Merchant Archive
Thread: Merchant Top 5 Issues
Make screenmap registration reading ! Actualy if you got more than one registred vendor into a house all the texts are stuck in a corner. This make the text unreading.
I can't agree that people migt not keep vendors oplaced before droppingMerchant
Why? Because for me it like schematic.
I was a master weaponsmith and CREATED schematic of T21 rifle. ( I am master Merchant and placed6 vendors)
I dropped weaponsmith. I lost an ability to CREATE schematic. ( I can't place vendors no more since I dropped merchant).
More of that, I dropped ARTISANat all. But with my schematic I still can use factory toMAKE the weapon! (Hey I can continue pay previously hired vendors)
This is how the game works. And I believe this is right. Things you made don't dissappear after you drop the profession. Either it is item, schematic or vendor. WHy in this case don't remove schematic from the guys who dropped other profession?
Stop asking about the nerf, especially about Merchant. Hey do you think it is overpowerful profession?
Either it should be removed at all or leftas is. Improve it but not take out the mostly one advantage why this profession is learned at all.
Otherwise the only chars with jedi will have it. Because only them can afford to keep all the time so many points used for additional vendor.
KozakMamalyga wrote:
I can't agree that people migt not keep vendors oplaced before droppingMerchant
Why? Because for me it like schematic.
I was a master weaponsmith and CREATED schematic of T21 rifle. ( I am master Merchant and placed6 vendors)
I dropped weaponsmith. I lost an ability to CREATE schematic. ( I can't place vendors no more since I dropped merchant).
More of that, I dropped ARTISANat all. But with my schematic I still can use factory toMAKE the weapon! (Hey I can continue pay previously hired vendors)
This is how the game works. And I believe this is right. Things you made don't dissappear after you drop the profession. Either it is item, schematic or vendor. WHy in this case don't remove schematic from the guys who dropped other profession?
Stop asking about the nerf, especially about Merchant. Hey do you think it is overpowerful profession?
Either it should be removed at all or leftas is. Improve it but not take out the mostly one advantage why this profession is learned at all.
Otherwise the only chars with jedi will have it. Because only them can afford to keep all the time so many points used for additional vendor.
Couldn't have said it better myself.
DocSavag wrote:
4. The lack of tools to make good business arrangements with Artisans.
We would love to have more detailed ideas about tools to help with these
arrangements.
5. Currently it is possible to give up practically all of your merchant
skills without having to give up the vendors that you received as a benefit
of those skills.
We would like to see some suggested changes that would address this
situation. We agree in principle that Merchant Skills should not be
surrendered without the loss of the benefits of those skills.
DawnTreader777 wrote:
and the reason i left 4 till after that is because of the following problem i am finding being master merchant.
I HAVE NOTHING TO SELL!
due to the fact that any artisan can have a vendor half way through the business tree, and the fact that any armoursmith, weaponsmith, droid engineer, and any dabbler with novice artisan up the business tree can get a vendor, there is no need for my services, AND the fact that former master merchants still have their vendors, i
Saying that the Merchant class needs love is a lot like reporting the weather. Nobody is going to argue with you and nobody can do athing about it.
If you need merchandise to sell, consider these avenues:
a:Find something that people grind and tell them to let you have em rather than going 'practice mode'. Mouse droids, personal harvs, bantha treats, and weapons powerups are some good examples of these. Once these folks grind up to mastery in their respective fields there's a chance you can retain the relationship as their mercantile outlet.
b: Take a good look at what's not available and put those together. I always wonder why people don't create vendors to sell wall segments or fiberpads or other things that are required for higher-level crafting. Sure it's not thrillingly exciting, but it'd make money if you keep careful track of what Master crafters are looking to buy.
c: Find a mis-run vendor out in the middle of nowhere, buy him out and re-sell the merchandise at your vastly more accessable and better-run establishment at a small but appreciable profit.
