Merchant Archive
Thread: Is the vendor nerf enough to make you want to quit?
Andreshyyk
Tue Aug 10, 2004 9:30 am
#118
Topaz_Radiant wrote:
Yes as 2 of my accounts are solely built around having my shop which is well known on the Radiant server. I own Eclectic Edge and I am known for having stocked vendors. I put so much time now into having a well maintain shop. This will end what I have worked over a year to build up. So the answer is there won't be a need for me to play this anymore.
Ill second this... Topaz runs the finest shop on Radiant as far as im concerned. This game will be lessened simply by her loss.
SOE wake up...
Andreshyyk
Tue Aug 10, 2004 9:43 am
#119
LOL No kidding! My guess would be a full set of R.I.S. and a full set of Mandalorian
rotezora wrote:
RagemanStoo77 wrote:
I'm for the nerf, I want to see Merchantry be a proper star wars career option rather than a supporting sideline for another career.
how much did they pay you ?
MilannaSati
Tue Aug 10, 2004 11:59 am
#120
I'm a new member with 2 full accounts that have not yet reached their first billing cycle. If this goes through, they will not see a red cent from me as I will cancel both before they reach the end of the first 30 days.
Cambylobacter
Tue Aug 10, 2004 12:02 pm
#121
I am of the opinion that SOE have no intention of implementing vendor figures so low, and will simply raise them to the level they intended in the first place and say that they have done it as a result of customer feedback.
Dorilys
Tue Aug 10, 2004 12:02 pm
#122
I will quit the game if this nerf comes alive, and I think my friend will quit too - 7 accounts less.
getsunshine
Tue Aug 10, 2004 12:10 pm
#123
I have 2 Accounts, one will go for sure if this comes to the live Server. As I mentioned in another post, Im not 14 years old, I have a RL Job and I dont have the time to stockup the Vendors 3 times a day. Actualy I wanted to buy another account, because I would love to craft houses and Droids, its just logical that I dont make that step now.
Imagine how the prices will raise with this nerf, imagine that some that have much time to spent in time will get rich and other crafters just have empty vendors with some dices in it. 
Hey but on the other hand, they fixed the Bike Warp!!! gnaaaaaa
Aladine
Tue Aug 10, 2004 3:06 pm
#124
With the upcomming recursive macro nerf, I have been considering changing my buffbot to a merchant bot...but with this nerf I will probably drop crafting all together, and cancel my alt account. Who knows, if its bad enough maybe I'll go check out FFXI again...
GenChaos
Tue Aug 10, 2004 3:21 pm
#126
Yes
Mor-Dan wrote:
Is the vendor nerf enough to make you want to quit?
DK_CRAKER
Tue Aug 10, 2004 3:39 pm
#127
YamadaMan wrote:
merchant nerf = world or warcraft for me
exaclty
Dimear
Tue Aug 10, 2004 4:01 pm
#129
Were there really too many of us merchants that they needed to make us quit merchant (or the game)? Were we really so uber-powerful that we needed a nerf? Were there really not enough people grinding Janta missions to make their cash instead of using the player economy?
Katmer
Tue Aug 10, 2004 6:21 pm
#130
Yes, it is.
Between my spouse and I, we have a total of nine accounts. Resource-mongering and crafting are all we do, and we have Master or near-Master Merchant on quite a few characters.
Despite that, it will simply be far too painful to be able to manage vendors under a scheme that even vaguely resembles what has been proposed. Our play-time is fairly limited, and we devote the vast majority of it as it stands to customer service and vendor/harvester maintenance.
The first thing that would have to go would be the smaller stacks sizes and variety of sizes for resources that we offer. Being able to offer these to starting crafters has helped us to establish markets and build a loyal customer base.
Those that we help out by offering afforable, small blocks of resources remember the experience... they tend to come back many, many times as repeat customers. New crafters are simply NOT going to be able to afford stacks of 100k of each resource, and that would likely be the only way that we'd be able to effectively continue to sell them under this plan.
Likewise with the offerings of single items in addition to crates. We would be compelled to sell only larger sizes, and the starting players would again be effectively locked out.
Without being able to help new customers while still providing good bulk-resource sales and a good crafting selection for our major customers, there's really no point to continuing down the crafting path.
We wouldn't have a use for nearly so many accounts if we were pursuing only non-crafting goals.
Accordingly, if we see anything resembling what's been proposed (or even anything that drops below roughly 4-5x what's been proposed), we'll be closing at least seven or eight of the accounts, and quite possibly all of them.
This is a grotesque slap in the face of all successful crafters and merchants in SWG. Shame on you, SOE.
Between my spouse and I, we have a total of nine accounts. Resource-mongering and crafting are all we do, and we have Master or near-Master Merchant on quite a few characters.
Despite that, it will simply be far too painful to be able to manage vendors under a scheme that even vaguely resembles what has been proposed. Our play-time is fairly limited, and we devote the vast majority of it as it stands to customer service and vendor/harvester maintenance.
The first thing that would have to go would be the smaller stacks sizes and variety of sizes for resources that we offer. Being able to offer these to starting crafters has helped us to establish markets and build a loyal customer base.
Those that we help out by offering afforable, small blocks of resources remember the experience... they tend to come back many, many times as repeat customers. New crafters are simply NOT going to be able to afford stacks of 100k of each resource, and that would likely be the only way that we'd be able to effectively continue to sell them under this plan.
Likewise with the offerings of single items in addition to crates. We would be compelled to sell only larger sizes, and the starting players would again be effectively locked out.
Without being able to help new customers while still providing good bulk-resource sales and a good crafting selection for our major customers, there's really no point to continuing down the crafting path.
We wouldn't have a use for nearly so many accounts if we were pursuing only non-crafting goals.
Accordingly, if we see anything resembling what's been proposed (or even anything that drops below roughly 4-5x what's been proposed), we'll be closing at least seven or eight of the accounts, and quite possibly all of them.
This is a grotesque slap in the face of all successful crafters and merchants in SWG. Shame on you, SOE.