Merchant Archive

Thread: vendors for non-artisan classes

pizzathehut67
Thu Jan 08, 2004 2:48 pm
#14

ummon prime


i compare the profitability of armosmith to a doc whon only buffs people. Docs do not make great money in buffs. Second, you brought up a really good point. how ever that point shot your own argument in the foot. in order to make PSG's you must master artisan. included in mastering artisan is business 3 which grants you a vendor. We must master medic and then doctor. so you an i spend the same skill points to be crafters. Yet, artisans recieve a vendor as a PERK. docs must spend an extra 24 skill points (i wasnt sure if it was 9 or 10 to get to business 3... thank you) to get that ONE BASIC vendor! does this seem fair to you people? i do the same amount of crafting yet have to spend MORE skill points to get the same benefits. And, i know its a broken record, DOCS CANT MAKE GOOD MONEY SELLING BUFFS! the money is in selling meds. and when a wound B pack sells for 2500+ it becomes a great mystery as to how the doctor could sell a buff pack (very much so a specialty item as im sure there are many player who dont even know what one looks like) for 10k. factor in the 24 item limit and the docs have no crafting business other than running around on the street hawking their wares. yeah... i see my local phizor representative selling pennicillin on the street corner every day!




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Elminnster
Thu Jan 08, 2004 3:12 pm
#15






pizzathehut67 wrote:

alright elminnster... if your going to post read what i write! i did not suggest that the professions should get them for free! i proposed that an alternative option could be that at MASTER level NON-ARTISAN based professions be required to spend the same amount that an artisan base would spend! the cost of ONE vendor to an artisan based profession is 10 skills points (as the 15 in novice artisan are a requirement for their other profession). to everyone else it is 25 skill points. take doctor for example. an artisan base could take 3 of the 4 trees in artisan and have all of their surveying, a vendor, and the pre-req for their elite profession. Doctors MUST master an entire base profession and then move up into doctor. like any other profession, only masters can make the items that bring in the bucks (Buff D packs). So, the doctor uses more skill points than the artisan based profession. as proven earlier the doctor sells a MUCH wider variety of items than any other artisan based profession... yet we are penalized by having to spend 25 skill points for one vendor? is this fair? if the devs wanted docs to sit in the med center and heal than they would have made meds an artisan item! the meds are a doctor item... and also the only way to be consistently lucrative in the doctor profession. As stated before, buffing (even at 10k) does not bring in as much money as people think! The doctor profession merely wants balance!





I can't follow you mate, but let me see if I've got you right...


You suggest that you as a master doc, should have the oppurtunity to go in and spend 9 skill points (again it's 9 for an artisan to get business 3)... am I right so far? Yes I think... but then again... you want it only for the doctor profession...


Okay mate... I can see, and I know how little money a doctor earns... but there is more to the profession than money, if you care about others (Hell real life has greedy docs... why shouldn't SWG?)... well I say that doc should get some competation for their time and expenses to heal others... that said... I'll say again... go with some friend on hunt, and you'll earn quite some cash


I don't know if you can see the difference between a doctor and an armorsmith, except you've to spend more points to master the profession... But let me point out a difference... Armorsmiths has two oppurtunities to earn money "Craft some items and sell them" or "Run artisan missions"... while a doc has several way "Join a hunting party (I know you're going to say an armorsmith can do the same, but alas... if you had one spot left in the group, and no one with med skills, would you take an master armorsmith or a master doc in the group?)", "Heal wounds in the med center", "Buff people for a fee", "Cure poison and disease" or the one you've chosen "Craft meds and sell them"... see there is quite a distincsive between those profession... even doc and all other artisan profession... but you don't see you've more oppurtunities to earn money than the armorsmith(or any other artisan profession), because you WANT to run a pharmacy store, because that's a work line that is just like and artisan profession... but does that entitle you to a vendor for free, just because you only want to use one of the many possibilities to earn money? Don't tell me that it's the only way to earn money as a doc... because you can have quite a big cliental, which you sell through personal contact... because as I see it... in this game you don't become a merchant by having the profession merchant... a merchant is more than one that manages a half dozen vendors... it's much more, and it's something that can't be implanted in the game...


Oh my... quite a rant... sorry if you're offended




__________
Sises Orine

Resource dealer - Vendor in Polaris on Naboo, 3km north of Theed Star Port.

Master Medic, Artisan (0-0-4-0), Master Doc, Merchant (3-2-1-2), Brawler (0-4-0-0).
Elminnster
Thu Jan 08, 2004 3:15 pm
#16






JTGAlpha wrote:

Dude, all you need is enough skill points left over for business 3. That's it. That's what WE ALL have to do if we want a vendor. It's fair. EIther that, or find a merchant and go through them. THat's how the game works. That's how interdependancy works. That's the whole point.






