Merchant Archive

Thread: Merchants in the Combat Upgrade

Indene
Tue Apr 26, 2005 2:49 pm
#14



SystemJinx wrote:


DesktopSaki wrote:


bluejanus wrote:


SystemJinx wrote:
Perhaps the ability to remotely maintain, control, and retreive items from our harvesters and factories is in order. That would avoid much risk of being killed while on a harvester / factory run.



Heh the devs said you should hire a bodyguard to go on your harvesting runs.


The Devs didn't think that one out too well. A bodyguard will do no good if a kreetle or evil hermit slow-spawns on top of me and kills me in one hit.

The maintenance droids that are out, if I remember right, can only maintain something like 8 harvs each, I think? I'm responsible for about four or five dozen (plus some factories), and even if I could buy that many droids, I'd hit the limit of droids I can have before I'd have enough to take care of all the harvs.

Not to mention that a harvesting droid does no good if I need to survey.

Yeah... Yeah, this whole CU thing wasn't though real well out. :/




No combat character is going to want to play as a bodyguard. They will be to busy leveling up their character and getting mission payouts to survive. Do you really think they'll want to follow us half way across the map?





The reason I became a MCH in the beginning was to have a bodyguard that *would* stay with me . I started
the game with 2 friends and in the beginning they were my bodyguards but soon their skills were taking them
offworld and they formed a guild and joined the rebellion and running around guarding me wasn't that much fun.
(I'm cute but not THAT cute ) So I took up CH to survive and found that I liked it too so kept with it.

On the maint droids. They did have the ability to take care of harvesters too untill the first time you
destroyed a harvester before takeing it out of the droids list. After that the droid was broken and would
not work at all. I never heard they fixed that (prob they didn't) and so I never bought a replacement. Now
that maint is taken directly from the bank it is of less use.

-Indene-



Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
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P__Day
Tue Apr 26, 2005 6:37 pm
#15

I wouldnt mind being able to respec merchant skills, since it would be nice to make my now ws/doc ws/merchant and my now merchantpistoleer to a full combat temp
bluejanus
Tue Apr 26, 2005 8:38 pm
#16






Andymantium wrote:





bluejanus wrote:





SystemJinx wrote:

Perhaps the ability to remotely maintain, control, and retreive items from our harvesters and factories is in order. That would avoid much risk of being killed while on a harvester / factory run.






Heh the devs said you should hire a bodyguard to go on your harvesting runs.




Yeah, not a very feasible solution, imo.


Can't we have something like a maintenance droid? Something along the lines of a survey droid. Send the thing off to whichever planet, and after a while, have it report back the status of any and all harvesters on the planet. Include an interface for adding maintenance and power. Or, pre-load the droid with maintenance and power. You'd still need to physically place the harv, but this will at least mitigate the problem.






It's too bad structures aren't more closely tied to an account, because it would be nice to have a terminal to check the maintenance/power status of all your used lots.






Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
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SystemJinx
Tue Apr 26, 2005 11:12 pm
#17






bluejanus wrote:





Andymantium wrote:





bluejanus wrote:





SystemJinx wrote:

Perhaps the ability to remotely maintain, control, and retreive items from our harvesters and factories is in order. That would avoid much risk of being killed while on a harvester / factory run.






Heh the devs said you should hire a bodyguard to go on your harvesting runs.




Yeah, not a very feasible solution, imo.


Can't we have something like a maintenance droid? Something along the lines of a survey droid. Send the thing off to whichever planet, and after a while, have it report back the status of any and all harvesters on the planet. Include an interface for adding maintenance and power. Or, pre-load the droid with maintenance and power. You'd still need to physically place the harv, but this will at least mitigate the problem.






It's too bad structures aren't more closely tied to an account, because it would be nice to have a terminal to check the maintenance/power status of all your used lots.







/agreed.


This little function could save us a lot of frustration.



