Merchant Archive

Thread: Proposal...Delete the Merchant Class and put vendor placing skills in Crafting Class hands

Lotussutol
Sun Aug 08, 2004 1:13 pm
#1



Is merchant a profession worth having in the game??? what can you do as MASTER MERCHANT alone...no other skills???


As artisan 0040 master merchant...what can you do?


1. you can change signs on peoples houses

2. you can place vendors.

3. you can sell these items that you can make

[S] Ambient Solar Energy Surveyin..
[S] Barrel
[S] Bofa Treat
[S] Bowcaster
[S] CDEF Carbine
[S] CDEF Pistol
[S] CDEF Rifle
[S] Casual Pants
[S] Casual Shoes
[S] Chance Cube
[S] Chemical Survey Device
[S] Fishing Pole
[S] Flora Survey Tool
[S] Gas Pocket Survey Device
[S] Generic Crafting Tool
[S] Generic Melee Weapon Kit
[S] Grip
[S] Mineral Survey Device
[S] Simple Shirt
[S] Six Sided Dice Set
[S] Small Glass
[S] Spiced Tea
[S] Survival Knife
[S] Ten Sided Dice Set
[S] Travel Biscuits
[S] Type 1 Firework
[S] Type 2 Firework
[S] Type 3 Firework
[S] Water Survey Device
[S] Wind Current Surveying Tool
[S] Wookiee Hide Jerkin

and Resources....


That is IT...that is what the merchant profession boils down too in its simplest form.

Merchants can say all they want that if the exploited vendors are shut down we will be able to sell master armorsmith/master weaponsmith items for them and we will both make money.


Fact is no one or no one with a business sense is going to trust there goods to a Master Merchant to sell...

If the Master Merchant sells the goods and keeps the money SOE will not help out the AS/WS...why? because it is a well known rule that when you trade items to another player you have to get something in return at that point.


Is a AS/WS going to sell to a Master Merchant at a discount so the merchant can make money??? I doubt it very seriously.


A master merchant/master smuggler combo might work. then you could buy gear and slice it and mark it up to sell for more.


Sad part is...Merchant Class would be better off deleted and have the vendor placement skills put into the crafting classes and have the sign changing skill put in politican and or master artisan.


Merchant is the one class that if you have it and it alone there is nothing you can do.


And Merchant Revamp...yeah there are tons of great ideas out there to make the class GREAT...but when is that going to happen? It won't be for at least a year.


Sorry that my post is negative but I have been a merchant since the first week the game came out and I want my skill points back!


Edit: also, on the sharing a vendor (master merchant gives vendor rights to a person)...this WILL NOT WORK...what is to stop the person from letting everybody have rights then the master merchant DESTROYS THE VENDOR and or does not pay the upkeep and lets it rot with all of your items on it???

Message Edited by Lotussutol on 08-08-2004 01:55 PM

Paxlar
Sun Aug 08, 2004 1:35 pm
#2

I made a "Delete the Merchant Class" thread several months ago. Was a good conversation I must say. I'm with you totally. This game doesn't need a whole class for "selling" goods. Just about every MMORPG on the market allows players to place vendors and run a shop if they choose tooWITHOUT having to invest experience or skill points etc. Why can't this game be the same? Merchants say its a way to keep the server from having hundreds of empty vendors. This maybe true but most successful vendors are kept stocked and advertised alot. Most lazy people that set up a vendor just to try to sell some junk won't keep their attention set on it too long and will probally just let it go. This at least has been my experience playing Ultima Online the last 5 years. People don't realize the time involved in making a good running vendor business. Spending xx number of skill points and gaining "game" experience isn't the way.


Oh well. It would be nice but I doubt it will ever happen.





