Merchant Archive

Thread: Ideas for a much better merchant revamp

Tarnak_Archvold
Sat Sep 04, 2004 4:28 pm
#14



BRAYNEDRAYNE wrote:
Why doesnt anyone read the original post? Ok there may be stuff you disagree with but there are (what i feel to be) decent suggestions about making Merchant a really desirable prof.




If you wand response to you original post the you will get it, but remember you asked for it. So do not complain!


WHAT IS THE EXPLOIT?



To use the skills and tools of the merchant profession, with out having the skill points invested. THAT was the exploit (and some bits of the exploit remains)

The rest can be boiled down to this..."I wand the benefits of being a merchant, but I do not wand to change my uber template or pay for a 2nd account. Therefore I should be allowed to have the use of the skills with out investing the skill points that merchant have to invest"

If you had any interest what so ever in the profession you would properly have read some of the many topics here, some if witch have suggestion for how non-merchants can deal with merchants.
Let me repeat some of them for you:
1) Sell the items to a merchant, who will then resell them on his vendors.
2) Sell the items directly to the ones that use them. Say, sell the armour segments to an armour smith, and the crystals to a Jedi.
3) Sell the items on the trade forums.
4) Sell the items in the auction channel.
5) Run around yelling what you have for sale, hoping your spam will not get you ignored.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
MaDuece
Sat Sep 04, 2004 5:39 pm
#15






BRAYNEDRAYNE wrote:

This isnt really a post about me saying i want to exploit the ex-merchant thing, this is me saying that there should be better ways for non-merchants to be able to sell items than the exsisting Bazaar.





It most certainly IS a post saying you want to exploit. The entire first paragraph stated how you ground out merchant and dropped the skills but kept the vendors. Then you proceeded to defend your position that you don't believe that it was an exploit and followed up with reasons for why you should think it should continue.


HOWEVER, you will notice that I never mentioned this fact until this point.


Fact of the matter is, means of selling items already exist besides the bazaar. There are the trade forums and selling in-person. You don't need any skills to do this. BUT if you want to conduct commerce without being online, you need to get AND keep business/merchant skills to do so.


PERIOD.


The change is already here. You can either adapt or not. It makes no difference to me. BUT don't come here and cook up excuses about why you should have someone else's skills and benefits without expending the same amount of points.


MaDuece
Sat Sep 04, 2004 6:00 pm
#16






Super_nice_jedi wrote:


For some people, having 2 accounts could also be classed as exploiting, and we do have "jack of all trades" running around, by using multiple accounts.


People having multiple accounts will have a better advantage in game, than those who can only have one account. Exploiting means being able to have an advantage over other players in game. So people having multiple accounts should really be classed as an exploit, but as real money comes into the equation, then it being an exploit gets ruled out.


This, without a doubt, has got to be the most ignorant set of statements you have made up to date on this subject. By this reasoning, everyone who can afford to purchase more than the next person is exploiting. Is the guy that can afford to buy 90% comp armor and beats the crap out of the guy that can't afford it exploiting? Is the guy that can afford a 5 gig computeron a cable connection thats beating the crap out of everyone in Coronet with a 256 megcomputeron a 56k connection exploiting? WOW! Maybe they should ban him? Hmmmm?


People using vendors without skills, is not having an advantage over other people, as everyone can do it, but something needed to be done to get rid of the mass vendors all over the place, either being empty or full of junk no one wants to buy.


With this line of reasoning, people should be able to make their own weapons and armor without the proper crafting skills. If they allow EVERYONE to do it, then noone gets the upper hand right? What about they let EVERYONE have melee defense bonuses? Thats fair too right?


The funny thing is though, it seems that the only people going on about how precious the skill points of Merchant, are those who have multiple accounts, and can keep a character at Master Merchant, and don't have to worry about skill points.


You are ASSUMING here. Thats how biggotry starts. You got something against people with multiple accounts?