Arnest Emado
Presents:
- Spatula City -
-115 -5500 / Coronet, Corellia
Closing Account Due to Combat Downgrade. Last Day 5-21-2005


ThGilsRooc
Wed Apr 27, 2005 3:25 pm
#18

I would suggest, personally, a complete removal of merchant. Instead, spread it throughout all the crafting professions and have a hard cap identical to merchant as it is now. That way, being a merchant and capable of selling things won't limit the player to just that. My alt (which I've quit playing due to this CU nightmare) is:


MBE/Ranger 0030/Merchant 4004


This template provides a CL27 cap to my toon and easily killable when sampling creatures. Even the ubese cert doesn't help when health is at 1800 and they hit for 3000. I'd love to have all the skillmods with master merchant spread throughout BE profession so I can master ranger and actually have a chance at surviving an encounter with a creature. Without this, BE isn't playable in this sense. Of course, I could always drop merchant for a combat prof or master ranger, but then I wouldn't have a medium to sell my wares. So either way I'm scr3wed.



Colonel Th'Gils Rooc
Webel Ace Pilot x2
I would ace more squadrons if they'd just fix the remaster bug.
Pulp Phantom
Cebre_Opasloa
Wed Apr 27, 2005 4:16 pm
#19






ThGilsRooc wrote:

I would suggest, personally, a complete removal of merchant. Instead, spread it throughout all the crafting professions and have a hard cap identical to merchant as it is now. That way, being a merchant and capable of selling things won't limit the player to just that. My alt (which I've quit playing due to this CU nightmare) is:


MBE/Ranger 0030/Merchant 4004


This template provides a CL27 cap to my toon and easily killable when sampling creatures. Even the ubese cert doesn't help when health is at 1800 and they hit for 3000. I'd love to have all the skillmods with master merchant spread throughout BE profession so I can master ranger and actually have a chance at surviving an encounter with a creature. Without this, BE isn't playable in this sense. Of course, I could always drop merchant for a combat prof or master ranger, but then I wouldn't have a medium to sell my wares. So either way I'm scr3wed.




Better yet why not just make merchant a no-skill point profession just like politician?





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SystemJinx
Wed Apr 27, 2005 4:46 pm
#20







Cebre_Opasloa wrote:


Better yet why not just make merchant a no-skill point profession just like politician?






Because this would give everyone a 4000 itemSTORAGEvendor. Think of what this would do to the item database.


Instead of making Merchant a free profession, maybe they could just increase our bank storage from 100 itemsto 4000so people will stop whining about this.



Arnest Emado
Presents:
- Spatula City -
-115 -5500 / Coronet, Corellia
Closing Account Due to Combat Downgrade. Last Day 5-21-2005


Esu
Thu Apr 28, 2005 4:48 pm
#21

This Is completely insane.... You know its bad enough that I have to re-load my vendors on rotating 30 day cycles, now they have proudly unloaded them for me. Myself and a friend just spend 3 or 4 days... Loading all my vendors. This is insane.

So will we get anything back from SOE for this? Anyone have any ideas.

1. They need to increase the vendor unload rate to 90 days, I am so tired of spending half my life loading vendors and not being able to actually make things and play the game. Dont get me wrong its a nice system and works great to earn cash. But having them unload every 30 days, and now this... Practially unbearable.

Guess they didnt think about us crafters and merchants that much in this CU. (My ALt is my crafter not Esu)

best wishes everyone. May the force os SOE not kill you all
SystemJinx
Thu Apr 28, 2005 11:09 pm
#22






Esu wrote:

This Is completely insane.... You know its bad enough that I have to re-load my vendors on rotating 30 day cycles, now they have proudly unloaded them for me. Myself and a friend just spend 3 or 4 days... Loading all my vendors. This is insane.

So will we get anything back from SOE for this? Anyone have any ideas.

1. They need to increase the vendor unload rate to 90 days, I am so tired of spending half my life loading vendors and not being able to actually make things and play the game. Dont get me wrong its a nice system and works great to earn cash. But having them unload every 30 days, and now this... Practially unbearable.

Guess they didnt think about us crafters and merchants that much in this CU. (My ALt is my crafter not Esu)

best wishes everyone. May the force os SOE not kill you all





I've just reloaded about 700 items on my vendors. Now in 30 days all of the items that haven't sold will expire at the same time. I do not want to be online when that happens. Plus my shop will go from nicely stocked to completely empty that day.


I really feel sorry for those of you that have thousands of items that need to be reloaded into your vendors.





