Merchant Archive

Thread: Some reasons why vendors should stay after you drop Merchant.

JTGAlpha
Fri Jan 30, 2004 2:04 pm
#300

Jeebus are you guys STILL trying to give away our best and defining characteristic?


Look, it's simple. We're merchants. We sell things. To better enable selling things we have vendors which sell things for us when we're not playing the game or while we're doing OTHER things to help us sell things. Give that away and we might as well pack up the profession and go be Bounty Hunters.





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

Geevo
Fri Jan 30, 2004 2:29 pm
#301

The difference is that in your example, if you need a buff from a doctor, you see the doctor and say "Buff me please" ... if he does a poor job, you don't use him again.


With a vendor, it is not that simple because it is more of a long-term business relationship. If a merchant asked me to purchase 1,000 units of Muon Gold, I would give him a fair price that he could mark up ... but if I were to give him 1,000 units of Muon Gold to sell pending payment ... I would not consider it. However, the merchant would need to risk the possibility that he may not sell the items. I have not met a merchant that does that. Merchants that I have met sell their own goods.


That is why I have brought the idea of non-merchants 'buying' vendors ... Merchants would get all of the other abilities (and cost-savings) ... but non-merchants would continue to have the ability to sell items when they are not available.


As a Smuggler, it is a hybrid class, unlike Artisans ... we do have combat abilities built into our profession, however we do not have artisan skills within our crafting abilities. From what I understand we originally did have a requirement in Artisan of 4/0/4/0 ... but the Dev's removed it during Beta.


I was trying to think of a Solutionthat I didn't see brought up (but I could have missed it)...but it appears you don't like that one either.



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
JTGAlpha
Fri Jan 30, 2004 2:49 pm
#302

Solution? I'll give you a great solution. Once you drop the skill the ONLY thing the vendor can do is give the owner it's items back. It won't except more items. It won't sell items. It won't be searched. It won't do ANYTHING except let you remove things from it. That's it. Until the maintence runs out (and you can't pay it anymore either) and then it poofs. There ya go. Real simple.



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

Geevo
Fri Jan 30, 2004 3:49 pm
#303

That is fine, if you want me to not run a vendor, come buy all of my products and sell them on your vendor...until then...try to lighten up some.



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
progman63
Fri Jan 30, 2004 5:11 pm
#304


There are NO reasons why someone should be able to keep something after they drop the skill for it.











"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres


JTGAlpha
Fri Jan 30, 2004 6:42 pm
#305

What's wrong with that solution? You don't lose items. You get time to take them all down. And you don't get to keep the benefits of skills you no longer posess?



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

Geevo
Fri Jan 30, 2004 6:51 pm
#306

I sawa post on the Smuggler forum suggesting that Merchants are unable to sell contraband (Spice, Sliced Weapons, Sliced Armor, Rebel faction items) and that Smugglers should get an Underworld Vendor to do that ... What do you think of that?


Should Merchants not be able to sell any contraband because they are not Smugglers? Should Smugglers get an Underworld Vendor that can?



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Geevo
Fri Jan 30, 2004 6:52 pm
#307

Oh...and currently I do have the merchant skills...but honestly, don't want to keep them (just want a vendor to sell spice and smuggler tools)



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
JTGAlpha
Fri Jan 30, 2004 7:03 pm
#308

I'm not sure. The only reason I have any inkling towards it is it WOULD be more "realistic" and more in keeping with continuity. Maybe if you had management AND underworld you could sell illegal goods on vendors (you have to have both, not just one or the other) but I still don't like the idea of giving our profession's best skill to other professions. I may have considered it at one time for smuggler, not all that long ago I think, but the more I think about it, the less I like it.


I just think that if you're not a merchant you don't get a vendor. If you're not a slicer you don't get to slice weapons, that's it.



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

Geevo
Fri Jan 30, 2004 7:13 pm
#309

I really do understand your points, but if you look at a Smuggler as a hybrid (little bit of everything) ... then it does make sense.


We shoot.
We fight hand to hand.
We craft tools.
We craft Spice (drugs).
We sell a service (slicing).
We sell items (spice and factional items).


We don't do any of it exceptionally well (except for slicing) ... because we are not the 'experts' ...


Pistoleers (and combatants in general) fight better than we do.
Artisans, and all of the Artisan-based professions craft better than us.
Doctors make better drugs.
Entertainers provide a more needed service than us.
Merchants sell items better.

I personally think that they should have kept the Artisan 4/0/4/0 skill requirements on smuggler ... because we do use those abilities ... but in their *perfect* wisdom, they chose not to. This allows Smugglers to do thinks like the Triple Master (Smuggler/Pistoleer/TKA). The only reason I want TKA is because I die too puch in PVP ... and it will help me heal myself.

When I started my Smuggler ... I chose to do the Artisan 4/0/4/0 & I got the Novice Armorsmith, Novice Weaponsmith, and Novice Merchant ... It was nice ... but death byunethical PvPers when I was still overt from a faction deal ... made me go for more combat ... I hate PvP ... I have it for defense only ... but it is needed because of the nature of the game.





Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
Geevo
Fri Jan 30, 2004 7:15 pm
#310

Oh, and I don't care about advertising ... I don't think smugglers should be able to advertise locations of their vendors ... if they do ... let the "contraband police" take it all.


If a CSR hears a Smuggler shouting "go to my vendor at" ... it should be followed by a raid.





Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
JTGAlpha
Fri Jan 30, 2004 7:19 pm
#311

You're right. We ARE a hybrid. But we do things OUR way. We craft. Weaponsmiths craft. So do Armorsmiths, Architects, Chefs, etc etc. We make our own tools, and we make other people's guns better, and we make buffs that stack with everyone else's buff. We do combat. We have pistol specials, but we dont' have any mods, or anything that in any way infringes on other professions. Having vendors is what we DO. We sell things and we sell them through vendors, which is what makes us better "salesmen" than joe-shmoe crafter. We have reach, so to speak. Giving smugglers a vendor COMPROMISES us in a way that the other hybrid skills of a smuggler does NOT compromise other profession. No one looks for a smuggler to BUY a gun. They look to us to IMPROVE it. They don't look to us to heal them. They look to us for quick fix buffs they can carry around with them for as long as they want. But if they start looking to smugglers for vendors, then what do merchants do? I mean, walk around and ask people how many merchants they know. We'll go from a rare breed to extinct kinda quick. If you want to be better at sales of ANYTHING you need merchant. I'd like special smuggler/merchant vendors, sure. But it wouldn't be good for the merchant profession.





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

JTGAlpha
Fri Jan 30, 2004 7:22 pm
#312

Now, by the way, if there was a smuggler/merchant required elite elite class, like "crime lord" or something, then yes, I'd be all for dealer/black market vendors. Heck I've even got ideas on how to make'em and make'em cool. That way there's an appropriate bridge, and skill point expenditure, and it's done in a way that makes sense and doesn't hurt merchants, as a whole. But that's pie in the sky for another day.



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

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