Merchant Archive

Thread: Do away with Merchant, but let Crafters keep it

SOULSTRIFE
Sun Jul 11, 2004 12:22 pm
#14

not all merchants are crafters I for one have No crafting skills what so ever.




Crushes

Owner of Crushes StripMining Co.

Armorsmith resources

200 mobile harvesters and counting

If armorsmith resources spawn on you planet

expect to see my harvesters in your backyard.




SoulStrife

lycanthropy
Sun Jul 11, 2004 3:26 pm
#15

to make a long tale even longer, why enter the merchant forum to point out that you wish for merchant to be removed from the game? are you that thick headed?

i love the merchant profession, and aswell as my tailoring business and career, you just want everything to easily be accessible.



Madcow Disease! MOOOOOOOOOOOOOOOOOOOOOO!
DocSavag
Sun Jul 11, 2004 3:47 pm
#16






OckVofad wrote:


The Merchant profession in my mind is not functioning as a true profession it is basically a skill point sink for crafters. I think the original intension was to have Merchants sell elite crafters wares. There was a thread on this a few weeks ago asking if anyone did this and the majority said no.







The important follow up question to that survey is "Why?"


If the answer is .. no one wants to deal with a 3rd party merchant because they can do it themselves just as cheaply, or because the interface and tools don't support it currently then we can fix that.


As for the suggestion of just doing away with the profession well it certainly takes nerve to come into a professional forum and essentially ask for the place to be shut down. I give you credit for that. But the logic is flawed. It is as usual: The Merchant is worthless. Please Give me all the skills cause I MUST have them.


Well if its so damned worthless then you don't need our skills. And if they are MUST have skills..then it isn't worthless.





----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



StumanKadir
Sun Jul 11, 2004 5:14 pm
#17

At Business 3 on the artisan tree you can have an ATM style vendor. If you wish to save the skill points and still want to sell, just simply revert back to one of these and be done with it. Planetary advertising is something that is handy to have, but more often than not, standing at a Starport spamming your shop location works just as well from what I have seen and is an alternative to the little used and badly designed planetary map.


All crafters who are Master Artisans have the ability to sell things, thats what the skill is there for. It allows you to work with yourself and not bebeholden to the mercies of amerchant. It's very much like any of the other professions, if you wish to use the elite stuff, you need to hold the elite profession skills, if you are happy with the basic stuff, don't go the elite route.


But if you want the whole box and dice, then be prepared to spend the skill points, or deal with a Merchant who is running a store and sell through them ata lower wholesale price.




Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

Smurfwalker
Sun Jul 11, 2004 5:58 pm
#18

I agree with the original poster.

Merchant is a mess. In fact, it is contributing to making the whole crafting side of the game a mess. I fully support the idea of removing the merchant profession - it has to be out of all professions in the game, the largest number of skill points for least amount of gain. Do you really think 14sp should be used up so you can dress your vendors? Also, I can't think of any other profession in the game that does not require you to actually do anything to get xp - I mean dancers/musicians can macro their xp, but it still requries them to be logged in. If Merchant is meant to operate in the manner some have described in this thread - the xp system needs to be revised. Namely, only get xp when people visit or buy things from your vendor.

I understand the problem in removing merchant - namely that doctors and other "non-crafters" won't have vendors. But it's pointless to have an entire profession that allows you to actually SELL the goods that you create. If there was a large market of people who were just merchants out there willing to take ones' goods and sell them, I'd agree - and whilst these people do exist, it's rare - and if it doesn't work in practice, it should be rethought.

Having Merchant forces crafters into being totally artisans or totally fighters - this is not a fair compromise - the game has so much to offer, yet you're being forced into playing only one side.

More to the point, instead of rationally arguing your point, you jumped on the original poster as if it's "All for him". I hate to break it to you, his opinion is a widely held one amongst crafters and the general player community - you need to address it, not attack it. If there are no rational arguments against his argument then you have lost the argument.

One of the big problems this game has (at least on the populated servers), is the price of ordinary items - especially for new players. I can only think this is at least partly because there is not enough product on the servers to bring the prices down. Not enough product = not even crafters. We need more crafters, and if crafters didn't have to spend a lot of their sp on being able to actually sell their products then perhaps we'd have more of them, and in turn all be better off.

