Merchant Archive
Thread: Merchant CURB Idea
jimbothefirst wrote:
Just as thought here but isnt there already a way for a non combat character to get faction points through a smuggler? Think interdependancy folks you sell your products and then use those credits to purchase faction points. The smuggler then uses the cash to buy armor and weapons to wear so he can live if jumped on while trading faction. Seems like it is working as intended already.
Just a thought
That is exactly right.
IndySWG wrote:
... just pointing out that we are guilty of the same thing. Rather than flesh out a fuller solution that is a boon to the game as a whole we are given the "choice"to supportone or none smuggler-only-friendly options. Of course we choose the smuggler friendly option .. but that doesnt make it overall-game-scope friendly ... or complete ... or even ... that great of an idea.
I disagree. I did vote for option A and I'm not going to say that I don't see the advantage for smugglers in that option. However, that wasn't the reason I chose that. I voted for A because it is the only option that makes logical sense. Tell me that a vending machine selling crack and PCP makes sense. Tell me that a gun dealer setting up a store outside any city and selling illegally modified weapons makes sense.
Just because something happens to benifit me doesn't mean it isn't the 'right' option. I'd also like to have to run like hell when a bunch of troopers come marching through a cantina b/c they will bust me for the spice and slicing gear I have. I think most of us would like to have more risk associated with our profession. That certainly wouldn't "help" us, but it is also the right thing to do.
How about a system where you can sell your stuff to other players for money, and then, later on, use that money to pay another player to give you faction points in the faction of your choice. Oh, and they could make it so that the player who gives you the faction points has to be a member of a profession that has some reason for having the kind of connections that it would take to bribe officials.
That'd be awesome!
And congratulations. Your amazing plan has saved the devs from doing a Smuggler revamp since they now have no skills left at all. So they can just delete the profession.
Please, i don't really think you'd thought about this but it's not as if SOE needed too much excuse to kick smugglers in the balls again. They do it once per month anyway.
Please. Sell items, that's what you do. If you want to sell faction, learn the otherwise useless Underworld line.
In truth, I didn't know that part of smuggler was to sell faction points. So if there's a system in place, fine...
IndySWG wrote:
SmugglinZane wrote:
You know, this started last week and is going to continue to roll into something ugly. I'm though posting on threads like that made by shortsighted players who only care about making something benefit them regardless of how it effects others. I have no faith in the powers to listen to us while they continue to dismantle our profession. In other words, I see this change going in as part of a GCW revamp at the latest, but quite possibly as a part of their new desire to make changes to the GCW prior to the CURB.
This is exactly what our current poll concerning contraband on vendors does to the Merchant profession (and thusly to the Weaponsmith and Armorsmith professions).
Sure option A (which you voted for /duck)is great for us, but it has a larger impact that the larger smuggler community seems to be willing to ignore because it makes most sense and is most correct FOR SMUGGLERS.
... just pointing out that we are guilty of the same thing. Rather than flesh out a fuller solution that is a boon to the game as a whole we are given the "choice"to supportone or none smuggler-only-friendly options. Of course we choose the smuggler friendly option .. but that doesnt make it overall-game-scope friendly ... or complete ... or even ... that great of an idea.
SmugglinZane wrote:
IndySWG wrote:
SmugglinZane wrote:
You know, this started last week and is going to continue to roll into something ugly. I'm though posting on threads like that made by shortsighted players who only care about making something benefit them regardless of how it effects others. I have no faith in the powers to listen to us while they continue to dismantle our profession. In other words, I see this change going in as part of a GCW revamp at the latest, but quite possibly as a part of their new desire to make changes to the GCW prior to the CURB.
This is exactly what our current poll concerning contraband on vendors does to the Merchant profession (and thusly to the Weaponsmith and Armorsmith professions).
Sure option A (which you voted for /duck)is great for us, but it has a larger impact that the larger smuggler community seems to be willing to ignore because it makes most sense and is most correct FOR SMUGGLERS.
... just pointing out that we are guilty of the same thing. Rather than flesh out a fuller solution that is a boon to the game as a whole we are given the "choice"to supportone or none smuggler-only-friendly options. Of course we choose the smuggler friendly option .. but that doesnt make it overall-game-scope friendly ... or complete ... or even ... that great of an idea.
I know what you're saying Indy. The funny thing is that as much as I would love contraband vendors (and even with a lot of justification), I have pulled my support for them. It's treading too much on the Merchant profession. That's the problem I see with their request. I have never been in favor of contra-band vendors. I think there are more inventive solutions that would be good for all professions involved and keep contrband movement smuggler-required ... it only requires that THAT be what we ask the DEVs for ... not some "if we cant do it nobody can" nurf request that will ultimately just put us back to square one "what are we gonna do about contraband on vendors".
I also see the contraband on vendor poll in a different light. I see the ability to deal in illegal goods as treading on our profession.
I agree, and this is aproblem that I would desperately like to fix. But asking for it to be fixed by simply removing an ability from another profession ... isn't really fixing the problem, it's just removing it. (Exactly what has now happened with FD). We should be asking for a solution to the problem that forces merchants to seek out smugglers and actually interact/play with themif they want to move contraband ... not just removing their ability to do so outright. Asking for a half-soltution by nurfing another profession is as we all should feel quite plainly today ... not the most forwrd thinking or inventive way to fix a problem.
In all seriousness, there needs to be another profession utilised in this. That's the "Crime Lord" proposal from the past. It provides the illegality aspect as well as another depth to this part of the game that it would be hard for anyone to object.
That is what I had hoped to accomplish (on a smaller scale) by the idea I offered. Yes, it needs some polish but at least its starting point is fixing the problem so that the involved professions work together in a star-warsy way and not just removing an ability outright (which will only inevitably cause screaming and moaning and a future rework to the rework to once again address the painful issue of "contraband on vendors").
The funny thing is everyone was not supposed to be running around with sliced gear and spices but they continue to allow it to happen while they "fix" something that was not ever really mentioned as being quite so broken since launch.
I'm all for middle ground with the contraband on vendors issue, but having to make a choice, I choose A.
This is my biggest issue right now ... why do we have to make a choice between these two? Why is everyone so against discussing reasonable solutions in that middle ground!? Why are we being told not to offer other options?! Why are powers-that-be SO AGAINST AT LEAST adding wording like "As step one in a larger solution" to this option A?
If the Merchant had a Smuggler Associate listed, then the merchant would be able to stock sliced goods / contraband -- and the smuggler would get a kick back.
Some Details to the idea:
- Merchants only be allowed to place contraband on a vendor if that vendor had an associated underworld contact ... a smuggler associate.
- Smugglers should be able to set their kick back level (say 1-5% of sale price) so that smugglers can compete in turf wars.
- There should be a modifier in the Smuggler tree that increases the number of vendors they can control in their turf at any given time.
- The ability to have a smuggler associate should be granted somewhere in the Merchant skill tree (not be a universal option on vendors ... artisan business 3 would not be skilled enough merchant to successfully deal on the black market)
- Dealing in the underworld now pays.
- It gives the smuggler a needed / valuable role in the economy ... without causing balance issues or scanning lag issues...etc
- This lets the Merchants sell what they want ... but adds a feel of illegality to certain items. They need the expertise / connections of a smuggler associate to sell effectively on the black market.
- as a bonus it adds some value to a merchant box
"Oh you want...a modified weapon ... /whisper that's on the vendor in the back room."