Merchant Archive

Thread: Master Merchant/Crafter should get more lots

Kabaooki
Mon Dec 08, 2003 12:57 pm
#1

Master Merchants/Crafters should be able to get more lots. Here are my reasons.



1. As a Crafter/Merchant I am always finding it hard to obtain recources from people whom are Recource sellers, and after 2 tents, 2 factories and 1 large house finding the ability to dig up the recources with my bare hands just doesnt seem like much fun or rewarding. Which brings me to my next reason...


2. People with lack of lots tend to go to other servers to trade for lots on their servers. Why should we have to resort to this it doesnt make sence. Why not just reward us for all the hard work we have to go through trying to maintain our classes.


3. Merchants/Crafters can not always rely on people to harvest their needed materials.


4. The average Crafter has more recources/components then their are storage space in a house. I myself have to cary a 50/50 bag on my back just to keep all my stuff in check. Also that leaves me with a completely empty house except 10 bags and a crafter station. (going back and forth from the bank is just not an option besides I have to put all my furniture somewhere right?)


I could give you more reasons but these should suffice.


Here is a plan that would help everyone out and would probably get 0 negative feed back ( except trolls they are always expected). It needs a bit tweaking but in general it is good.


Master Crafters +Lots


Armour +5


Weapon+5


Architect +5


Merchant +5


Chef +5


Droid Engineer +5


Artisian +0-2


Doctor +3-5


Tailor+3-5


Bio-Engineer +??? not sure...

DingoBoi
Mon Dec 08, 2003 3:36 pm
#2

While I too would like more lots, that is part of the subgame. I rent over 40 lots from about 9 people. Coordinating that IS part of the game. Cross server lot exchanges I don't respect since those lots really don't exist legitimately.


I don't see any reason to increase them at this time (and yes, it does affect me, getting to the point where I don't even harvest power myself anymore and am being forced into true merchant rather than the miner i've always been.




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voortex
Mon Dec 08, 2003 3:59 pm
#3

DingoBoi,


That's the first time I've heard of renting lots from others. Fascinating. If you don't mind, how much do you pay to rent a lot? Logistically, would the person you rent it from just add you to the administrator list so you can access whatever you put on the lot?


Thanks,


Voortex




Zalabar - Lowca (Master Merchant - Master Pistoleer)
Kabaooki
Mon Dec 08, 2003 5:23 pm
#4

So if you rent them from people.. what stops them from taking your money and harvs.. or do they suply the harvs? Also what would stop them from quiting while the harvesers are running?
JTGAlpha
Mon Dec 08, 2003 5:31 pm
#5

Personally I think they need to up EVERYONE"s lots by 2-5 for every new building they come out with from here on out. I mean the necessity for most crafters to spend MOST of their lots on factories/harvestors, where to you get the lots to put up your house and a cantina and a garage? Sure you don't need ALL of those things, but you're trying to play the game and use stuff they gave you. So right now, it's getting pretty tight. From here on out for every other building type they add they need to start upping lots, because otherwise it's essentially adding new skills and professions without raising the skill point cap.



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tuta23
Mon Dec 08, 2003 5:40 pm
#6

Actually I think a lot of the pain of begin a Merchant goes away if you do away with Factories and Merchant Tents costing a lot.


Removing that hurdle opens the door to actually having a character that can actually sell what it can create.


If you do not do this, you really need to address some efficient manner in which to handle consignment sales. It is far too cumbersome to do by pen and paper for a casual gamer.


DocSavag -- Any thoughts on these ideas? Should we stop asking for things like this?

Jebwa
Mon Dec 08, 2003 5:49 pm
#7



Master Crafters +Lots

Armour +5


Weapon+5


Architect +5


Merchant +5


Chef +5


Droid Engineer +5


Artisian +0-2


Doctor +3-5


Tailor+3-5


Bio-Engineer +??? not sure...




The only thing I see wrong with this is that a person could be a master armorsmith, weaponsmith, and architect at the same time and this would give that person +15 lots.


For resource merchants like myself, this would be the death of our businesses. All I do is collect resources and sell them to crafters so if you allowed crafters to have more lots for harvestors then there would be no reason for resource vendors. I rent lots from people also and this is a win win situation for all parties involved. I get the extra lots and they get money for what was unused lots.


If you are worried about getting ripped off this way then you need to make friends in the game who will rent you their lots. I usually pay between 5,000-10,000 credits/per harvestor/per week to the person and I furnish the harvestors. So if a person lets me use 6 of their lots I pay them some where around 30-60k per week (not a bad bit of money for only 30mins to an hour of your time) and all they have to do is drop the harvestors in the spots I tell them. The key is to find people who play at the same times you do and will be on a lot in case there are shifts in resources.




Resources and Powerups Currently Stocked
-99 -5660 S of Coronet, Corellia
DocSavag
Mon Dec 08, 2003 11:14 pm
#8

*sigh*


One day someone will listen to me when I tell them that daydreaming about more lots is a waste of brain power. The devs don't want the number of lots we have NOW! much less adding more. Not going to happen.





----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Gandray
Tue Dec 09, 2003 7:39 am
#9

Ahhh.. well this is where the Merchant should come into play... how many "Crafters" would then drop another profession to be able to place more harvestors?? There are too many people out there who are not pure crafters, mix of fighters and crafting, to be able to gather thier own hides, etc.. Why not give a bonus to the merchant class in an addition of 1-4 plots persay depending on thier level? Master Merchant has 4 new plots whereas the novice gets only 1. Giving the across the board for the "Crafting" classes would be nice but do nothing for the true "Merchants" out there.



Oh well... just my .02

Tarnak_Archvold
Tue Dec 09, 2003 9:11 am
#10

I would say are more realistic solution would be to give 30 lots per account. That would bring the number down by as mutch sa 20 lots per account (5 characters of 10 accounts => 5 characters sharing 30 lots).




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
Happymob
Tue Dec 09, 2003 9:31 am
#11

I've always been a proponent of reducing the number of starting lots (to say, 5 or 7) and then given people purpose-specific lots as in specific skill boxes.


Each level of the surveying line (and master artisan) could grant 1 harvester-only lots.


Each level of merchant efficiency (and master) could grant 1 more housing only lot (this would include merchant tents). Another line could grant extra factory-only lots.


A master of an elte of hybrid profession would get some additional PA hall only lots.


A master doc/CM could get some hospital only lots and entertainers/chefs could get cantina/theater only lots.


It's more complicated, but makes for a richer game I think. You can't just give more general purpose lots to people as people will just run bigger and bigger mining operations. But I think you can reward people who advance in professions with profession-specific lots (which would help free up some of their general purpose lots for other uses).





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


DocSavag
Tue Dec 09, 2003 9:43 am
#12

If you found a way to redistribute the lots so the max per player was STILL 10 you might have a shot of convincing the devs especially if the average ended up being less than 10. But reducing the number of starting lots would cause a huge firestorm.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Happymob
Tue Dec 09, 2003 10:00 am
#13




If you found a way to redistribute the lots so the max per player was STILL 10 you might have a shot of convincing the devs especially if the average ended up being less than 10. But reducing the number of starting lots would cause a huge firestorm.



Agreed. It's really too late to reduce the number of starting lots (though the fact that anybody from another server can start a characteronmyserver andinstantlygive me 10 more lots for static structures is pretty silly).





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


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