Merchant Archive

Thread: Pleading on behalf non-Merchants

LukeBorgman
Fri May 07, 2004 4:59 pm
#1


Can't Merchants throw non-Merchants a bone? Let the Artisan Business 3 Bulky vendor stand.


Let anyone who grinds Artisan Business 3keep justone personal,big, ugly vendor with a limited number of items (one page only, 100 items?) as long asthey pay their fees. ...and they can't move it. No advertising or anything else. Just one.


Is there no (weak little) ranged weapon you can use without Marksman skills? I think there is, and if not, there should be. As a non-Creature Handler, I can still call a CL10 pet.


...please.




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testing SWG again
p4Samwise
Fri May 07, 2004 5:05 pm
#2


(Yes, there's a great big stack of weapons that anyone can use.... CDEF weaponry, various simple melee weapons, C12 grenades...)


Are there plans to take the Business3 vendor out? That'd make it... challenging... to get the 5k Business XP for Novice Merchant.


(edit: never mind, you meant keeping it after dropping the skill)


I think a better tack to take, if you want to appeal for mercy, is to push the idea of merchants being able to rent/sell vendors.


Though the more I think about it, the more I think DEs should be able to sell droid vendors. How is it that a Master DE can build and program a protocol droid that can speak thousands of languages but can't handle the duties of a simple bazaar terminal, while a Master Merchant can create a far better protocol droid (e.g. one that actually does something and can be taught to say things and whatnot) out of thin air?

Message Edited by p4Samwise on 05-07-2004 05:09 PM



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
LukeBorgman
Fri May 07, 2004 5:17 pm
#3

You're right. I see I was not very clear. I did mean to keep it after surrendering Artisan.


Good idea about the droid solution. I would hope they could implement that before wiping out all vendors not supported my current skill boxes. They should even let the number of items be based on the number of optional droid modules used.


I'm not married to how it gets done.And I do dislike the abandonedskill benefit keeping (even if the skill is vendor placement, not vendor maintenance).I'm just saying I think that some low level of commerce ability should be granted (with reasonable cost) to the general public. The Bazaar is not enough.





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testing SWG again
p4Samwise
Fri May 07, 2004 5:30 pm
#4




LukeBorgman wrote:

I'm just saying I think that some low level of commerce ability should be granted (with reasonable cost) to the general public. The Bazaar is not enough.







Agreed. I'm all in favor of inter-profession dependency, but I think that requiring every crafter to do the vast majority of his/her sales through another player is just too much. It'd be right up there with requiring an Architect to place buildings for you, or an Armorsmith dress you in your armor. Ultimately, most non-guilded/alt-muling crafters would have to permanently dabble in Merchant (which doesn't help the "dedicated merchants" any).


Having vendors be "goods" in and of themselves would be much more in line with the levels of interdependency established in other game systems (weaponsmith buys vendor from merchant, rifleman buys rifle from weaponsmith). Add some sort of "decay" in there if you have to, so that people have to keep going to merchants to keep their vendors running. Make it so that non-merchants have to pay their vendors "commission" on every sale through an NPC vendor. Whatever. Just make it possible to enjoy the game as a crafter without having to take up TWO elite skill trees.


Of course, make sure there are incentives to go seek out an actual merchant for those who want to go that route (the "commission" idea is one, and many others have been suggested). But don't simply force the issue. That's the nerf-herder's way out.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
LukeBorgman
Fri May 07, 2004 6:52 pm
#5

Commission on every sale paid to the vendor would be too expensive, I think. Keeping in mind that an important and valid use of a non-merchant vendor is selling rare loot.


Maybe a droid vendor could require a Merchant-certificate to operate. The certificate could be purchased from Merchants and decay requiring replacement every month or so. The certificate could have levels matching a Merchant skill branch (Hiring?) allowing higher level sales limits, with Master Merchant certificate allowing any price item to be placed for sale.





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testing SWG again
DingoBoi
Fri May 07, 2004 7:23 pm
#6






LukeBorgman wrote:

You're right. I see I was not very clear. I did mean to keep it after surrendering Artisan.





I give you a bone but i'll shove it up your ass first.


This is an exploit.



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verticalis
Fri May 07, 2004 7:33 pm
#7






DingoBoi wrote:





LukeBorgman wrote:

You're right. I see I was not very clear. I did mean to keep it after surrendering Artisan.






I give you a bone but i'll shove it up your ass first.


This is an exploit.







I'll give him another bone for when he's done with yours





aSAquaviSa
Fish With a Stick
Songe
Sat May 08, 2004 7:45 am
#8

I have no problem with letting people have a machine vendor at business 3. As long as they keep the skills of course.



------

Novice Lekku Stomper
Waou
Sat May 08, 2004 8:20 am
#9

How about this, alter the system to allow merchants to sell other peoples items for an agreed upon % of the item cost.