A Master Merchant with all skills intact, buthas vendors on map,either out of stock orstocked with over priced goods/rubbish loot,is nota better Merchant than people who have Mastered Merchant and dropped all skills, and able to keep vendors stocked up, and with stuff people want to buy.


People who drop merchant skills and keep the merchant benefits are CHEATING. They are usinga profession's skills without taking the same amount of cost vs benefits as the 1st person.I don't give a crap if you are selling stuff that everyone wants; you're still cheating the system. And if you are cheating the system, then you DO have an advantage over the person that participates in the same aspects of the game that doesn't cheat.


That is what I find totally ridiculous about these arguments, that people are more worried about people dropping skills than they are about people being bad merchants, and seem to have an overly unhealthy obsession on the matter.


What I find totally ridiculous is that people keep coming to the merchant forum advocating that the same ole' exploits be kept for the benefits of those that have been exploiting. I don't care if they knew that they were cheating or not. IGNORANCE IS NOT BLISS.






lycanthropy
Sat Sep 04, 2004 6:32 pm
#17

Maduece is right, you can either play the merchant and place the vendors, or you can resort to the bazaar.

the bazaar is for everyone, but better yet for the people who dont want to run a well managed shop.

we dont need another means of trade/vendors, the bazaar accually is a very useful way of selling things.

it has a 6k limit IMO cause it is for everyone, if you want to sell for higher prices you are going to have

to start managing a business.


And DON"T blame duel account holders for having an advantage SOE approves and that we pay for.


as a master tailor i can make better clothes than you, want to call me an exploiter?



Madcow Disease! MOOOOOOOOOOOOOOOOOOOOOO!
Super_nice_jedi
Sat Sep 04, 2004 7:54 pm
#18






lycanthropy wrote:

Maduece is right, you can either play the merchant and place the vendors, or you can resort to the bazaar.

the bazaar is for everyone, but better yet for the people who dont want to run a well managed shop.

we dont need another means of trade/vendors, the bazaar accually is a very useful way of selling things.

it has a 6k limit IMO cause it is for everyone, if you want to sell for higher prices you are going to have

to start managing a business.


And DON"T blame duel account holders for having an advantage SOE approves and that we pay for.


as a master tailor i can make better clothes than you, want to call me an exploiter?






Thought you were done with this thread


If your master tailor has better resources than my master tailor, then no, you're not an exploiter, if you have worse or same resources and quality crafting tools/stations then yes, as you've found a way to beat the coding of the game, as did the credit dupers.


I don't blame duel account holders, and I have nothing against multiple account holders, as I have several myself, I'm just here to protect the "little guy" from getting caught up in this mess. Trying not to make people give up all hope and quit the game. Also trying to show different ways which may appear as "exploiting" from different points of view, to make people like you see that others don't see the vendor exploit as an exploit.


Jumping down peoples throats for "exploiting" when its been the game design since it started, which is over a year, is just simply not etiquette at all. Especially as the devs and Doc accepted people doing this, although didn't approve. It's not the players fault, which all you are making it out to be, for doing the exploiting, its the devs and SOE for allowing the exploit to remain, and people using this system, and living with it. No one entered any game cheats by holding down some keys or whatever, to bring upa cheat menu, and entering a code to unlock the vendors without skills, this was a flaw in the game, and by the devs allowing this "explot" to remain for such a long time, it became part of the game, and everyone (except you guys of course) accepted dropping merchant and keeping vendors as normal behaviour and not cheating at all. If people were really cheating the system and knew they were "exploiting" then there would be far less posts/threads on this subject.


Getting fed up of these types of threads, and passing that as an excuse to be sarcastic, is not on at all. This is more than just an exploit, as by the devs words exploits will not be tolerated, and if thats the case, they would have fixed it over a year ago. Just accept the fact that people did it, and unaware it was an exploit, and its all history, and be nice and polite to the next person to create a similar thread to this. Howling at them, yelling "EXPLOITER EXPLOITER LOSER EXPLOITER" is not helping matters. People need guidance to adapt, and not told thatanyideas they may have are a load of crap. The ideas that came with this thread:



1: Ludicrously exspensive merchant upkeep fees (similar to harvester fees).

