Merchant Archive

Thread: Make Merchant real or roll into elite crafting profs

Neutronboy
Thu Aug 25, 2005 9:19 am
#14

I'd like merchant to get more lots, meaning I could place several nice shops, aswell as factories, harvesters, etc, without having to lot swap.







TUUUUUUUUkUUUUUUUUV
NNN ZHAKRIN NNN
Master Architect ~ SARGAS ~ Master Artisan
Black Lotus Clan
"Aequat omnes cinis, Impares nascimur, pares morimur."
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Washell
Sat Aug 27, 2005 6:31 pm
#15






ArclightX wrote:

Suggesting that there are combatprofessions out therewho incorporate merchant into their templates illustrates that some ppl are out of touch with the post-cu changes. Simply put, this doesn't happen.



I'm one, pretty sure I'm not the only one. Plenty of CL80 templates that leave room for a large chunk of merchant.


TarMangani
Mon Sep 05, 2005 11:48 am
#16






Ani_cul wrote:

I will never support an idea which stems merchant directly from crafting


every combat class no matter their level should have rights to merchant the same as any crafters does


and no master crafter should 'get more' then a novice one


Either sink points into Merchant or do not, it is your choice, and should be open to everyone to do the same.







You have a valid point. Why tie up merchant into a crafting prof when there are so many things to sell that have nothing to do with crafting? (i.e. resources, loot, SEAs, etc.).


Vendors are used for MUCH more than crafting and keeping it available to non crafting classes should remain...


Having said that, the profession is definitely broken and something should be done...(The stater of the obvious will now take a bow and answer any questions)...





JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Bandlero
Tue Sep 06, 2005 4:25 am
#17


This has got to be one of THE oldest arguements of the profession.



Anyhow, Smugglers are a hybrid class. Half crafter, half fighter. Smugglers should NOT be denied the right to have access to a vendor to sell their wares. Perhaps one way to garauntee they can, and to nerf dabllers is to give a smuggler +1 vendor in their first spice crafting box. That way they can get a vendor without having to dabble.



Also, Artisans are crafters, tho not "elite" ones, but they still also have a right to a vendor. That is why they have a +1 to vendor. Shoot, master artisans make vehicles and much needed electronics components. If those 2 items there don't justfiy artisan as a stand-alone profession, people need to step back and take a new look at how they view the game.



As for validating Master Merchant, yes Master needs a unique skill or perk. If you look at combat classes, the master box gives them "advanced" versions of their attacks, yielding them greater dps, etc. This sets the masterfighters apart from non-masters. Master Merchant just gives +10 hiring and +2 vendors. These 2 items ARE improvements on prior skills, however they do not make Master stand out nor make the master an improved version of a Merchant. Something new needs to be added to master level, such as a Sign #5 (Big glowing Vegas Style Neon), The Ability to Turn your barker droid into a Mobile Vendor (If it has an item storage module), Priority on the planetary map for vendor listing (your vendors are always the top of the list), The ability to place a Stand-Alone vendor anywhere on the planet (think the lottery droid), The ability to do consignment sales, or whatever.



The other masters have a good point, and I agree with them. All the perks of being a merchant have been given to sub-master boxes. Planetary Advertising and Barker Droids were given to box 3 and 4 in Advertising, Structures 4 gives us Tents and maintenance decreses, Hiring 4 gives us the ability to clothe our vendors, and managment 4 gives us more vendors (like the master box). Master, it just gives 2 more vendors and the Protocol droid. Too many perks were given to sub-master boxes. There is NO reason to master merchant except for the badge, and 2 extra vendors. No, the protocol does nothing special, it's a pink protocol, and honestly not something that defines mastering a profession.



One old idea from way way way way back was the give master merchant the ability to craft Merchant Only furniture, such as display cases, store shelves, etc. OR to give master the ability to play music in their shop, like our trainers have in the NPC cities. Those are just a couple of old ideas. Interface fixes or changes should be open to all merchants, not just the masters. Honestly, the profession as a whole is suffering, and when you're a master, you've invested the most into the profession and of course you'll feel the hurt more than non-masters. But, the whole profession is in need of help.




‡‡Master Merchant‡‡
‡‡Currently: Master Artisan, Master DE, and Architect‡‡>
><<>>< Mesa Roja Industries ><<>><
Established July 2003
Current Mayor of Trading Post, Lok
Former Mayor or the former city of Mesa Roja, Tatooine

Jagged-F3l
Wed Sep 07, 2005 12:07 am
#18






Papa_Nodo wrote:

Ani,


You are missing the point here. What good is a merchant without a supplier, and in the same aspect what good is a crafter without the ability to sellwhat we make. I just want them todo SOMETHING with the merchant profession so that as crafters we do not HAVE to have merchant. Face it, if you are a crafter, you also have merchant.


I would like to be able to go to our guild merchant and have them sell my items for me. The way this works now is just NOT working, as how can I expect someone to first BUY all my listed items and then SELL them, hoping they sell.


I would actually like to see the merchant tree moved into Artisan as I stated before, so yes EVERYONE would still have this ability and it would bring life back into the Artisan Profession, which is now only mastered if you want to make bikes, or should I say SWOOPS









OK, so what do resource dealers do? Here are a class of players that might have picked up some basic surveying skills, bought some harvesters and want to simply sell the resources they harvest. It might even be simpler than this; a combat class players that wants to sell hide, meat, bone, and milk.


What do loot dealers do? Here are strong combat class players that want to sell their loot, and the loot is worth more than public bazaar allows.


I feel the misery, but rolling merchant skills into an elite crafting class won't solve the problem. Rolling the current merchant skills into artisan won't solve the problem either, as it would ruin any differentiation that remains between artisans and merchants. In my opinion, if the devs aren't going to do anything spectacular with the profession, they should simply reduce the skill point requirements, not unlike what they did with image designer.





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