Merchant Archive
Thread: How to solve the problem of wanting venders, not wanting to waste skill points
MrElmar
Mon Aug 09, 2004 10:30 am
#14
>>It's not removing it... It's intergrating it into another tree... saving people skill points
Cool ... so you are ok with other medical professions throwing area stims or poisons then? Follows your logic does it not?
Krakae
Mon Aug 09, 2004 10:49 am
#15
Joslo wrote:
What if they gave merchants the ability to place vendors for other people, and the merchant could get a % of the sales from those vendors?
Excellent idea.
And give master merchants abillity to have more than 6 vendors. say 10-20.
Still the item cap per vendor is too low.
Message Edited by Krakae on 08-09-2004 10:51 AM
joined42904
Mon Aug 09, 2004 10:50 am
#16
I think merchant will become a viable profession with the new proposed changes.
Plenty of oligopolists will want another outlet. The "pure" merchant will offer that.
I sold plenty of high-value goods through other people letting them have a commission. I still do this with repair tools.
If someone doesn't have merchant or any vendors, how will they sell their goods? The notion of time value of money I think won't surprise any elite crafter. And 40 suits of composite in crates will probably sell for less than the individual suits will sell for in backpacks on a vendor.
I think you folks who don't believe merchant will be viable when folks are thinking of quitting their crafting professions if they can't sell their wares are the ones smoking something, not SOE. (That was probably from another thread.)
Merchants buy in bulk and sell retail. Of course there is markup in this process. And if one elite crafter isn't making items...you need to find another source. Hmm.... Sounds to me like a good way to make sure there is always stock on certain vendors.
Some tasks need to be made less repetitive like putting armor in backpacks. I know you can fix that, SOE. Please do.
Barris
Mon Aug 09, 2004 10:55 am
#17
No, it doesn't. The logic of this is to free up skill points for crafters and persons making money off PvE. As it stands, wasting 1/3 of your SP on a profession that has no mods benefiting crafters or combat professions is a waste when it could be all rolled into one.
MrElmar wrote:
>>It's not removing it... It's intergrating it into another tree... saving people skill points
Cool ... so you are ok with other medical professions throwing area stims or poisons then? Follows your logic does it not?
roganemor
Mon Aug 09, 2004 11:01 am
#18
The idea of Merchants being able to rent/sell vendors to non-merchants is a great idea. The non-merchant gets a deed that is only droppable once. If you want to move, you need to go buy a new vendor deed.
That give the merchants something to sell and crafters the ability to sell there wares.
joined42904
Mon Aug 09, 2004 11:01 am
#19
Barris,
I like the merchant profession. I like the new changes. If you don't, you are certainly entitled to your opinion.
As far as "wasting" skill points is concerned,... if you think merchant is a waste of skill points, then don't take it. But you will have to settle for your one ugly machine vendor that can have like 50 items on it.
I think the changes make keeping merchant NOW not a waste of skill points at all. But to each his own opinion.
Barris
Mon Aug 09, 2004 11:05 am
#20
joined42904 wrote:
Barris,
I like the merchant profession. I like the new changes. If you don't, you are certainly entitled to your opinion.
As far as "wasting" skill points is concerned,... if you think merchant is a waste of skill points, then don't take it. But you will have to settle for your one ugly machine vendor that can have like 50 items on it.
I think the changes make keeping merchant NOW not a waste of skill points at all. But to each his own opinion.
Actually, I have to give up CM to keep my krayt loot venders open... Almost as bad as being holo gimped when you make that big of a change to a template.
I like the changes to the point of 1) vender caps, 2) people having to get merchant to keep their venders open still. If it had been addressed earlier, it would not be an issue. As it stands now though, a large % of people use this ability. If it has worked so well forhow long, why try to 'fix' it?
Joslo
Mon Aug 09, 2004 11:06 am
#21
To flesh out my previous idea a bit...
Merchants would get a set number of vendors they may place (let's say 15 for the sake of this example). Merchants may either place vendors for their own use, or they may use a command (let's call it /transferVendor) to assign the vendor to another player. That player then assumes total control of the vendor (stocking, etc.), and a percent (which is agreed to by both players and set by the merchant when he transfers the vendor) of each sale goes to the merchant.
