Merchant Archive
Thread: Nobody likes Merchant because they're doing it wrong
Yolner wrote:
. In a mmorpg you dont just delete professions that people worked hard to get.
there is 0 work involved in getting merchant. it is nearly as easy as getting dancer points. no one works hard for merchant all you do is sit back and wait.
DocSavag wrote:
there are people trying to take advantage of the fact that it is currently weakened by bad design which is being abused, in order to get a free extra profession.
i really disagree with you there. when you get the exploit fixed it will not improve the profession in any way. there will be nearly no effect except to rid the servers of crafters vendors who are not really serious about making and selling goods and drive more business to the bazaar
exactly how will this benefit me as a merchant?
Draznar wrote:
Actually all of use that started at the begining had to work really hard to get it.
BS!!!!!!!
you didnt even have to place the vendor or initalize it, you never had to sell a thing. you could just put it in your backpack, never pay maintence and get 1000s of points a day.
Naufragus wrote:
DocSavag wrote:
there are people trying to take advantage of the fact that it is currently weakened by bad design which is being abused, in order to get a free extra profession.
i really disagree with you there. when you get the exploit fixed it will not improve the profession in any way. there will be nearly no effect except to rid the servers of crafters vendors who are not really serious about making and selling goods and drive more business to the bazaar
exactly how will this benefit me as a merchant?
I disagree with your prediction of what will happen. I don't think anyone in the game is going to stop making items unless they are just tired of doing it and have plenty of money already.
The weaponsmith I worked with didn't give up making stuff when she decided that it was too expensive to run a bulky vendor. She hired me.
Oh I didn't. I am so glad that you know exactly what I did.
Naufragus wrote:
Draznar wrote:
Actually all of use that started at the begining had to work really hard to get it.
BS!!!!!!!
you didnt even have to place the vendor or initalize it, you never had to sell a thing. you could just put it in your backpack, never pay maintence and get 1000s of points a day.
Naufragus wrote:
Draznar wrote:
Actually all of use that started at the begining had to work really hard to get it.
BS!!!!!!!
you didnt even have to place the vendor or initalize it, you never had to sell a thing. you could just put it in your backpack, never pay maintence and get 1000s of points a day.
We didn't do it that way and you know it. We put down vendors and worked hard to get people to come in and buy things. We fought vendors that wouldn't give us xp and advertising that shut off every day and tons of bugs that don't exist any more. We worked through the fact that you couldnt' sell resources on a NPC vendor and you had to use a terminal vendor that charged you 1000s of credits a day in maintenance no matter what you sold.
in the beginning Merchant XP was based solely on time...you got a few hundred points every couple of hours.
i dont know why it was so hard for you. all you had to do was sit and wait.
Enix, Your idea that all crafters should sell only to mechants is an idea borne out of GREED and stupidity pure and simple.
According to your idea, artisans, weaponsmiths, armorsmiths,architects, tailors, Droid engineers, chefs
Have I missed anyone? would only sell to one class, the Merchant.
While the merchant can sell to Bounty hunters, smugglers, riflemen, brawlers, dancers, medics etc etc.
In other words, Merchants who are only 1 class, sell to 90% of the customer base, while crafters, of which
there a lots of classes can only sell to a small minority, the merchants.
This would drive prices crazy and put merchants in a postion where they can pick and choose
which crafters they buy from, because the number of crafters is far greater than merchants, the unlucky
crafters would be left with no way to sell their goods.
Crafters just starting out, with limited skills would not be able to sell anything as the merchants would only buy the most profit making items, which isnt the stuff a noob crafter can make.
What utter rubbish. Merchant and crafting go hand in hand.
As someone else, one of the satisfying aspects of crafting, is making a good product and selling it to the customer, who will use it, and then come back for more quality products, from a crafter they trust.
Your idea of the vast majority of people buying from a small facelessminority ofmerchants, who put no effort into the crafting process, (which ishalf the skill of being a crafter ie looking for goodresources and experimenting with different techniques to make the best item)who will sell anything for profit, who will sell anything if it makes a buck, is just plain wrong
Cerveau
Your ASSUMPTIONS are rediculous.
Greed has nothing to do with it. What I have described is EXACTLY what the developers had in mind when they were developing the game.
Originally you were supposed to have an entire profession of schematic makers. They sold these schematics to Manufacturers who actually created the items. Then the manufacturers sold WHOLESALE to the Merchants who did not make ANYTHING but had skills to run shops and vendors and distributed the items to the playerbase.
This was the development ideal until beta. During beta and shortly before, players began demanding the ability to sell the items they crafted themselves (largely from players who wanted to be self sufficient). The Devs caved into this and now we have a merchant skill tree that is nearly worthless and a playerbase of crafters who call us greedy S.O.B.s for doing what we are intended to do.
"In other words, Merchants who are only 1 class, sell to 90% of the customer base, while crafters, of which there a lots of classes can only sell to a small minority, the merchants.
This would drive prices crazy and put merchants in a postion where they can pick and choose which crafters they buy from, because the number of crafters is far greater than merchants, the unlucky crafters would be left with no way to sell their goods."
The laws of Supply and Demand would easily fix the above situation the same as we are seeing a balance now in crafters now.
With SWG the way it is, the first Weaponsmiths got rediculously wealthy because, as you said, 90% of the playerbase had to buy from a small number of people.
But other players, seeing how wealthy these people have gotten, have started doing the same professions. There are now tons of Weaponsmiths and prices have gone down considerably compared to what they were a few months ago.
The Demand for Weaponsmiths was greater than the Supply, so the Supply has gradually achieved a balance.
If everyone had to buy from a Merchant who bought items from the crafters and the Merchants were getting filthy stinking rich off it, then naturally more people would become Merchants. The more Merchants there are, the more they have to pay the crafters to insure they are keeping a good supply. It would also mean that there would be more competition which would drive prices down.
As for new players, there is always the bazaar. Which is the only place new players can sell their items as the system stands currently anyway.
"Your idea of the vast majority of people buying from a small facelessminority ofmerchants, who put no effort into the crafting process, (which ishalf the skill of being a crafter ie looking for goodresources and experimenting with different techniques to make the best item)who will sell anything for profit, who will sell anything if it makes a buck, is just plain wrong"
I guess the fact that there is a stand-alone Merchant profession instead of every crafter being able to do it all without any additional skill proves you wrong. What I have described is the way the Merchant profession was intended to be played.
"I am a master artisan. I was a master architect. I am trying to master smuggling. I have one vendor with 700 items. I have a variety of stuff on it - statues, fountains, breziers, furniture, plants, vehicles, resources, looted items, npc items, etc. I do great business. I tried to wholesale to others but no one seemed to serious about doing business, so I started my own vendor. The merchant profession should be done away with. Just let any master of any profession set up one vendor. Crafting professions can set up more than one vendor. Combat classes can sell their looted items and holocrons. Rangers and scouts can sell their tents and hides, bones, meat and eggs. ETC."
Why? You dont really give any real reasons other than "ididnt likeplaying a merchant so delete it". Ohh and btw if everyone could get a vendor do you know what kind of item limit they would have? Probably between 1 and 2 items because thousands of vendors would kill the pathetic database that this game uses. Also dont forget the horrible lag they would cause.