2: Very low item limits forcing you to use a large number of exspensive vendors (25-50 should do it).

3: Have to pay a kind of tax (like PA taxes only taken off the money recieved by the sale instead of added to the asking price).

4: Be able to share or buy vendors of a merchant (sort of possible ATM but the money goes to the vendor owner).


have just been passed off as an attempt to continue exploiting, no one has come up with any decent explanation as to why these ideas are crap. If the devs liked these ideas and put them into the game, then using any of the above ideas will not be classed as exploiting. The only reason I can think of those being crap ideas is that those restrictions won't be worth it, and won't be worth the hassle, and if devs think people won't use the vendors with those restrictions then they won't implement the idea. BUT all we're getting is repeated accusations of exploiting. Maybe if someone came up with some decent answers as to why those ideas aren't any good, instead of having accusations of being an exploiter then maybe these threads will die off quicker. I've been paying loads of attention to the Merchant forums lately (which I need my head examined for! ) and have not seen one reasonable post explaining why these ideas are rubbish.


Maybe the Doc or someone should create a FAQ about these changes, and make it a sticky thread, and also add FAQs about these proposed ideas listed here, as these ideas have cropped up time and again, and the only reasons given to why they're crap is YOU@RE AN EXPLOI!ITER GET OOO)T OFF OUR FORUMS< YOU EXPLOI!YER


I know the Doc is probably really busy, but it will probably save time in the long run constantly reading these "feuding" threads, and possibly replyiing with "Gentlemen...civility please" etc


The FAQ should include answers to the 4 ideas mentioned here, as they've been mentioned several times beforehand, and what is the right thing about having vendors from hiring IV and/or dropping clothes on a vendor then dropping the hiring skills and basically everything that has been gone over and over on these forums for the past month or so, because these threads are starting to become annoying and I'm starting to hate the Merchant profession and the 'Angel' Merchants (those who knew or suspected it wrong to drop skills and keep vendors and are now bragging about it making themselves look like super Angels) for their lack of support in supporting victims of this vendor exploit.


If this FAQ idea is not done, then I foresee loads more threads like this one, with Merchants getting more and more fed up. If someone then still starts a similar thraed, all that is then needed is a quick link to the FAQ thread, and end of story, and no more bickering and whining about losing skill points or Merchants whining about people poaching their skill points, as what will be said in the FAQ, will be the hard facts, and once read, no one will have an excuse to argue.



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You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
lycanthropy
Sat Sep 04, 2004 8:44 pm
#19






Super_nice_jedi wrote:





lycanthropy wrote:

Maduece is right, you can either play the merchant and place the vendors, or you can resort to the bazaar.

the bazaar is for everyone, but better yet for the people who dont want to run a well managed shop.

we dont need another means of trade/vendors, the bazaar accually is a very useful way of selling things.

it has a 6k limit IMO cause it is for everyone, if you want to sell for higher prices you are going to have

to start managing a business.


And DON"T blame duel account holders for having an advantage SOE approves and that we pay for.


as a master tailor i can make better clothes than you, want to call me an exploiter?






Thought you were done with this thread


If your master tailor has better resources than my master tailor, then no, you're not an exploiter, if you have worse or same resources and quality crafting tools/stations then yes, as you've found a way to beat the coding of the game, as did the credit dupers.







wow you apparently are more exploit trigger happy than anyone on these boards lol! and i was comparing my profession with the orginal poster, not a jedi! and i tailoring does not use resource quality in its crafting, except for the stupid padded armor component. talk to me about tailoring when you accually know something about it.