Arnest Emado
Presents:
- Spatula City -
-115 -5500 / Coronet, Corellia
Closing Account Due to Combat Downgrade. Last Day 5-21-2005


GreatWurm
Fri Apr 29, 2005 12:04 pm
#23

This one isn't necessarily a bug, but with us having to re-load all the items on our vendors, it would be ultra-useful to be able to shift+select (or ctrl+select) a number of items and have them all go in at the same price. That way, if one had100 loot kit parts, and he wanted to sell them all at the same price, it would only be 5 clicks instead of 400.



Another suggestion would be to have an option to automatically populate the price field with the old price when selling an item directly out of the stockroom. As it currently stands, I've got to view the details of the item to determine the old price (I usually lower the price if it didn't sell in 30 days, but I can't be expected to remember the prices for so many items...).



J'Asper


Corbantis


MeciniaLua
Fri Apr 29, 2005 4:51 pm
#24






Elyssa wrote:

I realize we're not a combat profession, but can anyone think of merchant specific issues (as opposed to general issues) that are brought on by the CU?


Survivability of non-combat characters and the inability to dress vendors in faction armor has already been reported.






Vendors, there change to a new database where they didn't just copy the old one has rendered all bazaar and vendor listing moot. You have to completely take everything out, putting it in your inventory then putting it back on the vendor. I spent 3 hours doing it this morning and am not done. It is not fun, it should have been said upfront they were doing this and I wouldn't have bothered restocking last week ( course I probably wouldn't have done that either if they had been forthcoming on the releasing of this bug ridden code. )


You know the survivability of non combat character was brought up well before this was pushed live. There response is hire folks to help you. I've tried that for every three you might ask one might help. And that's even if you are paying. The combat types do not want to spend time wandering around with me checking harvestors, factories and then taking the merchandise back to town to sell.


In fact it had been suggested that some light kinetic armor...a helmet and vest be made available to Artisan's to make, yet this was ignored by the devs.


Another major pain in the butt is the fact that they reverted all bone armor segments to read now Battle Armor Segment. They destroyed all the signs and anything folks made for memorabilia like my memory wall. Like the museums on each server. Really it is quite inexcusable their indifference to crafters.


I'm not quitting yet but much else goes wrong in the near future and I'll click the little cancel button and not worry about it. They don't seem to worried about the time and effort we've put into our toons while they've been colllecting their paychecks.





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Collected Expansion Ideas and Game Upgradesi


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DocSavag
Sat Apr 30, 2005 2:16 pm
#25

The body guard isn't as far fetched as people make it out to be. They don't actually have to hang out with you. If you can get someone to group with you with a higher level you will take less damage from any mob that happens to spawn on top of you. Even a combat droid should raise your level a bit.

Nothing is going to make it safe to do harvester runs on adventure planets. I'm not sure anything is supposed to except combat skills.



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Ani_cul
Sat Apr 30, 2005 2:44 pm
#26






DocSavag wrote:
The body guard isn't as far fetched as people make it out to be. They don't actually have to hang out with you. If you can get someone to group with you with a higher level you will take less damage from any mob that happens to spawn on top of you. Even a combat droid should raise your level a bit.

Nothing is going to make it safe to do harvester runs on adventure planets. I'm not sure anything is supposed to except combat skills.





You know that is kinda how I feel and exactly whyI spent so much time -each time I moved i always set it up compactly-setting up my complex like I did.
{public craft house, vendors house, display house, workshop, store house, 4 factories, minisalon/storage, museum}


Hello I am a Tailoring Merchant, call me missus sissy.
I do not beleive we should in anyway feel safe stepping outside our doors on Dant or Rori.
I do think people who chose to be non combat should die easy.


Do not get me wrong,
I would love a 'sissy' button to hit that turns us nonagroable and only allows structure interaction (no mission no NPC just hoppers maint and placement}
I do think while inside a vehicle critters should scurry away instead of rush in for the kill
AndI do want to ba able to walk to my factory just outside my door without a lair inside of it
{have you seen the spawn in Cnet ring of doom lately?I amso greatful I do not live there!}

But I chose a noncombat prof and have died well, and will continue to die well within it.







stop looking at me
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