For example, I'm a weaponsmith and I want to sell my wares without spending the skill points on merchant. I find a PC merchant, we go to his vendor andthe merchant brings up a "contract" screen (similar to the new image deisgner system) which, if agreed upon, allows me place any item (or maybe specific item types) on his vendor, but for each item sold the merchant gets X% of profit.The catch is that the merchant can onlycreate 2 contracts per vendor (of course, he can still placenon-contract items on any over his vendors at any time). The contractcan be broken by either party at any time.


I think this would add a new, competitive element to the economy game. Merchants wouldn't only be compeating for customers, but for crafters (remember, any cash made from a contract is basicly pure profit for the merchant). In turn, crafters would be compeating for spots in the best vendors... giving merchants leverage to get a better surcharge on items. Merchants who are crafters could still sell their wares, but also complementry items that they can't make,



Waou
Sat May 08, 2004 8:21 am
#10


How about this, alter the system to allow merchants to sell other peoples items for an agreed upon % of the item cost.


For example, I'm a weaponsmith and I want to sell my wares without spending the skill points on merchant. I find a PC merchant, we go to his vendor andthe merchant brings up a "contract" screen (similar to the new image deisgner system) which, if agreed upon, allows me place any item (or maybe specific item types) on his vendor, but for each item sold the merchant gets X% of profit.The catch is that the merchant can onlycreate 2 contracts per vendor (of course, he can still placenon-contract items on any over his vendors at any time). The contractcan be broken by either party at any time.


I think this would add a new, competitive element to the economy game. Merchants wouldn't only be compeating for customers, but for crafters (remember, any cash made from a contract is basicly pure profit for the merchant). In turn, crafters would be compeating for spots in the best vendors... giving merchants leverage to get a better surcharge on items. Merchants who are crafters could still sell their wares, but also complementry items that they can't make,



Atreus47
Sat May 08, 2004 11:13 am
#11

Hmmm let DEs make droid vendors and let IDs make NPC vendors but a merch must have certs to place/use them. I like the idea of renting vendors also.

Does anyone know when/if IDs will be able to work on vendors?



Vastio
Elder Jedi Knight
LukeBorgman
Sun May 09, 2004 2:10 pm
#12






DingoBoi wrote:





LukeBorgman wrote:

You're right. I see I was not very clear. I did mean to keep it after surrendering Artisan.






I give you a bone but i'll shove it up your ass first.


This is an exploit.




Even though, they may plan to change this feature of the game, currently the skill is for hiring, not maintaining vendors, so since I can't hire/place more after I surrender the skill, it is not an exploit, no matter how much you hope it will profit you to say so.

And when you're done with me and that "bone", you can stick it to the whole economy of the game. When the holo-grinding is over,we'll see how many crafters are left when no crafter can sell their items without either giving you a cut or using up precious skill points they could have used to get some combat skills. I'm sorry you don't think your existing skills are worth enough as it is. I can't blame you for playing the part of a good merchant to always go for more. I can only hope that, for the sake of the game, the Devs find some way to mitgate your desire to profit from others labors. The current Bazaar is not enough for non-Merchant commerce. Merchants skills should be value-added, not pure leeching.




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testing SWG again
DocSavag
Sun May 09, 2004 5:49 pm
#13






LukeBorgman wrote:





DingoBoi wrote:





LukeBorgman wrote:

You're right. I see I was not very clear. I did mean to keep it after surrendering Artisan.






I give you a bone but i'll shove it up your ass first.


This is an exploit.




Even though, they may plan to change this feature of the game, currently the skill is for hiring, not maintaining vendors, so since I can't hire/place more after I surrender the skill, it is not an exploit, no matter how much you hope it will profit you to say so.

And when you're done with me and that "bone", you can stick it to the whole economy of the game. When the holo-grinding is over,we'll see how many crafters are left when no crafter can sell their items without either giving you a cut or using up precious skill points they could have used to get some combat skills. I'm sorry you don't think your existing skills are worth enough as it is. I can't blame you for playing the part of a good merchant to always go for more. I can only hope that, for the sake of the game, the Devs find some way to mitgate your desire to profit from others labors. The current Bazaar is not enough for non-Merchant commerce. Merchants skills should be value-added, not pure leeching.






Actually "hiring" has nothing to do with it. The skill mod is "Manage Vendors". They have stated that it was never intended to work as it currently does and thus will be fixed.What part of that don't you get? The dev team didn't say "We'll bow to your demands and change it" they said "That was never meant to be and we will fix it."


You can get a Business III vendor for 24 points (15 of which you already have if you are an Artisan Based Crafter)







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Rifleman/Combat Medic
CEO, Windae Enterprises
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