Furthermore:
1. Why is it you can take merchant, make your vendors then drop merchant and keep them (yes I realise this is a long standing feature that is on your "top issues list")
2. Why should buyers be forced to drive around 20 vendors till they find one with even anything on them, let alone the product they want - why can't there be a global search function - this would make the market more competitive, and you would still get "drive by shopping" - as long as you had good product at a good price. Location would still matter - meaning you still have barriers to new entrants, which is all that established crafters seem to care about these days.
3. Merchant XP makes many vendors empty - and contributes to the oft-maligned problem of people spamming an empty vendor

Most importantly. not having a more open system of selling goods wastes valuable game time for everyone.
bradimere
Sun Jul 11, 2004 7:12 pm
#19

From Jabba_Lackey:________________________________________________________________________




Oh my, yes isn't this just the answer to everything. Why don't I just forget crafting altogether and become a combat medic/rifleman! Everyone else is doing it. I'm not jealous of their pocketbooks, I just think each profession should have the oppurtunity to make decent money by using up the same skill points as everyone else.

____________________________________________________________________________________________


LOL obviously you never crafted as a CM. that class spends nothing but money and time looking for resources. as for the rifleman, I am aPistoleer Which is also a broken class.
Andymantium
Sun Jul 11, 2004 10:26 pm
#20






Smurfwalker wrote:
I agree with the original poster.

Merchant is a mess. In fact, it is contributing to making the whole crafting side of the game a mess. I fully support the idea of removing the merchant profession - it has to be out of all professions in the game, the largest number of skill points for least amount of gain. Do you really think 14sp should be used up so you can dress your vendors? Also, I can't think of any other profession in the game that does not require you to actually do anything to get xp - I mean dancers/musicians can macro their xp, but it still requries them to be logged in. If Merchant is meant to operate in the manner some have described in this thread - the xp system needs to be revised. Namely, only get xp when people visit or buy things from your vendor.

I understand the problem in removing merchant - namely that doctors and other "non-crafters" won't have vendors. But it's pointless to have an entire profession that allows you to actually SELL the goods that you create. If there was a large market of people who were just merchants out there willing to take ones' goods and sell them, I'd agree - and whilst these people do exist, it's rare - and if it doesn't work in practice, it should be rethought.

Having Merchant forces crafters into being totally artisans or totally fighters - this is not a fair compromise - the game has so much to offer, yet you're being forced into playing only one side.

More to the point, instead of rationally arguing your point, you jumped on the original poster as if it's "All for him". I hate to break it to you, his opinion is a widely held one amongst crafters and the general player community - you need to address it, not attack it. If there are no rational arguments against his argument then you have lost the argument.

One of the big problems this game has (at least on the populated servers), is the price of ordinary items - especially for new players. I can only think this is at least partly because there is not enough product on the servers to bring the prices down. Not enough product = not even crafters. We need more crafters, and if crafters didn't have to spend a lot of their sp on being able to actually sell their products then perhaps we'd have more of them, and in turn all be better off.

Furthermore:
1. Why is it you can take merchant, make your vendors then drop merchant and keep them (yes I realise this is a long standing feature that is on your "top issues list")
2. Why should buyers be forced to drive around 20 vendors till they find one with even anything on them, let alone the product they want - why can't there be a global search function - this would make the market more competitive, and you would still get "drive by shopping" - as long as you had good product at a good price. Location would still matter - meaning you still have barriers to new entrants, which is all that established crafters seem to care about these days.
3. Merchant XP makes many vendors empty - and contributes to the oft-maligned problem of people spamming an empty vendor

Most importantly. not having a more open system of selling goods wastes valuable game time for everyone.




/throw every egg that was ever made since the beginning of time





K

Smurfwalker
Sun Jul 11, 2004 11:05 pm
#21



Andymantium wrote:

/throw every egg that was ever made since the beginning of time






Yet again proving the maturity of posters in this forum.

Perhaps you'd like to take another go at explaining why you think the idea is a bad one?
DingoBoi
Mon Jul 12, 2004 12:13 am
#22

what else is left to do but...


/throws eggs.



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Havok3060
Mon Jul 12, 2004 1:54 am
#23

I dont care anymore. Im a smuggler and a merchant, I just need a fix for one of my ends. I dont think this is a way to fix merchant.

