Merchant Archive
Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)
Temohpab wrote:
To the people that log in once a week to restock their vendors and say they will quit the game etc if the vendor UPGRADE is applied, I can only say "Good riddance!". We need new merchants to be able to get costumers and to move some of the trading away from the big merchant houses around the big cities. We need competition to keep down prices. We need active merchants, not ghosts. We get that from the restrictions on vendors. WTG SOE. /cheers
Now please do something about people having multiple or shared accounts on same server, it ruins the PvP system.
Bwhahahahahahha! Right! Suuuuuure they're gonna tell folks they can't have multiple accounts and send them more money.
I do think being successful as a merchant on a one-day-a-week login is a bit much. A player who logs in every day should have *some* advantage. But this nerf is insane.
I think that Sony has decided they will impliment these changes, come hell or high water. They've decided that they will accept a certain number of cancelations as necessary pain to succeed. The only way to stop them is not to threaten to quit, but to actually DO it so that the number of cancellations is much higher than their expected "cost." Cancel now if you oppose this nerf, and remember you can continue to play until the subscription ends. Estimated rollout date for P10 is 8/24.
joined42904 wrote:
For my fellow folks out there with merchant skills who don't like the new limits, please consider this:
What you need to understand is that for Merchant to be valuable as a skill, it must be a limited skill.
If one merchant can stock unlimited wares, then you only need one merchant per guild for instance. One merchant guy can sell all the crafters' wares.
Only when the ability to place items on a vendor is scarce does it have value.
Merchants will get a larger slice of the retail pie the FEWER slots are available on each vendor. If it's unlimited, then what the merchant contributes is just the stocking work which is often not much work at all. If it's limited, merchants must be seen by crafters as also contributing the opportunity cost of stocking something else when the merchant stocks that crafter's wares.
Only by constrainingthe merchant skill is it given value.
wrote:
Are you an oligopolist, Cafa? Because if you are, a bit less fun for you may me a lot more for a lot of other crafters and merchants.
You still use the word Oligopolist even after you were slammed for not knowing what it means? You are such a troll.
wrote:
Are you an oligopolist, Cafa? Because if you are, a bit less fun for you may me a lot more for a lot of other crafters and merchants.
You still use the word Oligopolist even after you were slammed for not knowing what it means? You are such a troll.
joined42904 wrote:
Cafa,
You say that vendors are a necessity, not a fun item.
You then say that merchants have no cognizant skill set. Seems to me they do...they get VENDORS. Well...so does business 3 but to a much more limited extent.
Merchant isn't played much as a profession now because the devs let folks poach vendors from the profession. If vendor poaching is no longer allowed...let me predict that there will be folks playing merchant as a profession. And some people will enjoy that.
Are you an oligopolist, Cafa? Because if you are, a bit less fun for you may me a lot more for a lot of other crafters and merchants.
Just because you've made you life's work to be a professional troll doesn't mean I give any credit to your effort.
Grow up and respond without accusing me of some supposedlynefarious crime. Any day you wanna measure who's done the most good for this game (you or me) just go ask the Tempest community.
In the words of Cala'dan: Stop being a **edit**.
Message Edited by Yasha on 08-13-2004 03:44 PM
Yasha wrote:
[snip]
As it is it's just something grinded to have better or more vendors, this changes nothing, other than more unhappy people grinding it out so they can do what they liked before-hand, possibly forcing somethat didn't need a second account before to doso now IF they wish to keep playing.You might as well make a "fireworks" elite profession from artisan, and a year down the road tellanyone that wishes to sell anything that makes noise or light needs to getfireworks 0/0/0/4 and keep it.
If limitations need to be in place because of chinsyness, fine. I think most of us can live with limitations overall, but they need to be like at about110 at Business 3, dissolve merchant altogether and spread the rest to the elite professions off of artisan.
Message Edited by Yasha on 08-13-2004 12:58 PM
/agree
I stayed Master Merchant wth Fivo for the longest time, thinking that good intentions would be forthcoming from the devs. They never came.
Merchant became more and more a drudge I kept to do business conveniently. For someone that actually finds the current version of the merchant profession fun, I put forth that utilities to do your job correctly should not be the heart aof a profession. Even smugglers have SKILLS that allow purchasing things (faction) that we cannot. Merchant is a certification, if anything, to use a vendor. It does nothing else nor requires any roleplaying aspects different from any other character in the game.