Merchant Archive

Thread: Why every Merchant poacher cry baby should be quiet....

mhal9000
Tue May 25, 2004 1:50 pm
#14

Don't feed the trolls, maybe they won't stick around that way...



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GoCanes
Tue May 25, 2004 3:10 pm
#15






nathan118 wrote:


So please, any good arguments against what I'm saying? Why should a person lose everything on their vendor like some suggest?






I'm sure the DEVs will not just get rid of all your items when the patch is made... The most logical scenario is that they send a "Galactic Communication" email to all current accounts (similar to the Holiday Holocron email and the CoA follow-ups) saying that the Emperor has been informed that some vendors are operating without license and that 30 days (or some random number) amnesty will be given to allow stock/stockrooms to be recovered before imperial seizure...



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nathan118
Tue May 25, 2004 3:46 pm
#16

Funnyhow my being in disagreement makes me a troll.


To quote MyT_Chicken...


"I know that if I drop Master Doctor I lose the ability to do better buffs. If I drop MTK I lose the ability to kick @$$. If I drop Novice Medic I lose the ability to heal....even if I have stim packs. If I drop Scout I lose the ability to harvest, set camp, forage. If I drop Artisan I lose the ability to craft anything.


The point of the matter is that you are HOSTING a vendor...your not "placing" one. Without merchant skills you would be unable to HOST are vendor to begin with...so why exactly should you keep it even after you drop the skills. Think about what your saying before running your mouth."


Couple problems. I'm not sure why you use the term "hosting" a vendor. Your Vendor Skill Mods give you the ability to place vendors (read the skill tree) but nowhere does it use the term "hosting." You seem to confuse "placing" and "running" vendors. There is no such thing as a skill to RUN a vendor, or you could say that EVERYONE has this skill. The skill that everyone does not have is placing the vendor, which is granted by the management tree in merchant (and Bus 3). You tell me to think about what I'm saying, but you're using terms that you haven't even defined.




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Songe
Tue May 25, 2004 5:38 pm
#17

You're playing with words again when you are wrong in the first place. Why bother?



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scruftydog
Tue May 25, 2004 6:01 pm
#18


nathan118 wrote:

Couple problems. I'm not sure why you use the term "hosting" a vendor. Your Vendor Skill Mods give you the ability to place vendors (read the skill tree) but nowhere does it use the term "hosting." You seem to confuse "placing" and "running" vendors. There is no such thing as a skill to RUN a vendor, or you could say that EVERYONE has this skill. The skill that everyone does not have is placing the vendor, which is granted by the management tree in merchant (and Bus 3). You tell me to think about what I'm saying, but you're using terms that you haven't even defined.




The devs have said that the wording is misleading, and you shouldnt be able to have a vendor without the skillpoints. There is little point arguing semantics here. At some point you will lose your vendors, and you wont be able to say you werent warned.




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nathan118
Tue May 25, 2004 10:06 pm
#19

Ok, I will accept that this is NOT how the devs want it to be, which is fine. I plan on keeping my merchant skills for the other benefits it brings. However, I hope people who try to turn this into a huge moral debate will get off their soapbox.


So, if the devs are going to change things....how should they handle a transition? Like someone else said, a galaxy wide email warning people?



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Sixpack, Master Shipwright on Starsider
Shop is on Naboo in Thalnax, just 75m SE of the shuttle.
nathan118
Wed May 26, 2004 12:57 am
#20

I love the vulcans "logical" arguement. "If you can place a vendor, you logically get to use it." Yes, that is more logical than my assessment of the skills given to you as you progress through the merchant tree.


Let me clarify something. Maybe the devs don't like the current design, and maybe they will change it. HOWEVER, calling this "poaching" or an "exploit" is ludicrous. You can't find anything in the game to support your claims that dropping merchant and keeping the vendors is WRONG. Maybe you don't like it (that's your opinion), but asserting that all the "poachers" should just lose everything because they're evil people is ridiculous.


I'm not sure I was resorting to personal attacks by calling some people cry babies...after all, haven't you read through this forum.


So please, any good arguments against what I'm saying? Why should a person lose everything on their vendor like some suggest?



--------------------------------------------------------------
Sixpack, Master Shipwright on Starsider
Shop is on Naboo in Thalnax, just 75m SE of the shuttle.
nathan118
Wed May 26, 2004 12:59 am
#21

Note Rexan, I never called YOU a cry baby. Unless you point me to a thread where you cried and whined about people dropping merchant skills, then no, I don't think you're a cry baby.



