Merchant Archive
Thread: so what happens to all my 1200+ items on 3 vendors after the merchant nerf?
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phluxx
Mon Aug 23, 2004 9:22 am
#14
Player interaction is overated. its just a rosey idea that looks good on paper. crafters should sell their own items direct to the customer. This will only add undue inflation to an already out of control economy, do to credit mission inbalances (the only way money is introduced to the game). The best use of your time in this game is to grind a combat profession, which is alot easier than crafting, and kill cavemen for 1 mil per buff session. Why add another obsticle to crafters that have to work Very hard as it is to make a buck?
Wire3k
Mon Aug 23, 2004 10:19 am
#15
Fred75 wrote:
Yea, how DARE they expect player interaction in a muliplayer, online, player driven economy game.. bastards..
Fred - crafter deals with one - or say even 5 merchants.
Crafter deals with and answers questions of hundreds of customers about their product.
Now, who has the most contact (interaction) with other players?
rexan
Mon Aug 23, 2004 10:38 am
#16
Actually, usually a customer will sent a /tell or e-mail to the name of the owner of the item. And the owner is the merchant whos vendor they are browsing.
Wire3k wrote:
Fred75 wrote:
Yea, how DARE they expect player interaction in a muliplayer, online, player driven economy game.. bastards..
Fred - crafter deals with one - or say even 5 merchants.
Crafter deals with and answers questions of hundreds of customers about their product.
Now, who has the most contact (interaction) with other players?
Wire3k
Mon Aug 23, 2004 10:43 am
#17
rexan wrote:
Actually, usually a customer will sent a /tell or e-mail to the name of the owner of the item. And the owner is the merchant whos vendor they are browsing.
Wire3k wrote:
Fred75 wrote:
Yea, how DARE they expect player interaction in a muliplayer, online, player driven economy game.. bastards..
Fred - crafter deals with one - or say even 5 merchants.
Crafter deals with and answers questions of hundreds of customers about their product.
Now, who has the most contact (interaction) with other players?
Uhhh, ok - so how does this make for more interaction for the CRAFTER? This is a GOOD thing, not a bad thing.
Buka_Starwalker
Tue Aug 24, 2004 6:43 am
#18
oh yeah, and who exactly will you go tofor all your weapons, armor, powerups, foods,oh yeah and dont forget the CRAFTED buff backs that no combat profession can live without nowadays, if every crafter just goes to a combat profession? I guess you like killing nuna's with your default CDEF pistol but not others im sure. Killing stupid janta's over and over mindlessly where the only thing that changes is the location fo the same stupid spawn in the same stupid configuration. No thanks, I think crafters and crafting rocks and you can't really prove it different to me.
phluxx wrote:
Player interaction is overated. its just a rosey idea that looks good on paper. crafters should sell their own items direct to the customer. This will only add undue inflation to an already out of control economy, do to credit mission inbalances (the only way money is introduced to the game). The best use of your time in this game is to grind a combat profession, which is alot easier than crafting, and kill cavemen for 1 mil per buff session. Why add another obsticle to crafters that have to work Very hard as it is to make a buck?
Message Edited by Buka_Starwalker on 08-24-2004 06:44 AM
EevylX
Tue Aug 24, 2004 8:35 am
#19
Iannyen wrote:
Ooh, I just got my acme translator. Lets see if it works.
Beep boop boop beep tic tic tic beep ding*
Hizorz! I have been exploiting a known bug, now I might lose a bunch of stuff on my exploited vendors! Is this true?
Well, when pub 10 goes through, the answer will be yes. Now, the advantage is, if you gave up artisan, you don't do any crafting. So you have 10 lots on which to place 5 small houses. This will hold 750 total items. You can wear a backpack, that brings it up to 800. Another 100 items in the safe deposit, thats 900! We're almost there! 59 more items on your person, not including worn items, so were up to 959! Hmmm.... maybe dump the 5 houses and use 10 food factories, thats better.
So starting over, 10 food factories in the input hopper give you 1000 item storage! Then add the safe deposit, backpack, and personal items, and you're set, with an additional 9 items that you can loot and save! Happy adventuring!
Was there any real reason for the sarcasm there? No didn't think so
BoberFett
Tue Aug 24, 2004 10:03 am
#20
EevylX wrote:
Was there any real reason for the sarcasm there? No didn't think so
His sarcasm is based in frustration. Here's a non-merchant, non-crafter concerned about his ability to make money and be a part of the economy by using vendors as a high level bounty hunter.
That's like a master crafter, master merchant complaining that he can't hunt Jedi.
People feel that just because there was a bug for a long time which allowed vendor use without having the requisite skills that this is somehow a nerf designed to hurt them. That's incorrect, this isn't a nerf. It's a fix which is correcting a bug which unfairly allowed non-merchants to compete with merchants in business.
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