Merchant Archive

Thread: Pleading on behalf non-Merchants

verticalis
Sun May 09, 2004 6:33 pm
#14






DocSavag wrote:



Actually "hiring" has nothing to do with it. The skill mod is "Manage Vendors". They have stated that it was never intended to work as it currently does and thus will be fixed.What part of that don't you get? The dev team didn't say "We'll bow to your demands and change it" they said "That was never meant to be and we will fix it."







QFE





aSAquaviSa
Fish With a Stick
p4Samwise
Mon May 10, 2004 3:41 pm
#15






Balkstar wrote:

Let me use a flamethrower without being a Commando, or craft a T21 without being a Weaponsmith, then we'll talk.



You can. What's more, you can even USE a T21 without being a Weaponsmith.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
Psynth
Mon May 10, 2004 4:14 pm
#16

Let's post fact please...some people...


you CANNOT craft something you have no skill for.
p4Samwise
Mon May 10, 2004 6:12 pm
#17

You can create a manufacturing schematic for an item and use it long after dropping the skill to create more of that item. This is a fairly common holo-grinder tactic. They'll grind a crafting profession, keep the schematics, grind Merchant, keep the vendors, and then sell the items made from their old schematics from their old vendors so they can fund their combat class grind.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
verticalis
Mon May 10, 2004 6:19 pm
#18







p4Samwise wrote:

You can create a manufacturing schematic for an item and use it long after dropping the skill to create more of that item. This is a fairly common holo-grinder tactic. They'll grind a crafting profession, keep the schematics, grind Merchant, keep the vendors, and then sell the items made from their old schematics from their old vendors so they can fund their combat class grind.






disanalologous...


schematics and the resources needed to make them run out eventualy.. players cankeep their merchants FOREVER..





aSAquaviSa
Fish With a Stick
p4Samwise
Mon May 10, 2004 6:40 pm
#19










verticalis wrote:





p4Samwise wrote:
You can create a manufacturing schematic for an item and use it long after dropping the skill to create more of that item. This is a fairly common holo-grinder tactic. They'll grind a crafting profession, keep the schematics, grind Merchant, keep the vendors, and then sell the items made from their old schematics from their old vendors so they can fund their combat class grind.




disanalologous...


schematics and the resources needed to make them run out eventualy.. players cankeep their merchants FOREVER..





Each schematic is worth 1000 items, and you can make a buttload of schematics. Just ask the top weaponsmiths - on the day of the experimentation change, some of them stockpiled enough "temp nerf" schematics (using resources that they had in sufficient quantities to never worry about running out)to last them YEARS, even with the high volumes they sell their wares at. Never underestimate the power of hundreds of lot trades. They could drop weaponsmith andcontinue to useevery single one of those schematics without interruption.


Suppose for the sake of argument that vendors, like schematics under some circumstances,only lasted a year or two, rather than theoretically forever. Would there be any practical difference? Not really. Did SOE design schematics with the intent that crafters could make enough schematics to last them the rest of their lives and then drop the crafting skills? Probably not - they designed their system with the silly notion that people wouldsell schematics to other players, rather than running their own factories.


Why SOE designed vendors the way they did, frankly, is anyone's guess. Despite their vague mutterings about wanting to change the way they work, it's hard to imagine that it's only now occurring to them that it'd be possible to use vendors after dropping the skills. They can't possibly be that dense.


But why, you might reasonably wonder, do so many more people do this with Merchant than with any other crafting profession? The answer, it seems to me, is that other crafting professions tend to require lots of annoying grinding, whereas Merchant is a sheer pleasure to advance in (unless you're a hardcore holo-grinder and would rather suffer one day of wristpain than spendtwo weeks kicking back and letting the XP roll in while you're logged out).

The solution, then? Give Merchants something that they need to grind in order to advance, AND make it so that the Merchant class is all but worthless (e.g., you can't drop vendors) unless you have the Master box. People won't abandon the skills so casually then - I know that the lack of non-Master viability and the intense grinding are the only reasons I haven't dropped Weaponsmith to try something else. That seems like the sort of solution that SOE would be happy to implement...

Message Edited by p4Samwise on 05-10-2004 07:03 PM



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
Balkstar
Tue May 11, 2004 9:23 am
#20







p4Samwise wrote:


Each schematic is worth 1000 items, and you can make a buttload of schematics. Just ask the top weaponsmiths - on the day of the experimentation change, some of them stockpiled enough "temp nerf" schematics (using resources that they had in sufficient quantities to never worry about running out)to last them YEARS, even with the high volumes they sell their wares at. Never underestimate the power of hundreds of lot trades. They could drop weaponsmith andcontinue to useevery single one of those schematics without interruption.