Madcow Disease! MOOOOOOOOOOOOOOOOOOOOOO!
Super_nice_jedi
Sun Sep 05, 2004 12:20 am
#20






lycanthropy wrote:





BRAYNEDRAYNE wrote:

AND this problem leads to another crappy duel-acccount exploit. Where a player has a character who can be a vendor and sell the other characters things. I suppose this is good for Sony but what about players who cant afford another account and subscription?







just because you can't afford another account doesn't make people with duel accounts exploiters. Thats the same thing as saying "its not fair that i can only afford an "Alero" while a rich guy can afford a porsche!"

There is nothing wrong or illegal about have duel accounts, SOE gets their money and thats what matters in that dept. SOE knows i have two accounts, and im sure they enjoy my extra 14.99 a month.


And once again beating a dead horse. Placing vendors then dropping the skills needed to run that vendor is exploiting by alot of peoples standards. you can't do everything in this game, that is why we have the skill point limit, otherwise we have "jack of all trades" running all over the place. They will end up fixing this merchant exploit one day, so i guess enjoy it while you can...........






For some people, having 2 accounts could also be classed as exploiting, and we do have "jack of all trades" running around, by using multiple accounts.


People having multiple accounts will have a better advantage in game, than those who can only have one account. Exploiting means being able to have an advantage over other players in game. So people having multiple accounts should really be classed as an exploit, but as real money comes into the equation, then it being an exploit gets ruled out.


People using vendors without skills, is not having an advantage over other people, as everyone can do it, but something needed to be done to get rid of the mass vendors all over the place, either being empty or full of junk no one wants to buy.


The funny thing is though, it seems that the only people going on about how precious the skill points of Merchant, are those who have multiple accounts, and can keep a character at Master Merchant, and don't have to worry about skill points.


Also don't see why people are against people who start topics like this with a few suggestions, if it was to moan about the revamp and wants vendors without skills, and thats just it, then yes I see it, but when there are ideas behind what is saying, I don't see any harm in those ideas, they're pretty good ones, and is still not excactly a free ride, if the player was unable to keep the vendors going by the penaltys of not being a merchant then the vendors would vanish anyway, and that way would be far harder than being a Merchant, so would most likely happen anyway.May not spend merchant skill points, but spend credits and maybe other skill points to keep the vendors, much in the mannerof trading faction points for skill points.


A Master Merchant with all skills intact, buthas vendors on map,either out of stock orstocked with over priced goods/rubbish loot,is nota better Merchant than people who have Mastered Merchant and dropped all skills, and able to keep vendors stocked up, and with stuff people want to buy. That is what I find totally ridiculous about these arguments, that people are more worried about people dropping skills than they are about people being bad merchants, and seem to have an overly unhealthy obsession on the matter.




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You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
lycanthropy
Sun Sep 05, 2004 12:36 am
#21

well to SOE reps on the phone they dont mind us paying for two accounts.

we could go on about what one person thinks is an exploit and what one person thinks is not, but thats pointless.

my opinion on this topic of vendors, if you have the skills to place the vendor fine, if you drop the skills you should

not have the vendor.that is my opinion nothing more, nothing less.



Madcow Disease! MOOOOOOOOOOOOOOOOOOOOOO!
Super_nice_jedi
Sun Sep 05, 2004 12:55 am
#22






lycanthropy wrote:


my opinion on this topic of vendors, if you have the skills to place the vendor fine, if you drop the skills you should

not have the vendor.that is my opinion nothing more, nothing less.






Yes and you'd be right, but the in game rules for a year, have been that you can drop the skills and keep Merchant. Everyone could do it, which makes it fair on everyone, but not everyone can afford a second account, which then makes it unfair on them.


But the thing that makes the Merchant revamp worse to those "exploiting", is the fact that they didn't realise they were exploiting, and not knowing that this problem was going to be solved, and then left high and dry.Also as SOE stated, after the credit dupe fiasco, "We are committed to maintaining a safe and fair playing environment and exploiting will not be tolerated" but yet they allow it to remain exloitable for a whole year, and its not excactly a hard exploit to miss, especially with the hologrinding, forcing you to master profs you wouldn't otherwise touch with a bargepole, and then dropping it, and reasling the vendors are still operable.





