Merchant Archive

Thread: Some reasons why vendors should stay after you drop Merchant.

Attikus
Tue Jan 13, 2004 12:54 pm
#196

Sistere

"Best argument that supports keeping the vendors post skill drop is on the big TH vendor nerf thread. Using what I consider a "not too shabby" premise (unlike someone elses) by comparing Merchant to Politician."

Very interesting that you think, assuming you are refering to me - since the rest of your post is obssesed with me, that my arguments have been in support of keeping vendors post skill drop. When in fact they have been no such thing. My arguments have simply been that the skill is working the way it should according to the documentation we have and according to the knowledge of how skills work in the game that we have.

Of course if you had ANY education at all, let alone a little, you'd have picked this up from anyone of my posts.

As an aside, the only people I ever hear telling others they should get laid, are people who are extremely hard-up or people who are confused about their own sexuality. I may be overstepping my bounds here, but there are support groups for both of these - do yourself a favor.



*****
Attikus Finch - The Draconian Order

WoW - Kargath server - For the Horde!
BoberFett
Tue Jan 13, 2004 2:32 pm
#197

Is that your method of debate? One star the person who has proven you wrong? Extremely mature.
Katmer
Tue Jan 13, 2004 2:40 pm
#198








Attikus wrote:
Coming from a position of annoyance when I have to run around to poorly sticked and empty vendor after poorly stocked and empty vendor, I can see how dedicated Marchants will enhance game play for EVERYONE. (as opposed to just us whiners)

Now of course I still hold out a sliver hope that the profession could be enhanced in such a way that it produces dedicated Merchants regardless of the vendor skill mod issue (in other words, I want more love from the devs than just a tweak to that mod)


I think the vast majority of us are in agreement from that perspective... Merchant could use a lot of love from the Devs.

- BUT even if we did recieve cool new tools and toys to sell our wares, if the vendor skill mod issue isnt fixed, the problem of empty and poorly stocked vendors wont go away. Considering that, I think I may be leaning toward you guys here. What cleans up the ghost vendors, and part time merchants, is not only good for us, but its good for EVERYONE. As far as I can tell.


I concur. However, I'm a bit more optimistic about the effects of the skill mod issue. While I'm not so naive as to assume that it will 100% solve the problem, I think it will make massive strides forward in increasing the signal-to-noise ratio of unstocked vendors.


Personally, I'd like to see a color-coded tag on the global map descriptor (kind of like the "consider" icon in combat) which represents the number of items stocked on a vendor (and possibly completely de-listing vendors that are empty). Well-stocked vendors would be far more easily identified without having to stop and check... you can fly by on your speeder and easily ignore the empty ones.






Yolner
Tue Jan 13, 2004 6:26 pm
#199

Wow what a surprise!!! This thread is stillhere and Attikus is still posting the same useless crap. Just give it up already. Everyone is really tired of reading your posts.



++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Theed, Naboo --- TAOMART
-4000, 4000
SLICED COMPOSITE ARMOR
Yolner Renloy - Master Weaponsmith, Master Merchant
XXXXXXXXXX - Jedi Initiate 4234
Jarun_Thaks
Tue Jan 13, 2004 7:58 pm
#200

let me start this off by saying, the ability to place a vendor is a skill just like Ressing someone or curing a disease/poison on someone. if you drop those skills, you lose the ability to perform that task.

so, if you don't want to expend the skill points needed to aquire that particular skill, why should you beable to keep the benefits from it after you drop the skills. doctors cant, combat classes don't get to keep the extra attack and defense bonuses, or the specials when they drop the skills that go along with them.

so why do you feel you should beable to ?


to the person who uses "architects building houses" as thir example of why you should beable to keep your vendors:

if the devs used your logic, everyone who bought a house off that architect before the architect dropped the skills, would lose thier house. you're trying to compare an item with a skill. Houses/weapons/armor, etc are items that are transferable between players.Anyone can use them. Vendors aren't. only the person who invests the skill points to gain the ability to create and place a vendor can actually use it.

you're just upset because you can't use your exploit anymore. just be happy the devs aren;t banning you for it.



