Merchant Archive
Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)
QuadShot wrote:
Ok, maybe I'm a rock and just missed it.... I have some vendors, but I'm not a merchant anymore, what's going to happen to my vendors now!? If I loose them, I guess I'll have to stand at the star port and spam my goods or I'll just drop the game all together since it will no longer be "conducive to the MMORPG genre".
I don't get it ... Threatening to quit because they may take away the vendors you don't have the skill for anymore ? ... I spose you'd like to say, master the Commando profession then drop it but still be able to shoot /flamesingle2 ... so would I. The solution is simple really .. sell your goods to a REAL merchant for resale.
I've been thinking alot about what irks me about being a merchant and an artisan. I think the revamp should start at the bazaars and vendors themselves. There is a ton of mislabeled and empty categories there. Armor Attachments dosn't hold armor attatchments it's in clothing attatchments. there are no buildings under buildings they are under deeds. They reall need to get a hold of their database super and sub types and do it quick or it will just spin out of control as they add content and items.
In my case, I am a master architect 4/4/0/4 merchant. I mastered merch but decided I really didn't care how specific I could be in selecting my vendor types and races and dropped that column. my stock levels run about 1600-1800 items spread across 6 vendors. I sell most of everything out maybe every month. If not it is at least 1000 of the items that get sold every month. Anyway, I have no problem with vendor item limits per se as long as the devs can see fit to increase the number of vendors for those with more skill invested in the merchant tree. Say at master you can have16 vendors each new box gives you 1 vendor across the tree and you get 1 at novice and 3 at the master box. Each vendor can hold say 125 items as a limit. I would also not allow people to select where their vendors get registered on the subcategories on the planetary maps. I would take an inventory of what is on the vendor and categorize it by the types of items automatically.
Adding vendors while applying a vendor item limitwould allow people to be more specific about the types of items they are selling so people don't have to wade through a bunch of empty and mislabeled vendors to find what they are after. It would also require people who wanted to carry a lot of stock such as myself to do so or seek a reseller merchant for my wares.
DocSavag wrote:
I am researching what happened to the other thread.
Thunderheart wrote:
Just a quick update folks. I have a meeting to go over the limits and changes tomorrow afternoon. I've been going over the proposed changes put forth by you, through DocSavag and they will be addressed. I'll have an answer for you either Monday and Tuesday.
Most of the people I've talked to in game, are crafters as primary profession, with some Merchant skills as a "necessity to do business". This is the only MMO that I've ever played, where a regular player was forced to sell his loot to a "reseller" or for a dirt cheap limited cap on Public Auction, orvia a Forum Post, instead of being allowed the option to own their own Merchant.
(yes I have a Master Merchant badge, no it wasn't for Jedi, it was long after I unlocked, and was for actually being a Master Merchant for a bit. I dropped it because I thought the current design was very poor and ill conceived.)
The changes proposed to Merchant class, are nothing but negatives. The changes should be positive, not negative. So we have to ask ourselves, what exactly is the problem? Why do Crafters feel the need to have their own Vendors. Why do Loot Farmers feel the need to have their own Vendors?
One answer I can think of, is control and reliability.
- People come, people go.
- Some can be trusted, others can't.
- Are enough Merchants going to be available to place vendors and sell a Crafter's supply line.
- Are Merchants going to sell on consignment, or are they going to purchase and resell?
- What methods are currently being practised?
If Merchant is being used as a secondary supplement skill, just to sell one's own crafted goods (or loot), then it sounds to me like the design premise as a separate and stand-aloneclass is not working.
Merchant reminds me of Miner. Nice in theory, but not working out in practice. Maybe Merchants could be something like Droid Engineers, and be able to manufatcure Sale boothes, Vendors, Advertising methods (this would be real neat), uhmm maybe even offer Advertising Services... something that would define Merchant as a Stand-alone class, rather than a supplement.
Every player deserves access to a means to sell their goods, something beyond a Bazaar thing with a cost cap. Everquest has ability to turn your character into a Vendor at their "Bazaar". Dark Age of Camelot allows everyone to buy a Vendor to place outside their House...
Just some thoughts that I've had from playing with Merchant for bit, a few months ago. It's very difficult to find items without having to waste hours and hours travelling around, looking at signs, walking in a house to see if they have a Vendor that's not listed on Global Map... the whole "Sale System" of this game really sucks, to be blunt. I think there are a lot of areas of improvement, and to be honest, this new system that is proposed does not address any of the problems. It only makes the current problems worse.
I think that the Devs would be doing the game a severe injustice, as well as the Merchant class, to not stop these changes, and take the whole Merchant class back to the board for a more thought out revamp.