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You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
Super_nice_jedi
Sun Sep 05, 2004 5:57 am
#23






lycanthropy wrote:





Super_nice_jedi wrote:





lycanthropy wrote:

Maduece is right, you can either play the merchant and place the vendors, or you can resort to the bazaar.

the bazaar is for everyone, but better yet for the people who dont want to run a well managed shop.

we dont need another means of trade/vendors, the bazaar accually is a very useful way of selling things.

it has a 6k limit IMO cause it is for everyone, if you want to sell for higher prices you are going to have

to start managing a business.


And DON"T blame duel account holders for having an advantage SOE approves and that we pay for.


as a master tailor i can make better clothes than you, want to call me an exploiter?






Thought you were done with this thread


If your master tailor has better resources than my master tailor, then no, you're not an exploiter, if you have worse or same resources and quality crafting tools/stations then yes, as you've found a way to beat the coding of the game, as did the credit dupers.







wow you apparently are more exploit trigger happy than anyone on these boards lol! and i was comparing my profession with the orginal poster, not a jedi! and i tailoring does not use resource quality in its crafting, except for the stupid padded armor component. talk to me about tailoring when you accually know something about it.






Actually resource quality does count, but you don't get any parts of the items to experiment, to enhance a certain aspect. Using high qualty resources will get you better end results, eg "The item assembly was an amazing success", instead of "The item assembly was a success" or "The item assembly was a moderate success" etc or worse. Also better quality resources reduces the amount of crafting failures, along with better crafting tool and station.


btw I'm not a jedi...yet, will be soon though. Also I mainly go by superniceguy, but as this is a star wars forum I changed it to super_nice_jedi. Also I made that name up beforeI knew all about the game, and its just unfortunate now that the jedi profession has acquired such a bad reputation, which probably explains the reasons why I get more stick than necessary.



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You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
Super_nice_jedi
Sun Sep 05, 2004 6:44 am
#24






MaDuece wrote:





Super_nice_jedi wrote:


1: Ludicrously exspensive merchant upkeep fees (similar to harvester fees).


2: Very low item limits forcing you to use a large number of exspensive vendors (25-50 should do it).

3: Have to pay a kind of tax (like PA taxes only taken off the money recieved by the sale instead of added to the asking price).

4: Be able to share or buy vendors of a merchant (sort of possible ATM but the money goes to the vendor owner).






1) Ludicrously expensive merchant upkeep fees only result in ludicrously expensive goods. You think the merchant is going to absorb this cost? Hell no. He/she is just going to pass the cost onto the customer.


Doesn't matter, happens in real life too, when I sell on ebay I have to charge extra if the the bidder wants to pay using paypal, paying by cheque/cash etc doesn't cost me any extra so don't need to charge bidder more, and have to charge as being just an ordinary citizen without any business perks which allow you to buy at cost instead of RRP, which will compensate any additional charges like paypal.Also service stations charge more for food and drink, than the supermarkets, for this reason. If the customers realise the prices are higher than normal, they won't pay, but it still doesn't stop people buying the food and drinks at overly charged service stations, as usualy there is no other place to get the stuff. On ebay, I do find a lack of sales due to having to charge for paypal, as bidders just search ebay for the same item until they find a cheaper one. It's all fun of the fair!


2) Very low item limits without limiting the number of vendors a player can have without a skill point base only results in more vendors to get the same job done. So a person with no merchant skills will simply place more vendors crafted by merchants to offer more items. This results in the multiplying of those ludicrously expensive merchant upkeep fees which only result in even more ludicrously expensive goods. It multiplies with each vendor the person drops and has to maintain.


Actually don't really uunderstand this idea fully, thought at first was just suggesting a vendor with a low item limit of 25-50 instead of 100 at Bus III, but looks like its tied in with idea #4, but if thats the case, could only have as many vendors as available lots, which would only be a max of 8 as house would use up 2.