That was nicely put...



__________
Sises Orine

Resource dealer - Vendor in Polaris on Naboo, 3km north of Theed Star Port.

Master Medic, Artisan (0-0-4-0), Master Doc, Merchant (3-2-1-2), Brawler (0-4-0-0).
UmmonPrime
Thu Jan 08, 2004 3:17 pm
#17

I did you one better, I took up Merchant to advertise my buisness. OMG, I spent skill points.....


If you want to make the money, spend the skill points. It IS that simple.


Next the docs are going to say that want an additional 24 sp at noivce so they "can have more fun".


Join the club, we all want more skill points.


I want harvesting for armorsmith. I want to be able to make reinforced fiberplast panels. I want to drop all my artisan skills so I can be a BH/CM/CH/TKA/Rifleman/Armorsmith/Weaponsmith. That way I can be an uber crafting motha`.


Work with what you have. You will never get what your looking for becuase it would unbalance the system.


You should be asking for merchants to be able to sell vendors. You get something like that and everyone would be happy. Maybe even you.




Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


pizzathehut67
Thu Jan 08, 2004 3:28 pm
#18

so... artisans rely on rangers... but only in the case of the armorsmith (and chef... but how many REAL chefs are out there?). what else do artisans rely on? hhhmmm.... no one. so because my profession does not fall within artisan that means i am condemned to playing by your rules? or paying MORE for the same thing artisans get as a perk. it simply seems unfair that i MUST master 2 professions to be a crafting doctor i wanted to be and then have to pay an EXTRA 24 skill points to be able to sell my goods... when artisans use the SAME amount of XP (speaking in terms of those elite professions that DO master artisan), do the SAME amount of crafting, surveying, hunting, etc. and get a vendor along with mastering artisan. now before you prepare the cross... I AM A STONES THROW FROM MASTER MERCHANT. im simply saying that it IS indeed unfair for artisans to get a vendor on their way to mastering artisan...and docs are left in the cold simply because the doctor profession (which IS a true crafting profession). So to sum up the point for the FINAL TIME (im sick of explaining the same thing over and over to people who refuse to comprehend what they read)


Artisan: must master 2 professions (novice and elite) to make the really cool stuff


Doctor: must master 2 professions (novice and elite) to make the really cool stuff


Artisan: recieve vendor on the way to mastering artisan... yipee! a wonderful bonus that should remain where it is.


Doctor: must master 2 professions and THEN spend another 24 skill points for the same one vendor that the artisan recived.


Artisan: sells about 10 different items (excluding architect and tailor... but much of their work is done by special order... although i do nod that they both make many items that people want).


Doctor: sells 24 items (stim B, C, D, wound B, C, Buff D, rez, poison, disease) which are sold in number because they are a "charged" item.


in summation:


same amount of crafting... same amount of "required, rare, specific" resources to find, same amount of skill points... yet the doctor must spend 24 extra skill points to recieve the one vendor bonus that the artisan already gets. on his way to master.


the idea i proposed (although not fully explained in original post... it was late... sorry) was that doctors would have the ABILITY to manage a vendor upon achieving MASTER AND PAYING 9 SKILL POINTS TO GET IT! this cost is IN ADDITION TO the costs of mastering doctor. for artisans its included! for doctors its a penalty of 9 EXTRA skill points! side note; if you are a master doctor/master bioengineer... the vendors would not stack... you would be capped at 1. although if you needed more than 1 it would be cheaper and better to dabble in merchant.... efficiency RULES!


i hope that clears up what ive been getting at in every single one of my responses.





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JTGAlpha
Thu Jan 08, 2004 3:34 pm
#19

Artisans are dependant on LOTs of people. They're dependant on each other for complimentary items and accesories they don't have the skill points for. They are dependant on scouts and rangers for meat. They CAN be dependant on combat types to clear the area around their harvestors (biggest request from the artisan community in a poll i took, seriously). If they don't have the points they have to rely on merchants to get their product "out there." Doctors aren'a "crafting" profession. They are a healing profession. They CAN craft things and sell them. So can smugglers. Both of us have to spend the skill points to sell our respective additional craftables. That's the deal. I can't solve your problem as a doctor. I don't know the profession. But I CAN say that if you're on Intrepid, I'd be happy to sell your stims and what nots for a 20% taste of the action.




Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

pizzathehut67
Thu Jan 08, 2004 3:38 pm
#20

elminnster... you hit the nail on the head! but then put words in my mouth. doctors, bioengineers, Smugglers (lets add them too since that seemed to have caused a fuss), and sure why not rangers (even though when they sell meat its on a "contract" style basis). could spend an EXTRA 9 skill points ON TOP of the skills needed to master their professions to get the ONE vendor that awarded to the artisan at that cost. that is unfair to you how? if and when the devs get an idea to make it easier to for non merchants to do business with merchants then this will be a mute point. but until the the rest of the crafting community gets a shovel in the groin simply because they are not falling within the artisan skill tree... even though they do the same amount of crafting. the bazaar is not a viable outlet for a doctor merchant OR a ranger merchant OR a bio engineer merchant. the fact that, sadly, the majority of players would rip you off when you hand them 1 mill worth of buff packs means that there is no way for a doctor "use" a merchant. barring a few exceptions. no crafter would ever want to risk 1 million worth of anything.



AND FOR THE LAST TIME! IM A MERCHANT! QUIT TRYING TO STONE ME TO DEATH!




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UmmonPrime
Thu Jan 08, 2004 3:39 pm
#21

I still don't think you really understand what you are asking for. Your trying to void the merchant profession, which I spent skill points on, even though I did not have to. I choose this professions, and you want to try and bypass it, but get the benifits.


Allow the merchant to sell vendors again, and you would not have to spend the skill points, and us merchants won't feel like we are being stepped on.




Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


Elminnster
Thu Jan 08, 2004 3:41 pm
#22

/shakes head negatively at pizzathehut67


Yes it's clear what you want... but tell me why master docs should get the oppurtunity to have a vendor, when it ISN'T a part of the profession? What you want would eventually kill the merchant business.. because if it happens(And with gods and the developers will, that will never happen), then we would move on to smuggler, ranger, scout... every imaginable profession that has something to sell, wants a vendor for 9 skill points at master of their profession... why? Because the docs got one, which isn't a part of their profession... and the developers can't say no... because not only did they take the first step to kill the merchant profession by doing so, but they also mooved the balanced of the game, and the only way to balance it again, is to remove the merchant profession come up with a new skill tier to the artisans, and give vendors to everybody... then they would have ruined the game for many, that loves to be a merchant... not just someone that want to earn big money... someone loves the concept of the merchant, and does love their little shop, and see it's a more than a money machine...




__________
Sises Orine

Resource dealer - Vendor in Polaris on Naboo, 3km north of Theed Star Port.

Master Medic, Artisan (0-0-4-0), Master Doc, Merchant (3-2-1-2), Brawler (0-4-0-0).
JTGAlpha
Thu Jan 08, 2004 3:51 pm
#23

Artisans get one vendor in the artisan line because MAKING AND SELLING THINGS ARE THEIR BUSINESS. Rangers busines is exploring. They get terminals. Smugglers? We have slicing AND spicing. We can sell our spices in a cantina and can do ok on busy nights. Our slicing business is pretty good. Docs business is NOT selling, but healing, and that is where you are supposed to be making your money. If you're not, I don't know what to tell you because I'm not here to champion doctors. Take it up on the doctors' forum.


Vendors are for merchants. Merchant is an offshoot of artisan. If you want those skills you have to buy them. I AM one of the professions you are talking about and it's not a problem. Would I have liked having Bus. as a pre-req to smuggler instead of unarmed and pistol? Like it USED to be? YES! But for different reasons, and that's a smuggler problem not a merchant one.




Dayasi Vo'Boda CEO of SCUM PA.
Founders of Agrilatia in the Agrilat Swamps Of Corellia (Intrepid).
Taking Scum and Villainy to a new Level to Serve YOU.
Remember: SCUM does it dirty
Another Horseman of the Smuggling Apocolypse

pizzathehut67
Thu Jan 08, 2004 3:53 pm
#24

im saying that ALL professions that craft should have the option... im using doc because thats what i am and thats what i know best. basically... the counter argument is that crafting professions outside of artisan should not get the option for a vendor without paying the obscene 24 skill points (which was agreed by fellow merchants in this very thread to be excessive for only one vendor) simply because of orginization? so... simply because our government is organized with the IRS handling the money... no other government counterpart should be allowed to make financial decisions because thats the job of the IRS.



you could at least give it to me that artisans recieve the vendor as a perk to their profession... while other crafting professions are left with shouts and a back pack unless they want topay the (once again agreed upon) obscene amount of EXTRA skill points when artisans must only pay 9.




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pizzathehut67
Thu Jan 08, 2004 3:56 pm
#25

docs make no money healing cause no one tips us for healing ... ive never been tipped for rezzing people (even when the **edit** bastards do a search for me and make me run half way across the map just to do it.) ive already pointed out numerous times that the GOOD money is in selling meds. AND if a doctor was supposed to sit around and wait to be useful (as you say they should) then why arent the meds an elite artisan creation?



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pizzathehut67
Thu Jan 08, 2004 3:57 pm
#26

off topic... im loving this... this is an awesome discussion! ive been writing replys for 30 mins now guys... way to help me eat up the long boring time alone on winter break!



Galaxy: Bloodfin IGN: Pewa
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