The fact that there's no way to make wine in-game is not a mistake, there's plenty of whine out there already. The quick and the smart can make tons of easy credits in-game.
Csin wrote:
If you need merchandise to sell, consider these avenues:
a:Find something that people grind and tell them to let you have em rather than going 'practice mode'. Mouse droids, personal harvs, bantha treats, and weapons powerups are some good examples of these. Once these folks grind up to mastery in their respective fields there's a chance you can retain the relationship as their mercantile outlet.
b: Take a good look at what's not available and put those together. I always wonder why people don't create vendors to sell wall segments or fiberpads or other things that are required for higher-level crafting. Sure it's not thrillingly exciting, but it'd make money if you keep careful track of what Master crafters are looking to buy.
c: Find a mis-run vendor out in the middle of nowhere, buy him out and re-sell the merchandise at your vastly more accessable and better-run establishment at a small but appreciable profit.
The fact that there's no way to make wine in-game is not a mistake, there's plenty of whine out there already. The quick and the smart can make tons of easy credits in-game.
Those are some great ideas. i am also working on getting schematics from others to build stuff to sell. and now i know some choice items, like those wall segments and stuff. that misrun vendor thing is a good idea too.
in the past 2 weeks i have just started seeing my business pick up. i had to rearrange vendors and get some organization going. at this point i am just about ready to start running other peoples schematics and having a lot of stuff to sell.
thanks for the suggestions. realise too that i was overstating my case, i really believe that merchants need to have more of the selling power instead of artisans.
Vipossk wrote:
You know, i don't really understand why all of you get your knickers in a twist whenpeople want tokeep vendors after dropping the skills. I am a Master Merchant. Personally,I don't see why after scratching and clawing my way up the worthless branches of this skill tree I can't keep a few vendors around....After all, it has only taken me MONTHS to reach master, and i did it on my own accord and not by the order ofsomefriggin holocron. Cry me a river. Then I'll call my artisan buddy to build me a canoe so i can paddle myself all the way to creditsville.
Scuse me? i got master merchant without trying. all i did was sell stuff on the bazaar and put up one vendor. after 2 months i had all the xp for business tree in artisan, and after getting novice merchant i ended up just getting master merchant by using my vendors. that was well before we had mounts.
now, because i didnt have to scratch and claw my way up the tree maybe i dont get the same warm fuzzy as you do over those token vendors you got to keep after dropping the skills, but i am still sacrificing my skill points for keeping my vendors. of course i still get all my added bonuses as well so i am still sacrificing my skill points for something but why should you get those vendors for free?
now if i drop my smuggler skills why should i still be able to use my molecular clamps just because i have a few extras lying around?
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ARHHHHH! Any one else keep getting this???
Anyway I posted my response here, please read:
http://www.bondoux.pwp.blueyonder.co.uk/SWG_Forum_Merchant.htm
As a buddy of mine says on the Smuggler forum: I'm in green.
1. Takevendors away from busn. 1 and 2. instead give a 5% maitance discount for busn. 4.... allow craft specific vendors (1) for master craftsman..if you drop the profession you can keep thevendor but can not add anything to itor change any pricesor recieve any offers..(1 for each master too.. so a master weaponsmith and armorsmith would get 2 vendors).. (this is a fair compromise to both sides of the issue..)
Eh. Again, vendors make us money. They are the tangible benefit to being in the class. I agree we need better tools but I still don't like letting other professions have our most valuable one. Pistoleers use pistols. Smugglers smuggle (or should dammit!). Doctors heal. Merchants have vendors. Blur those lines and you start losing your purpose for being. Everything else is windowdressing.