1)Jarun Thaks ...... Master Dancer/Master Entertainert/Master Musician
2)Antilous Thaks ...... Master Shipwright/Master Architect
3)Antilus ..... Master Tailor/Master Chef
4)Antilius ..... Master Commando/Colonel in the Imp Army, Imp Ace Pilot
BoberFett
Wed Jan 14, 2004 1:27 am
#201

Still waiting for Attikus to address the last post on page 8. Funny how he constantly does the avoidance dance around anything which proves him wrong.
Attikus
Wed Jan 14, 2004 1:29 am
#202

One more paragraph for you Eola..... outside of the fact that I think you need to read more carefully and try to understand the context of things, I never disliked you or thought yo a waste of time. You took the time to respond and formulate decent positions and were actually kind of fun to argue with. Not sure why you think I was cutting you down from behind when I did all of my cutting right up front with you... but I guess thats your issue. Regardless, you should know, again, that those comments were not for you. I know how being the spelling bee champ makes people feel adequate, but trust me, you dont need that.


I've re-read some of the posts that I flagged as interesting at the time.... and have come across this statement that has made me think hard about whether or not I think keeping vendors post skill drop is good or not (we all know I think its working properly now, and we should also all know that I am on the fence as to whether or not this is good or bad)

"Customers are better served by 1 fully stocked vendor with advertising in a good location and run by someone who is dedicated to the profession than they are by 10 poorly stocked scattered vendors run by people who no longer care about the profession at all and are off on other pursuits."

That was written by Doc, before he lost his composure with me - and as best as I can tell, its perfectly true. Coming from a position of annoyance when I have to run around to poorly sticked and empty vendor after poorly stocked and empty vendor, I can see how dedicated Marchants will enhance game play for EVERYONE. (as opposed to just us whiners)

Now of course I still hold out a sliver hope that the profession could be enhanced in such a way that it produces dedicated Merchants regardless of the vendor skill mod issue (in other words, I want more love from the devs than just a tweak to that mod) - BUT even if we did recieve cool new tools and toys to sell our wares, if the vendor skill mod issue isnt fixed, the problem of empty and poorly stocked vendors wont go away. Considering that, I think I may be leaning toward you guys here. What cleans up the ghost vendors, and part time merchants, is not only good for us, but its good for EVERYONE. As far as I can tell.



*****
Attikus Finch - The Draconian Order

WoW - Kargath server - For the Horde!
Attikus
Wed Jan 14, 2004 3:49 am
#203

"Yolner Renloy - Master WS, Master Merchant"


Hey Eola - In case you were wondering who I WAS talking about in that post..... heeeeeee's back.

And as articulate, helpful and intelligent as before.



*****
Attikus Finch - The Draconian Order

WoW - Kargath server - For the Horde!
ASHRID
Wed Jan 14, 2004 5:48 am
#204

In that case Attikus, why can a merchant no longertrade a vendor to another player (one who is obviously without the requred skills) - since you are so obsessed about the distinction between place and manage?


Perhaps it is because the devs intend you to have merchant skills to use a vendor (I think we can agree its not the devs intention to get you to aquire a skill with the sole intention of dropping it again)


Eola
Wed Jan 14, 2004 7:00 am
#205






Attikus wrote:
"If one is going to malign someone's reading comprehension, one should probably use spell check, no?"

Good to see you can click a button and have a machine spell check for you....I am impressed. But no, I personally consider the ability to comprehend complex thoughts much more important than the ability to click a button. Maybe its just me... but if I had to choose, I would rather you you spell bad, if it meant you would retain what you read - just once.





Actually, I don't use the machine spell-check thanks to Zen and the Art of typing way back when I was first getting into PCs. I do tend to give people the benefit of the doubt and don't think it makes them any less of a person to use the tool if they do need it, though sadly it won't catch other glaring problems that aren't spelling related ('you you'?).


