Merchant Archive
Thread: Why now allow Vendors for all who have dropped skills No flames please
Slayne-2004 wrote:
All,
I realise this is a heated debate for those of you who have decided to go master merchant as your primary function. I appreciate the views but also ask that you appreciate this view. I ask that it not be flamed. That would serve no purpose as the opinion would not change. I simply as that you provide a balanced and uinemotional answer to my query.
If a person Masters Merchant, why should they not keep the vendors if this is possible. Frankly this should be a reward to mastering a difficult profession (perhaps with some limits but not zero vendors).
Within the game I have made a point of asking those with vendors if they use this exploit and many are happy to say that they do. Could we be reducing the trade on the game by taking out hunters and their loot vendors or people who have vendors to provide competition.
If this is changed from being an exploit t and actual game function I think this would benefit the overall gaming experience for all players. I am not saying I should be able to master merchant and have all the best vendors with all of the benefits after dropping it. Perhaps 2-3 basic vendors with a 100 ? 200? item limit on them would be adequate reward form completing this profession and then dropping th skill.
Cold this be the middle ground needed ??
I understand the point that no other pofession allows droppped skills to be kept but I also understabd that if all non vendors were given a week to remove them or lose the items I would wager that some of the best crafters and looters in the game would lose their vendors and therefore cut down the quality items in the game.
Where would the majority of trade then move to...? The forums or the misddle of coronet Starport ?? I doubt it would move to Master Merchants.
Please no Flames - this is just a view.
first, if they remove the vendors, they'll piss of thousands of people, I don't think it's very commercial.
then, the main issue here is that we can't set an admin list on a vendor, if we could, then we should do it this way:
Merchants will have a limited amount of vendors they can place **PER HOUSE** (or maybe city, let's say 10 vendors/city, and 2 vendors/house if not in a city). then give admin rights to the buyer (vendor's buyer), merchants set the name and vendor type.
then, merchants get a % on transactions made on each vendor they placed, like 5% of every sale. and they can get a regular rental income wich would be fixed, something as 50k/week or 100k/week per house (basically 25k or 50k per vendor)
Merchants only can advertise
merchants are shooting a bullet in market's foot
well if it's know that u can keep your vendors after u drop merchant, damn, why don't u guys just drop merchant as well and take the opportunity to see another side of the game with your new skill points ? just as almost everybody does. I mean this is not a problem, you're just nerfing yourselves here, you HAVE the POTENTIAL to run your business, AND explore other parts of the game, I think you're wrong here with not willing to use the possibilities you already have.
Slayne-2004 wrote:
Frankly this should be a reward to mastering a difficult profession (perhaps with some limits but not zero vendors).
Here is what you have to do to master merchant -
- Place a vendor
- Train
That's it. No carpal tunnel, no killing innocent bunnies, no afk macroing. Addmittedly, I'm not including the 30 minute grind to business 4 to get the pre-requisite.
But since it is so difficult, I agree with you - you should get a reward for mastering merchant and subsequently dropping it. And that reward should be bazaar listing fees of 12 credits!
Merchant: Currently there is a lot of debate about the fact that there is no skill point check for managing vendors. Is it the intent of the development team that vendors operate normally even when owned by players who no longer have the Management skill required to place that vendor?
It was never intended for players to be able to keep and manage vendors after surrendering the Management skill boxes used to acquire them. This is scheduled to be fixed in a future publish and we want to upgrade vendors also, but it’s a bit early to start talking about that.
Original Post (scroll down to the Merchant question).
RyushiYoshi wrote:
You see you don't seem to understand that the Merchant profession itself has it's own income business, I rent out my vendors and that helps to keep me in business, I take 25% of all the vendor sales. When people Master Merchant just to make vendors and drop it and keep their vendors, that actually steals our potential income. The people who keep their vendors and drop Merchant can happily go about picking up a different profession with the freed up Skillpoints while the honest Merchants live with the SP cost and must craft their template around it like everyone else.
This is a very good point.
In fact since you can drop merchant at present and keep all the benefits (unless you need to move your vendor) this bug in fact does not make merchant a legitimate profession.
Legitimate professions have an on going purpose. This bug (which was not the devs intent) is a slap in the face to anyone that wants to have merchant as a legitimate profession.
Fixing this is the only way to legitimizie the profession and needs to be done, sorry.
I cant keep my dodge defenses if I drop pistoleer, nor can I use medicines if I drop doctor, nor can Iuse above CL10 pets if I drop CH and the list goes on. Why should someone be able to use vendors if the drop merchant and BUS 3 in artisan.
footbinc wrote:
Actually , I think that is a great idea !
I think it is fair to reward someone for mastering a profession , with more than just a badge, and if you think about it , this could be applied to akmost any profession with little perks or bonuses , possibly adding permanently to the "base" stats/mods on your character.
For example,
Somebody who has mastered the medic profession, may be able to use StimA'a , (grant +10 to med use PERMANENTLY to the character)
Somebody who has mastered DE may get to keep 1-2 more droids in datapad (and gain a +5 repair bonus)
Somebody who has mastered Ranger may get a +10 to creature knowledge or harvesting
If somebody has masterd crafting profs , grant an overall repair mod to the person ( after all they DID make weapons at one time, why not a bonus for repairing , if even just +5 from each crafting prof mastered)
From a gameplay standpoint this is a terible idea.
It wouldforce everyone in the game to master every profession.
Otherwise, you would not be able to compete if you can't:
harvest/heal/slice/repair/meditate/polotic/craft/tame/ID/dance/playmusic/survey/vendor/+melee(TKA)/+meleedef(TKA)/+melee(2H)/+meleedef(2H)/+melee(1h)/+meleedef(1h)/+melee(pike)/+meleedef(pike)/+range(pistol)/+rangeddef(pistol)/+range(carb)/+rangeddef(carb)/+range(rifle)/+rangeddef(rifle)/launcher_cert/scatter_cert...etc
The list would be ridiculous.
Message Edited by rexan on 06-22-2004 09:31 AM