To avoid the possibility of griefing, the vendor would be treated exactly as if it belonged to the player it was transfered to EXCEPT that the % which goes to the merchant cannot be changed.
Merchants would get a set number of vendors they may place (let's say 15 for the sake of this example). Merchants may either place vendors for their own use, or they may use a command (let's call it /transferVendor) to assign the vendor to another player. That player then assumes total control of the vendor (stocking, etc.), and a percent (which is agreed to by both players and set by the merchant when he transfers the vendor) of each sale goes to the merchant.
To avoid the possibility of griefing, the vendor would be treated exactly as if it belonged to the player it was transfered to EXCEPT that the % which goes to the merchant cannot be changed.
Message Edited by Joslo on 08-09-2004 01:08 PM
MrElmar
Mon Aug 09, 2004 11:19 am
#22
wow .. could you please post your observations on 'fixing' useless skill point allocations to the politician boards (would love to see what they think of your 'bundle it' approach). at least my merchant toon has a chance to make some money from his 'wasted' skill points.
yeah i need to rethink my approach to merchant now.. but the opportunity and challenge is there ... do i adjust my style, switch professions or cry nerf and pick up my toys and go play in a different sandbox? i guess the answer lies in what is true to what you want for your toon. if you wanna be a merchant ... dedicate .. just like you would in real life. if you wanna try the argument 'but this is a game not a job' then apparently i must remind you that you made the choice to be a merchant. don't like it, or the rules surrounding it, be something else. plenty to choose from.
Barris
Mon Aug 09, 2004 11:24 am
#23
I like that idea, since I know mine doesn't stand a chance in hell of being put in, I would like to see this.
Joslo wrote:
To flesh out my previous idea a bit...
Merchants would get a set number of vendors they may place (let's say 15 for the sake of this example). Merchants may either place vendors for their own use, or they may use a command (let's call it /transferVendor) to assign the vendor to another player. That player then assumes total control of the vendor (stocking, etc.), and a percent (which is agreed to by both players and set by the merchant when he transfers the vendor) of each sale goes to the merchant.
To avoid the possibility of griefing, the vendor would be treated exactly as if it belonged to the player it was transfered to EXCEPT that the % which goes to the merchant cannot be changed.
Barris
Mon Aug 09, 2004 11:27 am
#24
I don't see why people back the profession so much, and hate the venders w/o skills to place thing. It worked how long? Quite effectively at that too. Really, since it's only purpose is placing venders, and it has no useful mods for any profession, I deem it as a waste of SP
Crimsonsplat wrote:
Barris, this comes up again and again. And the crafters are all for it and the pure merchants are all against it.
To me, Merchant is the biggest waste of SP ever. The per-box benifit is the lowest of any profession; it's obvious they had to dilute it to make it fit into 18 boxes.
As for "pure merchants," IF I were going to stay in the game (I'm not), I'd tell you bring your wallet when you come to me for stock, or don't bother. Since SOE failed to thoughtfully provide any way to enforce a commission contract, expect to pay for my wares UP FRONT, and take the risk that they won't sell. Wal-Mart does no less.
I hope you got a million plus on you (so you don't eat a $5k+ bank fee) when you come to me for ten heavy harvs.
Vendor? What vendor?
joined42904
Mon Aug 09, 2004 11:33 am
#25
Wow...thank you for pointing this out to us.
Most folks who can get krayt loot don't have master merchant.
I imagine the price of loot will drop as the loot folks won't have vendors unless they keep business 3 which is how many points? Hmm.... 15 for artisan.... I think I end up with 21 to get that but I haven't looked at how the business tree works.
Looks as if crafters won't have to pay so much for loot. Because combat guys won't have any place to keep it.
Sweet 
Barris
Mon Aug 09, 2004 11:44 am
#26
Heh, hardcores like myself will pick up merchant again to stay in business. However, my prices will probably go up in light of this nerf and the fact I hadspent several mill in CM equipment and firespider items.