2. Forget the merchant tents.. those are neat to look at but they are not very efficent.. instead give us a Mall.. something not quit as big as the PA.. but two levels.. almost like a naboo medium where the upper floor area is a balcony that surrounds the main floor.. No rooms for this mall.. just a huge open space much like the main room of the PA.. (just a little bigger though .. master merchant drops this.. (and to make you have to keep the class.. you have to be master merchant to change admin rights.. and drop anything in the mall.. (only one person can drop items in a city hall so i know this can be done) This can also be advertised on the main map.. as a mall.. the merchant can then rent out spots to master crafters.. (and remove the ability for vendors to be in PA halls.. after all that is not what the Hall is intended for..
I agree. Merchant tents, while nifty and all, aren't a great solution. We ask for a shop, they give us this teeny tiny thing. Granted it does it's main purpose (the main purpose the dev's gave to us) which is something that is visually different and is easily identified as "Vendor Inside." I wouldn't be opposed to your Mall idea. It's one that's been kicked around here for a long time.
3. More advertising abilities.. I am not for a npc spamming barks in an already crowded spaceport.. but a walking droid that can be named after your mall.. .. If i am in theed and i see your droid .. and i am interested in what u sell i can converse with the droid.. (an option that already exists) and your droid could then say a scripted response..(this way would limit the spam clutter) say this is in advertise 3.. and it is preset responses like the first adbark ability ..then advertise 4 you can custome text..
The dev's are already tinkering with this for the droid invasion. And in all fairness to Doc in regards to your first paragraph, he's been asking for this, AND MORE merchant beneficial tools since he got here.
4. Special back pack that u can where is say efficiency 3.. that allows you to carry more than the normal 50 items. and ability to use a transport vehicle say in efficiency 4 that has a cargoo hold. (dont think i need to go into much detail here) although .. a master artisan would still craft this vehicle..
Cargo holds would be great for everyone, not just merchant. I agree. Don't know about the back pack though. Space is something EVERYONE wants more of, and can justify.
5. Special travel rates.. merchants are suppose to travel the galaxy alot.. and it is not unexpected that a merchant would get a discounted rate for all the travel that they do .. (frequent flyer miles) again not much details need to go here..
I don't see this as being that big of a problem. Besides, the Space Expansion is on the way, which might make this issue moot for many reasons.
And in regards to your first paragraph, I think Doc is doing a very good job, he's well informed about the limitations and problems facing us, and he's doing the best he can. The bugs DO need to be looked at, and I think it's unfair of you to say he's only concerned about vendor bugs and making us "vendor handlers." He has asked for tools to make doing business itself easier, tools to expedite and simplify and legitimize consignment deals, keep track of sales, etc etc etc, in short do the things merchants do. While your ideas are good, they aren't new, and some of them, while cool, don't address the problems like "why should people do business with us?" and "how do we make it easier?" That's not a flame, it's an observation. For instance, while cargo space and travel discounts would be cool, I think it's more important we get better sales tracking tools so that ingenius guys like PepeG don't have to spend their time INVENTING one for us. We're all frustrated here. Merchants aren't crafters. We're not even INTEGRAL to the crafting business. We're certainly not combatants. And we're either not as loud as, or as broken as the Droid Engineers to get two whole publishes dedicated to fixing us, or a Combat Balance to solve our woes. I'm a Smuggler and a Merchant so I know this is tough. But Doc's been nothing but communicative and helpful so far, as far as I can see.
Q: Has anyone offered up a suggestion to allow a Merchant's multiple vendors to "network" like a mini Bazaar? So that you can buy something on a vendor at a secondary location? (Like the Bazaar, you should have to go the "remote" terminal to retrieve the item, but it would allow a customer more choices by being able to see a Merchant's entire sales inventory at all locations.)
Personally, I run a "company" on Intrepid that handles the resource vending for a half-dozen freelance miners and farmers. I'd like a customer to be able to access my entire inventory from a vendor, and I have not seen any way of implementing that. I'm running vendor tents on several different planets, and it's really hard to maintain a well-stocked inventory with each vendor acting like a self-contained unit. And point-in-fact, the UI for the vendor implies the ability to search other locations.