Merchant shouldnt cost so many points (Hint Hint)



_________________________________________
Nerf Me-
Outer Rim Smuggling Supplies
Master Smuggler Master Merchant Servicing Bria Since 2003
BountyBlunter
Mon Jul 12, 2004 2:12 am
#24







Smurfwalker wrote:

Yet again proving the maturity of posters in this forum.

Perhaps you'd like to take another go at explaining why you think the idea is a bad one?




I'll take a stab at it if you don't mind ?








Smurfwalker wrote:
I agree with the original poster.


Ok.

Merchant is a mess. In fact, it is contributing to making the whole crafting side of the game a mess. I fully support the idea of removing the merchant profession .it has to be out of all professions in the game, the largest number of skill points for least amount of gain. Do you really think 14sp should be used up so you can dress your vendors? Also, I can't think of any other profession in the game that does not require you to actually do anything to get xp - I mean dancers/musicians can macro their xp, but it still requries them to be logged in. If Merchant is meant to operate in the manner some have described in this thread - the xp system needs to be revised. Namely, only get xp when people visit or buy things from your vendor.


Hmm.. Last time I looked my Master Ranger on Scylla had 28sp invested in camps which are no-longer required since people complained about not being able to call their bikes and pets in the wild, andthey got that taken out of the game.. Loved that update! Made me feel real special! Howabout the 28sp invested in trapping which I never use and find a complete waste of SP.. Some people disagreed about trapping being useless, of course it is my own personal opinion, as your appraisal of clothing vendors is personal opinion.. Every profession has areas which need revising, if they didn't they would all be perfect, the solution is to fix and progress them not nuke them and distribute the burnt remains to other professions!

I understand the problem in removing merchant - namely that doctors and other "non-crafters" won't have vendors. But it's pointless to have an entire profession that allows you to actually SELL the goods that you create. If there was a large market of people who were just merchants out there willing to take ones' goods and sell them, I'd agree - and whilst these people do exist, it's rare - and if it doesn't work in practice, it should be rethought.


One of the problems with removing merchant might be the fact I have a Master Merchant title above my head and I don't want you to, that would have been a good place to start.. You stepped up a gear over where you should be, people don't have to be a merchant to sell goods as you say.. They can be an artisan with business III and still have a vendor.. If people can't afford to invest SP into that line first and then progress to merchant then it's not really an issue with merchant, it's an issue with Artisan, because you can't afford the SP for the stem profession.. If you remove the Merchant profession completely from the debate you would still need to putSP into artisan for a vendor.

Having Merchant forces crafters into being totally artisans or totally fighters - this is not a fair compromise - the game has so much to offer, yet you're being forced into playing only one side.


Wrong! You don't have to be totally a fighter or totally a crafter at all. I could give you countless demonstrations of how crafting and combat can be combined but I really don't want to waste my time going over that again, last time I tried the only response was " It wouldn't work " , no actual reason other than " No, your wrong ".. Instead of making a generalisation like that provide an example of what you are saying, because in my eyes that problem does not exsist.

One of the big problems this game has (at least on the populated servers), is the price of ordinary items - especially for new players. I can only think this is at least partly because there is not enough product on the servers to bring the prices down. Not enough product = not even crafters. We need more crafters, and if crafters didn't have to spend a lot of their sp on being able to actually sell their products then perhaps we'd have more of them, and in turn all be better off.


Wrong again! I know thatin ourVillage onTalus (Radiant) we don't have any of the issues which you are talking about.. I should know.. I'm the mayor,the merchant, and the chef. The problems you mention will also vary server to server and planet to planet... Personally I have never had a problem with pricing or finding something which I need, sometimes I have to go searching for it but that's part of the game, I've played on six different servers I think and currently have fivedifferent characters...Prices are made by the player.. Also not every player wants to be a crafter, in fact some people playing this game would probably do anything else but craft.. And, once again you don't need to be a merchant to sell your wares.


( Snip answered as best I could )

Furthermore:
1. Does it look like we have a copy of the source code ...?
2. On the list..Nuff said.
3. People make empty vendors, people spam them, people are the problem not the profession.







Ok , so ..


