Merchant Archive

Thread: Should they reduce skill point cost for merchant?

Muzz
Sat May 07, 2005 2:43 am
#14






Pappi wrote:





Muzz wrote:





Pappi wrote:
personally it's important to me that I have a nice shop and offer a variety. I chose to put my sp into master merchant, and am fine with the sp cost. I even get to sell my fiance's stuff with those extra vendors

as I've already told the politicians, I would much rather have them add content to the profession instead of reducing sp requirements. 0sp is a mixed blessing, and it's one that I hope isn't given to the merchants



Fat chance. Look at the latest 'content' they've added. Having to buy what is basically a giant theme park?? Sorry, I thought that's what my monthly subscription was for.






I know the possibility's remote (tell me about it, I'm a politician), but would you rather have them take away your sp then forget about it, or have something to nag them about?



To be honest, i'd rather they take away or reduce the SP, based purely on the fact that extra content for Merchants is zero possibility. This game is, slowly but surely,heading towards being EQ2 in space. Crafting and vendoring will be irrelevant.



Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Dakaar_Halycon
Tue May 10, 2005 12:55 am
#15


Just to clarify, I wasn't asking about reducing the skill point cost to zero. I was asking if they should reduce total skill point in the same fashion as image designer. If you look image designer costs 10 skill points per tree now so entertainers can triple master elites and master their novice. I personally think this would be a nice bonus to the pure crafters.






Just my 2 credits
Irxosskisx
Tue May 10, 2005 7:42 pm
#16






Dakaar_Halycon wrote:


Just to clarify, I wasn't asking about reducing the skill point cost to zero. I was asking if they should reduce total skill point in the same fashion as image designer. If you look image designer costs 10 skill points per tree now so entertainers can triple master elites and master their novice. I personally think this would be a nice bonus to the pure crafters.






I agree with you Dakaar.


Don't make it a 0 sp proff, but a lower SP proff so that we can master 2 Elite Crafter Merchant, and maybe a couple points to defend our non combatant selves.. hehehe





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Smart_Darwin
Wed May 11, 2005 6:40 am
#17

When I began reading this thread I was pretty against the idea of reducing the SP required for master merchant to 0. However someone mentioned that it might not be so bad to reduce the total cost. Given the reduced value to the advertising line given recent changes, I don't think it is unreasonable to compensate current merchants for thier loss.


It would certainly increase our suvivablity...





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Acelin-
Thu May 12, 2005 2:23 am
#18

Merchant shouldn't even be a professian.

It gets in the way of those who want to be pure crafters and limits customization.

You can't be a crafter and a fighter on one character... It's impossible with the CU and impossible prior too as you need merchant, especially when they nerfed vendors.


They should remove it requiring any SPs and let it be like politician. Either that or raise the price cap on the bazaar.



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MBLAST
Thu May 12, 2005 11:25 pm
#19

I think it should be low, if not free. Really cuts into crafting.



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Muzz
Fri May 13, 2005 2:02 am
#20






Acelin- wrote:
Merchant shouldn't even be a professian.

It gets in the way of those who want to be pure crafters and limits customization.

You can't be a crafter and a fighter on one character... It's impossible with the CU and impossible prior too as you need merchant, especially when they nerfed vendors.


They should remove it requiring any SPs and let it be like politician. Either that or raise the price cap on the bazaar.



I think with the recent changes in the game I am now of this opinion too. It's basically a useless profession apart from the ability to have increased storage.




Orgama

Weaponsmith (12pt), Artisan (14pt), Merchant, Force Crafting Master
ludio ludius utpote 2003, in pello utpote 11/2005
Maasedge
Fri May 13, 2005 10:13 am
#21



LeProfesor wrote:

I agree Merchant should be part of a crafting proffesion.

Its taking up vauable points for no reason.

no body has over 2500 items in their vendor to sell at anytime.





I would like to see a skill point reduction for merchant, but I have over 3500 items on my vendors at any given time, so your wrong on that note.



Maas Neotek -Elder Architect

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Vaylon_SWG
Fri May 13, 2005 7:53 pm
#22

they really should have made master merchant mean more, and it would be easy to do.

make it so that only master merchant can be listed on the new global search. it would reduce alot of clutter on the search and give a nice bonus to merchants


DesktopSaki
Mon May 16, 2005 10:23 pm
#23

I never used to think they should, but you know... I've changed my mind. With everyone from Business III on up having the exact same galactic and global advertising, the extra skillpoints spent are rarely worth it. The +1000 items at MM is very, very nice, but not every merchant needs that.



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Anach
Tue May 17, 2005 2:33 am
#24


Yes crafter profession merchants. This would make sense.


Or add content to the profession. Or make it a free tree like politician.

Message Edited by Anach on 05-17-2005 02:35 AM



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Leafgreen
Tue May 17, 2005 2:50 am
#25

I'd vote for reducing the cost. But not making it free.


From a noob's perspective (less than a month) I've never seen it where you could not search galaxy-wide with the bazaar. It seems that merchants had some key advantages taken away from them, and nothing to replace those as of yet. However I do find that the best items aren't advertised witha vendor search at a bazaar terminal.


The classes are pretty balanced right now so that if you master 2 elite professions you barely have anything left over, which is as it should be. You don't want master Bounty Hunter/master Pistoleer to be able to get the merchant class for free to use as storage. Combat types just don't have many skill points left over if they want to be level 80 - and almost all of them do. Reducing the cost of merchant would still keep most of it out of reach of the combats, but allow merchants to do more.


As a pure crafter... I got tired of being killed every day. I was killed twice inside of five minutes the other day, right inside my city. You get shot at by peon thugs in towns, killed when you check your extractors... and the official reply is to 'hire a bodyguard'.


Yeah, I'll get right on that....


So I streamlined down to master artisan/armorsmith and some combat, so I could have the option of not being a one-shot kill to everything in the game. But that seriously cut down on my merchant skills that I could take, and shouldn't crafters be one of the prime merchant types in the game?


Unless they brought in consignment type vendors.









Chorvat Carty'ugi
Master RangerMaster Rifleman


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Reksha
Tue May 17, 2005 10:39 am
#26

Daily I run into the item cap on my vendors. I sell approximatly 1-2 thousand itemsevery week. It might be that my prices are a bit low, but it brings in customers to my mall, and I am still making a profit. The skill cost needs to be reduced, and I could really use an increase in the number of items allowed at master merchant. I went away for 1.5 weeks on a business trip, and when I came home my previously fully stocked vendors were empty. In order to keep a fully stocked furniture vendor, paintings vendor, and deeds, I need more space then what I have now on them. That is, if I want to keep them stocked for more then a few days.



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