Vendor taken down because you have to invest skill points to run a business. Which I am out of. Sorry folks. I will still slice for you! Just let me know I'll help you out.
SWG thinking: "If a game fix changes my profession its a nerf, if it changes yours it's balance."
Khristen
Sun Aug 08, 2004 1:43 pm
#3


It really does seem that merchant could go the route of the miner profession and most people would be happy. Crafters with no merchant skills (as it is set up now) are not going to entrust other people with their goods without payment in full. Someone playing a resale merchant would have to buy at the crafter's price and then jack up the price to makea profit. Then the crafter realizes that people will buy at that jacked up price and up goes their prices. And so it goes ad infinitum.


Make the business tree of artisan worth a little something and put the rest into the advanced crafting professions. Most of the advanced crafters have at least a little merchant now (or an alt that does) so they can sell their goods. They don't want a middleman. It's worked just fine for over a year....why try to force a change now? Without a major profession revamp (that makes merchant skill points worth spending and keeping), merchant cannot be a stand-alone class. With better systems and interfaces and so on, maybe....but if we don't have time for the combat or GCW revamp until after JTL do we really have time for a merchant profession revamp? It works better than most professions in the fact that the skills work (they just aren't really worth the skill point investment for most people).


Now I am all for the cleaning up and removing of "illegal" and abandoned vendors. People who don't have the skills required to have a vendor shouldn't be able to, just like a Novice Marksman does not have the skills to use a T-21 or a Light Lightening Canon or a DX-2.


They don't limit the number of missions a combat person can run per day. They don't limit doctors the number of patients they can heal per day. They don't limit the number of PvPers that a Jedi can plow through in a day. Why limit the number of items a merchant can offer for sale in a day (i.e. the number of items they can have listed at a time)?

Message Edited by Khristen on 08-08-2004 03:01 PM



| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
EvilAlgorithm
Sun Aug 08, 2004 2:09 pm
#4








Khristen wrote:


Why limit the number of items a merchant can sell in a day?





You worded it a little wrong there. If they limited to only selling 110 items per day then every crafter would quit. Limit is on items on vendor, am sure you know that just wanted to point it out so no one takes it the wrong way.

ElitrosFF
Sun Aug 08, 2004 2:22 pm
#5

Should make this a petition.. Merchant is retarded and serves no relevent purpose other then to force people into buying another account if they want to do anything combat related..







_.-=-._.-=[ELiTROS & BRASiDAS]=-._.-=-._


"Now you see that evil will always triumph because good is dumb"



Khristen
Sun Aug 08, 2004 3:01 pm
#6






EvilAlgorithm wrote:








Khristen wrote:


Why limit the number of items a merchant can sell in a day?





You worded it a little wrong there. If they limited to only selling 110 items per day then every crafter would quit. Limit is on items on vendor, am sure you know that just wanted to point it out so no one takes it the wrong way.





Good point. Previous post edited for clarification.




| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Happymob
Sun Aug 08, 2004 3:08 pm
#7






ElitrosFF wrote:

Should make this a petition.. Merchant is retarded and serves no relevent purpose other then to force people into buying another account if they want to do anything combat related..




The purpose of the merchant class is to increase interaction between players. This is also why the miner and industrialist professions existed in beta. The thought was that no single player could control the entire supply chain for a product. Merchant also provides another playstyle that is distinct from the crafter, combat, or entertainer playstyles.


I'm not saying that merchant, as it exists accomplisheseither goal (it pretty clearly doesn't), but that is the point of the profession.





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


Khristen
Sun Aug 08, 2004 3:25 pm
#8






Happymob wrote:

The purpose of the merchant class is to increase interaction between players. This is also why the miner and industrialist professions existed in beta. The thought was that no single player could control the entire supply chain for a product. Merchant also provides another playstyle that is distinct from the crafter, combat, or entertainer playstyles.


I'm not saying that merchant, as it exists accomplisheseither goal (it pretty clearly doesn't), but that is the point of the profession.







