Merchant Archive
Thread: Why every Merchant poacher cry baby should be quiet....
nathan118 wrote:
Funnyhow my being in disagreement makes me a troll.
To quote MyT_Chicken...
"I know that if I drop Master Doctor I lose the ability to do better buffs. If I drop MTK I lose the ability to kick @$$. If I drop Novice Medic I lose the ability to heal....even if I have stim packs. If I drop Scout I lose the ability to harvest, set camp, forage. If I drop Artisan I lose the ability to craft anything.
The point of the matter is that you are HOSTING a vendor...your not "placing" one. Without merchant skills you would be unable to HOST are vendor to begin with...so why exactly should you keep it even after you drop the skills. Think about what your saying before running your mouth."
Couple problems. I'm not sure why you use the term "hosting" a vendor. Your Vendor Skill Mods give you the ability to place vendors (read the skill tree) but nowhere does it use the term "hosting." You seem to confuse "placing" and "running" vendors. There is no such thing as a skill to RUN a vendor, or you could say that EVERYONE has this skill. The skill that everyone does not have is placing the vendor, which is granted by the management tree in merchant (and Bus 3). You tell me to think about what I'm saying, but you're using terms that you haven't even defined.
Okay Nathan118, lets be honest here the reason you and the other Vendor exploiters use this argument continuously is because you dont want to have to invest skill points in vendors i think you are well aware of the Devs intention regading merchants and vendors i also suspect you understand it. It occurs to me that whilst it may seem valid for you to have vendors without the skills by virtue of the letter of the law so to speak its most certainly not in the spirit of the agreement if you take my meaning.
FiveStars wrote:
Lets try this logic with another profession shall we?
A Marksman gets Weapon certification for a FWG5 Pistol, so he aquires 5 of them and starts to use them. He decides to drop Marksman and become an Artisan, so he loses his Pistols? They just vanish?
The ability to use that weapon effectively is lost. You get merchant skills and you get vendors. Even if you surrender those skills, the vendors are still there and you can still effectively and convienently sell your merchandise. In this case, you neither lose the object NOR the skill to use it.
If this truely was a "bug", they should never have let the profession go LIVE.
Jedi were allowed to go live wearing comp armor; this was fixed. NonCH pets that were comparable to CH pets were allowed to go live; this was fixed. Imperials were allowed to go live with 3 AT-STs following them around as pets; this was fixed. Vehicles were allowed to go live when you could simply repair them by leaving them out when you used the starport; this was fixed. Now its the vendors turn.
Doing so means that they don't care that some people are going to lose 8 to 9000 items in their vendors (as I know some ex Merchants have on their vendors) and that they let it go LIVE so the can take my money every month withoutcareing a fig about the time I have wasted.
Its yourown fault if you lose all those items. You made a choice to give up the merhcant skills. You are now getting plenty of notice to get those skills back if you want to keep all that stuff. You have no excuse if you make the choice not to do so.
If it was poor wording, who gets to say "I'm so sorry, here you go... have a month free on us!"
Thats coming in October. Go buy JTL and get the first month free.
Bluelagoon
Andymantium wrote:
From TH's "19 Answers" Thread, posted on 04-22-2004:
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).
Thank you for posting this Andymantium. Using the advanced search, I found this very same thread from Thunderheart in a matter of seconds and was preparing to post it here for the merchant poachers to debate. Anybody who claims that merchant poaching isn't a bug or an exploit clearly doesn't care to read or understand the developer's stance on this issue.
Regardless of people's 'feelings' and no matter how cleverly folks rationalize their actions by retaining vendors that they no longer have the appropriate skills for, the official word from SOE is that this was never intended.
Utilizing a gaming system in a way that was never intended to gain an unfair advantage against other players is indeed an exploit according to SOE. Honestly, merchant poachers should count themselves lucky that the developers are giving people a heads up as to what will happen and that they are not passing out wholesale bans or suspensions.
There are cases where things that weren't intended stayed in the game and actually became part of it. one case that comes easily to mind is the schematic size. Was originally supposed to be 100 items per schematic... due to a bug, you could type in 1000 and the devs decided that while unintended, it was something worth keeping.
But anyways. This is stupid at this point. It has been changed.. not necessarily 'correctly' but hey... Who am I to think that instead of concentrating on poached vendors which don't hurt the game at all... that they should have focused on actually improving the profession overall and making it into something that is stand alone and viable by itself. But again.. that is just me.