--------------------------------------------------------------
Sixpack, Master Shipwright on Starsider
Shop is on Naboo in Thalnax, just 75m SE of the shuttle.
Andymantium
Wed May 26, 2004 6:04 am
#22






nathan118 wrote:

Ok, I will accept that this is NOT how the devs want it to be, which is fine. I plan on keeping my merchant skills for the other benefits it brings. However, I hope people who try to turn this into a huge moral debate will get off their soapbox.


So, if the devs are going to change things....how should they handle a transition? Like someone else said, a galaxy wide email warning people?






Send out a galactic email, and give people something like 30 days to empty their vendors. After 30 days...*poof*



K

DingoBoi
Wed May 26, 2004 4:38 pm
#23






nathan118 wrote:


Let me clarify something. Maybe the devs don't like the current design, and maybe they will change it. HOWEVER, calling this "poaching" or an "exploit" is ludicrous. The dev's call it exploiting. Does that clarify it for you? You can't find anything in the game to support your claims that dropping merchant and keeping the vendors is WRONG. Maybe you don't like it (that's your opinion and the opinion of the dev's), but asserting that all the "poachers" should just lose everything because they're evil people is ridiculous. Not all poachers should, just you!










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rexan
Wed May 26, 2004 4:50 pm
#24






nathan118 wrote:

Ok, I will accept that this is NOT how the devs want it to be, which is fine. I plan on keeping my merchant skills for the other benefits it brings. However, I hope people who try to turn this into a huge moral debate will get off their soapbox.


So, if the devs are going to change things....how should they handle a transition? Like someone else said, a galaxy wide email warning people?






I imagine it will work something like this. Once you no longer has the skillpoints to support the number of vendors you have places, the following will happen.


1. All of your vendors will no longer be able to sell items.

2. Your vendor will no longer be able to accept offers from players.

3. You will not be able to additems to the vendor.

5. You will be free toremove anyitems from your vendor.

6. Items not removed will expire at their normal time. ie, 30 days later, all items will end up in the stockroom.

7. Items in the stockroom will be deleted normally in 7 days.


So basically 37 days after you drop your merchant skills, all of your vendors will be completely empty.


And I would think that once the vendor is empty, it will delete itself.






Rexan Ryu
Master Smuggler
Flurry Server
scruftydog
Thu May 27, 2004 4:29 am
#25






rexan wrote:



I imagine it will work something like this. Once you no longer has the skillpoints to support the number of vendors you have places, the following will happen.


1. All of your vendors will no longer be able to sell items.

2. Your vendor will no longer be able to accept offers from players.

3. You will not be able to additems to the vendor.

5. You will be free toremove anyitems from your vendor.

6. Items not removed will expire at their normal time. ie, 30 days later, all items will end up in the stockroom.

7. Items in the stockroom will be deleted normally in 7 days.


So basically 37 days after you drop your merchant skills, all of your vendors will be completely empty.


And I would think that once the vendor is empty, it will delete itself.






I agree, this would be totally fair and I hope is how it is done.





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Scoooter
Fri May 28, 2004 1:15 pm
#26






nathan118 wrote:

I'd like us to focus on two of the merchant trees. HIRING and MANAGEMENT.


These two tree produce two very important skill mods: HIRING and VENDORS.


Let's look at the description given for these trees on the in-game skill tree.


For the hiring tree: "...the merchant gains the ability to PLACE more interesting types of vendors..."


For the management tree: "...grants the merchant the ability to PLACE an additional vendor..."


Nowhere do any of these skill mods give a person the ability to RUN a vendor. Why should someone who drops their merchant skills lose the ability to use one? They have lost all the abilities they had, which concerned PLACING the vendors. I see no exploit/bug. **edit** all you want about the system, but don't resort to personal attacks. Bring it on.


Sixpack





Ok lets look at the trees HIRING an MANAGEMENT.


Management is not about vendor placement its about how many vendors you can MANAGE. Hence if you drop it you lower the number of vendors you can manage successfully or control. It just so happens you need the skill to place a vendor from the artis tree to place one and you cannot place one if you cannot manage it. So when makes you think you should be able to manage more vendors that you have skill to manage if you drop vendor management.


Hiring is not about placement either it is just simply about the options associated in vendor appearance, creation etc.


So yes the devs said it was never intended that dropping skills you should keep vendors and that says it all. That bug will get fixed.





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