Suppose for the sake of argument that vendors, like schematics under some circumstances,only lasted a year or two, rather than theoretically forever. Would there be any practical difference? Not really. Did SOE design schematics with the intent that crafters could make enough schematics to last them the rest of their lives and then drop the crafting skills? Probably not - they designed their system with the silly notion that people wouldsell schematics to other players, rather than running their own factories.


Why SOE designed vendors the way they did, frankly, is anyone's guess. Despite their vague mutterings about wanting to change the way they work, it's hard to imagine that it's only now occurring to them that it'd be possible to use vendors after dropping the skills. They can't possibly be that dense.


But why, you might reasonably wonder, do so many more people do this with Merchant than with any other crafting profession? The answer, it seems to me, is that other crafting professions tend to require lots of annoying grinding, whereas Merchant is a sheer pleasure to advance in (unless you're a hardcore holo-grinder and would rather suffer one day of wristpain than spendtwo weeks kicking back and letting the XP roll in while you're logged out).

The solution, then? Give Merchants something that they need to grind in order to advance, AND make it so that the Merchant class is all but worthless (e.g., you can't drop vendors) unless you have the Master box. People won't abandon the skills so casually then - I know that the lack of non-Master viability and the intense grinding are the only reasons I haven't dropped Weaponsmith to try something else. That seems like the sort of solution that SOE would be happy to implement...


Message Edited by p4Samwise on 05-10-2004 07:03 PM




You mean the grand reward of becoming a Master Merchant is the ability to get out of the profession as quickly as possible? What kind of horse crud is that? Yeah, that should be the lofty goal for all masters of any profession; bail out cause its not worth it. Please. What a rediculous notion. It's not worth my time to think about any more.


Now onto this notion that factory schematics are tools. If I bring someone that has no weaponsmith experience, but a buttload of factory schematics, a ton of raw materials and tell him to build a PROTOTYPE of the weapon of my choosing, because i really dont like the mass produced crud out there. He willtell me that it is not possible, because he will state that he does not have access to the tools of the profession of weaponsmith to make a Prototype.


He carries the goods created by the profession of weaponsmith (which is nothing more that a cookie cutter mold), not the tools. The only way he can use the goods is to plunk it into a factory, scrounge for the resources necessary for the mold, then hit a button on the factory. That is not crafting. That is operating a machine. Regardless of how its percieved as a near endless supply of weapons, its still a good.


I would be more then happy to lower the schematic volume on high priced goods, to say 100 per factory schematic for T21s DX2's and Composite pieces, but for now the rules that SOE have put in the game is 1000 good per schematic.




Balkstar Bartoc - 56th level Smuggler, Ex-Master Smuggler, Ex-Master Merchant, Privateer Ace Pilot,

Coosin Larstar - 90th Level Jedi, Ex-Master Fencer, Ex-TKM

Flurry

p4Samwise
Tue May 11, 2004 9:46 am
#21


You misunderstand. Merchant should be reworked such that NO vendors can be placed or used until the Master box. Or perhaps they can, but they only hold 5 items each. And of course, the Master box should require a minimum of 50k mouse clicks and 500k units of metal to achieve - none of this sitting on your heels and letting the experience roll in.


If people had to WORK for the Master Merchant box, they would never drop it, even if they knew the vendors would stay, because if they ever wanted to change their vendors they'd have to do that horrible grind again. And few crafters would want to take that risk - it's just too much commitment.


The horrible grind is the sole reason that people don't shoot up and down the Weaponsmith tree to make themselves weapons. If you could make decent weapons without spending 620 AXP on Master Weaponsmith, and if you could climb up and down the subtrees just by waiting for Weapon Crafting XP to roll in on its own, nobody would be a dedicated weaponsmith.


Therefore, for Merchant to be more popular as a dedicated profession, Merchants need a horrible grind, and they need the Master box to be a gate to accomplish anything with any of the class skills.



Please, continue bellyaching about how broken Merchant is. It's the best freakin' profession in the game.