But,as it exists, merchant is not "as intended" in the fact that crafters don't want to have to trust merchants with their goods and hope that they get paid and buyers don't want to pay more just to buy from a merchant if they could get "wholesale" directly from a crafter. The way it is currently designed does not increase interaction between players. The vendor item cap will not help it increase interaction between players either, it will only serve to create frustrated merchants who can't list everything they have for sale and angry customers because they have a harder time finding what they want and have to pay more for it.


In an ideal world, yes merchants provide a valuable service. But we're in a game world and it's far from perfect. Certain exceptions to RL ideas have to be made in order to make the game available to a "casual" gamer and a hardcore one.


Without a way for crafters to be guaranteed payment upon sale of an item by a middleman merchant, you will not see high-quality items on vendors of non-crafter merchants. Those items are far too expensive to be given away in good-faith considering the amount of exploitation possible. There would be no way to have CSR intervention because a secure trade is a done deal. You give it to them, you're on your own. Without useful skills in ALL the merchant boxes, the merchant class is one of those skill-point sinks. It's the same reason there aren't many Master Politicians. There's nothing there worthwhile that is necessary to keep because they're one-hit-wonders in many cases.


You have a well-established community who is accustomed to merchant crafters (i.e. the crafter is the one selling their goods). Bringing in a change that drastically alters what is the current norm isn't going to fly in an environment already saturated with bugged combat classes and ill-will about the delayed Combat and GCW revamp.


I think the merchant class "as intended" would be nice, but unless it can be given a full-revamp and attention it's better not to mess with it until you have the time. Better to take it out completely (or just leave the major changes out) and let the community be happy with their current system and revisit it later when you DO have the time than to alienate the entire community by breaking the one thing that many players found solace in. The fixes that were ASKED for--the removal of empty vendors from the planetary map, the deletion of "illegal" vendors by players who don't have the skill, and the removal of abandoned vendors--are all that needs to go in right now. Vendor item caps will completely change the merchant class, and that's not something we need right now in an already unstable environment.







| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Siddalee
Sun Aug 08, 2004 3:45 pm
#9

Instead of deleting the merchant class, why not reduce the skillpoints needed to Master?



--Siddalee
Barris
Sun Aug 08, 2004 3:50 pm
#10






Siddalee wrote:

Instead of deleting the merchant class, why not reduce the skillpoints needed to Master?






I couldn't agree more. Merchant is good for selling things, that's it. Nothing else on it but placing venders is of real use to anyone. Really they should just make it a 0 SP profession, since as it stands with 90% of the people with venders, it's that way anyway.
Pooka
Sun Aug 08, 2004 3:50 pm
#11






ElitrosFF wrote:

Should make this a petition.. Merchant is retarded and serves no relevent purpose other then to force people into buying another account if they want to do anything combat related..







Me thinks someone just cracked the nut ... yeees, that me thinks.









Shiroo
Droid Enginerette Extraordinaire of Eclipse
Vendor Located in Tirius, Talus (2060, -4350)
http://www.tirius.co.uk

Barris
Sun Aug 08, 2004 3:53 pm
#12






Lotussutol wrote:





Sad part is...Merchant Class would be better off deleted and have the vendor placement skills put into the crafting classes and have the sign changing skill put in politican and or master artisan.


To this point I agreed with everything. You also have to factor in the PvE people who make their income selling looted items, so sadly this would not work. Though the elimination of the SP requirement would work wonders for everyone.





Lotussutol
Sun Aug 08, 2004 4:05 pm
#13






Barris wrote:





Lotussutol wrote:





Sad part is...Merchant Class would be better off deleted and have the vendor placement skills put into the crafting classes and have the sign changing skill put in politican and or master artisan.


To this point I agreed with everything. You also have to factor in the PvE people who make their income selling looted items, so sadly this would not work. Though the elimination of the SP requirement would work wonders for everyone.












hehehe...I was saying oh oh oh oh crap I did forget about the PVE loot sellers...hmmm...placing a vendor does not fit with putting it in the combat classes. hmmm...I wonder how many combat people pick up merchant though to sell loot.


I don't know I am stumped on this one.

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