in the tree prior to master. Many crafters would love to be able to back down from Master in fact. If you consider that you can drop all the skills in merchant and lose the 3 things I consider my favorite parts it might be called the "Ultimate Dabble!"
My top issue, is dreading the day whenI read in the patch notes that vendor item limits are coming. (Not sure what category that fits into, 4 maybe?)
Prinethea
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