:: A little challenge ::


I am speaking as someone on your side of the fence here, if they destroyed merchant and pumped all of those skills into Artisan (0/4/0/4)and Chef (up to Master)I would be over the moon because I would have 63SP i didn't have before! However that wouldn't please everyone, what about DE, Architect, Weaponsmith, Armoursmith, Tailor, Medic, Doctor, Scout, Ranger and Bio-engineer..? Even though a couple of those don't get vendors currently you could bet that if merchant was split they would want a piece of the action.. So! Two choices, if you want to progress this "Argument" any further because I'm having trouble understanding what the issues and intentionsare here.


1 ) The SP I have invested in this profession gives me all of my skills in merchant, therefore I keep the skills and we keep the profession, everything stays the same and we all go and do something more productive than this thread.


Or..


2 ) Discuss how our Profession will be removed and the skills placed within reach of the 63SP I had invested in Master Merchant, if I cannot regain all of the skills which I had in merchant by spending the 63SP I have free then I would not be happy with the change.. I want all of the skills I currently have. I am a Chef(Master) / Artisan (0/4/4/4) / Politician(3/2/2/3) / Tailor (0/2/2/0)so take the Merchant (Master) 63SP and tell me a logical way to put all of those skills in reach of my character andevery other crafting profession in the game which could have SP invested in merchant.. Not only that please explain tome how you will address the player base to tell them that a profession which they personally may loveis being destroyed and distributed over these other professions, and what reason you would give. Oh, and while your doing this realise that probably every merchant in here will be firing back at everything you post.




This is the way I see it... If you can't think up of a decent way to arrange the skillsets so everyone who previously had master merchant can regain all the skills they put into other professions, a good way to address the masses about the changes and deal with any complaints about people being forced to change their skillset by SOE based on other players feedback andan excellent way to address the professions which want access to vendors but are not invested crafting professions, then neither you or the original poster should be suggesting it.



Disclaimer :: I know I had nothing more to say on this subject, but the weekends over now and I'm back in the office..

Message Edited by BountyBlunter on 07-12-2004 10:31 AM



Arok K'tah ::Radiant:: Master Doc + Producer of cheap buffs and medical supplies.

Hoz Turner ::Radiant:: Mayor of Avalon + Producer of cheap munchies and beverages.

If I hear one more person say they are cancelling an account, I'll cancel my account !

Andymantium
Mon Jul 12, 2004 6:32 am
#25






Smurfwalker wrote:





Andymantium wrote:

/throw every egg that was ever made since the beginning of time






Yet again proving the maturity of posters in this forum.

Perhaps you'd like to take another go at explaining why you think the idea is a bad one?



You come to the merchant forum and ask for the profession to be removed. The notion assumes that nobody enjoys the profession or gains value from it. Seriously, what kind of response did you expect by posting that here?




K

Mkappus
Mon Jul 12, 2004 8:12 am
#26

Smurf,


Sorry, politician is the biggest waste of skillpoints.


I agree with both arguments here. Merchant is not performing as it should.


1. There is not a consingment option.

2. There is no reporting that would allow a merchant to easily sell goods from multiple sources and figure out who he owes money to.

3. Merchant right now requires "trust" for future payment, or an inordinate amount of starting capital for the merchant to pre-pay for everything they want to sell.


There is not a viable way in this game to be a good crafter without having a decent amount of merchant skills. I run 3 vendors, two have over 500 items on them. Without a consignment feature, it is unrealistic that I could expect someone to manage the sale of 1500 items, or have the capital to pre-pay me.


For someone else who wants to have a balanced character say master 1 elite combat, master 1 crafting, it is really tough for that crafter to compete due to the lack of a working merchant system. It is all about choices, they can have enough merchant skills to do okay, but they will have to drop novice scout and novice medic probably. True you can't do it all, but I do think they have a legitimate gripe that there are not people offering merchant services to help them run their business. If no one is offering the service, should it really be a profession?


I have master merchant skills, and I play merchant a little, I buy and resell resouces, art, loot.... But I do not offer to take on someone elses goods and resell them. I have never seen a post on Intrepid, for anyone playing a merchant, saying I will be your merchant..... I am sure within PAs such relationships do exist, but realistically, how many people actually play merchant and provide the services to others?



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
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