3) Having to pay another kind of tax only results in the increase in the cost of goods. Refer to #1 and #2.


4) This system can already be implemented by simply selling your goods to a merchant and have he/she resell the stuff at retail. The problem is people don't want to take the cut in pay.


I was looking at that idea of merchants being able to craft vendors then rent/sell them out, a bit like harvestors


THERE.....you happy now? Probably not because you'll just dismiss this as another invalid rea


Yes, if others are


You claim to be looking out for the "little guy" but you don't seem to put much thought intothe impacton the "real" little guy, which is the "little guy" purchasing the goods. People charge ridiculous prices for stuff already. Why do you think that implementing a system that allows the "little guy" to sell stuff is more important than the "little guy" buying it?


Competition and diversity


People have already given you good reasons why allowing vendors with zero skill costs are not acceptable. You simply don't choose to listen. You can continue to dismiss those reasons as obstinance andput theblame onthe merchants that want to protect the benefits of their profession.


Haven't seen any other than its still exploiting, as you still have carried on below, but if these ideas were implemented then it wouldn't be exploiting.


The reason why people, like myself, are getting harsh in our replies to these proposals of watering down the merchant profession is because we are getting tired of hearing the same arguements that keep getting shot down. Yet people simply continue to throw them out there and claim that theybenefit the "little guy" when in truth it only benefits the person that wants the skills without the costs.


Which is why my idea of a FAQ is needed, written bysomeone with respect to the Merchant profession, like the Doc,to reduce these threads. This is a big fix, it has affected the game and players gaming experience in a big way, people have gotten used to the fact of vendors being unlimited and still operational after the profession has been dropped, and for some people, having to acquire Merchant skills to drop something else, or canning their Non-merchant merchant abilities to keep the other professions (probably mainly crafting ones) then the gameplay has been ruined, and can't continue in their enjoyment of the game, so quit.


Why didn't they fix this "exploit" until now? Who knows. Why haven't they fix the LD during combat exploit? Why did it take them a year to fix the 90m poison throwing exploit? Why can people still dupe credits? Why can people still double slice? Why haven't they fixed the Jedi corpse camping exploit?


The list is enormous. If they stopped to fix every exploit, we would be getting JTL about this time next year; or later.


Yeah, well, rather that, than accusations of exploiting flying all over the place, when players have just been playing the game, and doing whatever it allows. This merchant exploit should have been fixed from the get go, now people have gotten used to the ways of the vendor for over a year, and stored tonnes of stuff on them etc, and now with this fix have no where to put it all


Fact of the matter is, those that support this change are getting sick and tired of having to defend the merchant profession from childish demands and requests for ways to work around the entire system that makes up the bulk of the benefits of having merchant skills. You can 1-star me. You can accuse me of whatever you like. However, I will continue to point out the frivilous excuses for work-around solutions for what they are: demands to devalue the benefits of an entire profession for selfish reasons of convienence.


I don't have a problem with the Merchant profession, just wish it was what it is now a year ago, there would be no threads on this subject, of wanting skills without investing the points. It's not the merchant profession I dislike, its people like you and Dingoboi, making it harder for people to adapt to the new correct system, through all your snidey and sarcastic comments. I agree and support the changes 100%, but when an idea pops to try and work around this mess that the devs have created, you shoot it down agressively, without responding courteously and politely. This mess has been caused by the devs not fixing the problem straight away, and has now inevitably created a mass panic and worry for those with vendors and without Merchant or even Artisan, so deal with it. Treat them with repect, not disrepect, and use some Customer Service Excellence, for petes sake! Attitude like yours, will just make people want to exploit the profession more, and make it more of a pain to do than you're making it out. Decent people don't want to do a profession that will end up turning them into dickwads!











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You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
MaDuece
Sun Sep 05, 2004 12:40 pm
#25






Super_nice_jedi wrote:


1: Ludicrously exspensive merchant upkeep fees (similar to harvester fees).