BTW: Attikus? As much as you flame people's reading skills as a distraction, you also don't do anything but run away from points that are raised that show you're wrong. Feel free to slam everyone's reading comprehension if you like, but the point remains that as much as you yap about how Vendor Management works like every other skillmod in the game, it's clear that not only does it not do so but the other skillmods in the game all work in wildly different ways in terms of how they affect a character once they've dropped the skill. Several have loopholes, several do not many of them allow work-products to be given over for use to other qualified characters... others do not.


As an aside, you also can't have it both ways. This thread is titled 'Some reasons why vendors should stay after you drop Merchant' and that is the thrust of the current discussion, given that you've been justifying that use because of the semantics of the skill description, you can't back away and say that you're not backing that position. Why? Because thepoint for several of us on the other side hasn't been 'This skill isn't working like it says it does', our point is that regardless of the semantics of the skill description what happens when you drop it needs to be changed, and the skill description can be fixed at the same time. This also seems to run in line with the expressed opinion of the devs.


So as insulting, abusive and patronizing as you've been inlabelling those of us who disagree with you illiterate, uneducated and obtuse surely you've been able to comprehend our position and have not been misunderstanding all along that we just thought the skill wasn't working as written? After all, reading comprehension is your forte, no?


It's not a semantical debate, it's a principal debate and until you come to the table with something more profound than 'You idiots! Can't you read!' all you're doing is wasting thread-space. There have been several significant points raised in messages that you've immediately one-starred in the hopes that noone else will read them, and have then pretended don't exist. So many in fact that I had to change my filter and re-read the thread. I suggest you go back and do the same, in the meantime I'll be ignoring the flames.




Eola Lasmy -- Master Weaponsmith, Master Artisan, Master Merchant
Part of Weyland Yutani Corporation
Ahazi Server: Tranquility, Theed: -3115, 5795
Force Sensitive Crafting my Behind
I've got 1 Million Monkeys and 1 Million Keyboards bet you they
integrate JTLS more smoothly than the Dev Team will.
Attikus
Wed Jan 14, 2004 8:14 am
#206

" and until you come to the table with something more profound than 'You idiots! Can't you read!'"

Ya know, maybe its not that you have trouble reading, maybe you just havent read this thread all the way through. My insults - justified as they were - came AFTER a corp of people, including yourself, simply refused to (or lacked the ability to) acknowledge the very basic, very simple, very easy point I was making. And all I was doing was pointing out a fact. The skill works exactly as it should according to the game documentation we have available to us.

That basic point is at the very heart of this issue - and until you see that, and craft your opinions, potential fixes, and ideas around it, you will continue to make absolutely no sense at all. More importantly, you will continue to get no action on the issue from the devs.... as has been the case.

And I will state it again, cause I know even if you did read it, you didnt understand it, I WAS NEVER AGAINST CHANGING THIS. In fact, a few posts up I clearly state that I am leaning toward the notion that changing this skill mod will be a good thing for everyone, not just merchants.



*****
Attikus Finch - The Draconian Order

WoW - Kargath server - For the Horde!
Yolner
Wed Jan 14, 2004 8:55 am
#207

"The skill works exactly as it should according to the game documentation we have available to us."


Did you miss the dev post about this being a bug? Ohh i forgot you always miss stuff that proves your wrong.




++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Theed, Naboo --- TAOMART
-4000, 4000
SLICED COMPOSITE ARMOR
Yolner Renloy - Master Weaponsmith, Master Merchant
XXXXXXXXXX - Jedi Initiate 4234
Attikus
Wed Jan 14, 2004 10:23 am
#208

Yolner

Shouldnt you be paying attention to your cross server lot trading spams in the trade forums?

Ya wanna talk about a loophole that goes against the spirit of the game....

You had the gaul to tell me that people dont want to hear my opinion on an actual game issue, meanwhile your spamming trade forums trying to get people to trade lots with you across servers. I dont know about everyone else, but the single most annoying thing on these boards in my opinion, are people like you who spam these boards with cross server scams.



*****
Attikus Finch - The Draconian Order

WoW - Kargath server - For the Horde!
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