Message Edited by p4Samwise on 05-11-2004 09:47 AM



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
Balkstar
Tue May 11, 2004 10:18 am
#22






p4Samwise wrote:


You misunderstand. Merchant should be reworked such that NO vendors can be placed or used until the Master box. Or perhaps they can, but they only hold 5 items each. And of course, the Master box should require a minimum of 50k mouse clicks and 500k units of metal to achieve - none of this sitting on your heels and letting the experience roll in.


If people had to WORK for the Master Merchant box, they would never drop it, even if they knew the vendors would stay, because if they ever wanted to change their vendors they'd have to do that horrible grind again. And few crafters would want to take that risk - it's just too much commitment.


The horrible grind is the sole reason that people don't shoot up and down the Weaponsmith tree to make themselves weapons. If you could make decent weapons without spending 620 AXP on Master Weaponsmith, and if you could climb up and down the subtrees just by waiting for Weapon Crafting XP to roll in on its own, nobody would be a dedicated weaponsmith.


Therefore, for Merchant to be more popular as a dedicated profession, Merchants need a horrible grind, and they need the Master box to be a gate to accomplish anything with any of the class skills.



Please, continue bellyaching about how broken Merchant is. It's the best freakin' profession in the game.

Message Edited by p4Samwise on 05-11-2004 09:47 AM



And I agree with this. Merchant XP should be based on the amount and quality of items sold within the bazzar or on a vendor. THis would more fall in line to a grind that the merchants need to feel when they need to climb the merchant ladder.




Balkstar Bartoc - 56th level Smuggler, Ex-Master Smuggler, Ex-Master Merchant, Privateer Ace Pilot,

Coosin Larstar - 90th Level Jedi, Ex-Master Fencer, Ex-TKM

Flurry

p4Samwise
Tue May 11, 2004 10:22 am
#23

Having XP gain correspond to actual work in the profession is still too lenient, though. If it's not completely meaningless, carpal-tunnel-inducing grind, people still might be willing to do it again. Most of the crafters you want to thwart will have no problem selling goods in order to re-advance as merchants, probably quicker than they do now.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
Balkstar
Tue May 11, 2004 10:28 am
#24






p4Samwise wrote:

Having XP gain correspond to actual work in the profession is still too lenient, though. If it's not completely meaningless, carpal-tunnel-inducing grind, people still might be willing to do it again. Most of the crafters you want to thwart will have no problem selling goods in order to re-advance as merchants, probably quicker than they do now.






The ideals of merchant is not to physically grind goods. It's to create relationships with crafters and consumers in order to move the most amount of goods through the market at the best possible price for everyone involved.. That is more of a mental task then it is a physical task, but it is just as demanding.



Balkstar Bartoc - 56th level Smuggler, Ex-Master Smuggler, Ex-Master Merchant, Privateer Ace Pilot,

Coosin Larstar - 90th Level Jedi, Ex-Master Fencer, Ex-TKM

Flurry

GoCanes
Tue May 11, 2004 10:42 am
#25






p4Samwise wrote:








Each schematic is worth 1000 items, and you can make a buttload of schematics. Just ask the top weaponsmiths - on the day of the experimentation change, some of them stockpiled enough "temp nerf" schematics (using resources that they had in sufficient quantities to never worry about running out)to last them YEARS, even with the high volumes they sell their wares at. Never underestimate the power of hundreds of lot trades. They could drop weaponsmith andcontinue to useevery single one of those schematics without interruption.







I was one of the crafters that took advantage of the one day experimentation change before they nerfed it back to it's current design... Schematics are essentially items, so just having schematics is not the point of all this (or at least that's my point of view)... The problem is that non-Merchants are using a "skill" that they no longer have... If Merchants could produce vendors as items and sell them, it would be similar to the hording of schematics, but the fact of the matter is that placing a vendor, advertising on the planetary map, etc... are all skills granted to Merchants in the skill tree, not items that can be sold/traded...



GoCanes - Radiant Server - Pikeman
44.3+ Crafting Stations and 15.00 Crafting Tools outside Theed, Naboo at -4760 5332
Resources and Radioactives Vendor located 1k outside Coronet, Corellia at 892 -4844
Starting active duty to Iraq 27 November 2004, so I may not be able to stock afterwards

p4Samwise
Tue May 11, 2004 10:47 am
#26






Balkstar wrote:


The ideals of merchant is not to physically grind goods.


The ideal of a weaponsmith is not to physically grind thousands of projectile rifle barrels. I don't see what the "ideal" has to do with it.




"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
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