2: Very low item limits forcing you to use a large number of exspensive vendors (25-50 should do it).

3: Have to pay a kind of tax (like PA taxes only taken off the money recieved by the sale instead of added to the asking price).

4: Be able to share or buy vendors of a merchant (sort of possible ATM but the money goes to the vendor owner).






1) Ludicrously expensive merchant upkeep fees only result in ludicrously expensive goods. You think the merchant is going to absorb this cost? Hell no. He/she is just going to pass the cost onto the customer.


2) Very low item limits without limiting the number of vendors a player can have without a skill point base only results in more vendors to get the same job done. So a person with no merchant skills will simply place more vendors crafted by merchants to offer more items. This results in the multiplying of those ludicrously expensive merchant upkeep fees which only result in even more ludicrously expensive goods. It multiplies with each vendor the person drops and has to maintain.


3) Having to pay another kind of tax only results in the increase in the cost of goods. Refer to #1 and #2.


4) This system can already be implemented by simply selling your goods to a merchant and have he/she resell the stuff at retail. The problem is people don't want to take the cut in pay.


THERE.....you happy now? Probably not because you'll just dismiss this as another invalid rea


You claim to be looking out for the "little guy" but you don't seem to put much thought intothe impacton the "real" little guy, which is the "little guy" purchasing the goods. People charge ridiculous prices for stuff already. Why do you think that implementing a system that allows the "little guy" to sell stuff is more important than the "little guy" buying it?


People have already given you good reasons why allowing vendors with zero skill costs are not acceptable. You simply don't choose to listen. You can continue to dismiss those reasons as obstinance andput theblame onthe merchants that want to protect the benefits of their profession.


The reason why people, like myself, are getting harsh in our replies to these proposals of watering down the merchant profession is because we are getting tired of hearing the same arguements that keep getting shot down. Yet people simply continue to throw them out there and claim that theybenefit the "little guy" when in truth it only benefits the person that wants the skills without the costs.


Why didn't they fix this "exploit" until now? Who knows. Why haven't they fix the LD during combat exploit? Why did it take them a year to fix the 90m poison throwing exploit? Why can people still dupe credits? Why can people still double slice? Why haven't they fixed the Jedi corpse camping exploit?


The list is enormous. If they stopped to fix every exploit, we would be getting JTL about this time next year; or later.


Fact of the matter is, those that support this change are getting sick and tired of having to defend the merchant profession from childish demands and requests for ways to work around the entire system that makes up the bulk of the benefits of having merchant skills. You can 1-star me. You can accuse me of whatever you like. However, I will continue to point out the frivilous excuses for work-around solutions for what they are: demands to devalue the benefits of an entire profession for selfish reasons of convienence.


BRAYNEDRAYNE
Sun Sep 05, 2004 1:27 pm
#26

FOOLISH, FOOLISH FOOLS!! I have read all the post increduosly. MaDuece, I forbid you to put another post on here until you read through the whole original post slowly and calmly, I never EVER suggested giving merchants high maintanence fees. I suggested that if we kept a form of the exploit there would be an incredibly high maintanence for ex-merchants. Anyone except a complete moron who enjoys arguing but hasnt actually read the post would think that i meant actual merchants should have to pay this. They would get better bonuses to maintanence so that, in the end they would pay exactly the same amount, if not less.


But that isnt even what the bulk of the post is about. The post is about finding non-exploit methods for non-merchants to sell their wares. I think i should but that on copy, as i seem to have to write it constantly.



______________________________________________________________________________________________

Bayne Darkwalker - VERY annoyed FarStar Commando and Privateer
"Hokey religions and ancient weapons are no match for A nUclEAr b0m AnD eNUf NApALm t0 BurN A SmaLL pLAnET!!!!"

"I dont know... fly casual." - Han Solo
"RAAAAAAAARGH!!!" - Chewbacca (whenever anyone says "Shh everyone!")
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