Merchant Archive
Thread: Some reasons why vendors should stay after you drop Merchant.
I agree that Merchant migh keep old vendors.
Why? Because for me it like schematic.
I was a master weaponsmith and CREATED schematic of T21 rifle. ( I am master Merchant and placed6 vendors)
I dropped weaponsmith. I lost an ability to CREATE schematic. ( I can't place vendors no more since I dropped merchant).
More of that, I dropped ARTISANat all. But with my schematic I still can use factory toMAKE the weapon! (Hey I can continue pay previously hired vendors)
This is how the game works. And I believe this is right. Things you made don't dissappear after you drop the profession. Either it is item, schematic or vendor.
Stop screaming. Especially about Merchant. Hey do you think it is overpowerful profession?
Either it should be removed at all or leftas is. Improve it but not take out the mostly one advantage why this profession is learned at all.
Otherwise the only chars with jedi will have it. Because only them can afford to keep all the time so many points used for additional vendor.
At the beginning want to mention thatthis is not problem of Merchant profession. This is problem of Artisan profession.Nobody who currently is notartisan mustnot be able to have any vendor. So I think it is really at the wrong forum, but answering you question.
Do you know how much money costs good T21? even without Krayt tissues. At least 30K ( I personally paid 120K). I have difficulties to imagine how many years I need to keep vendor selling my tailor staff to get the same amount of money I could get from selling 1000 T21.
And just keepeng vendor don't earn you money. Actually you need to pay for it. You can use it for sellingthings it is true. But if you have nothing to sell it does not. To sell something you need to PRODUCE it first or to loot. I see nothing bad when weaponsmith can sell his own weapon. He pays more for this than you do. You afraid that there is no needs for a Master Merchant (actually I believe Master really gives nothing no and this should be changed)? But improvement of Merchant isseparated issue and not completely true. You still have cost of the vendors and structures redused, can place tents and vendors and move to a better location.
My strong opinion is if you really want to remove vendors from people who get them by spending their time, remove all schematics own by anyone if such person is not qualified no more the skill which allowed to create it. And make that schematic can not be transfered to anybody who has no appropriate skills. I know a lot of people who even are not smugglers producing Molecular Clamps and earning a lot of money on such business.
And I see nothing wrong whenpeopleusevendorsas a storage. They pay money for this. And don't tell that 10 lots are enough for anybody to put the houses, harvesters, etc. It is not true. I have 2 houses (4 lots) and can't afford to put enough harvesters to serve my tailor and smuggler needsat the same time because I also need to maintain factories (3 right now). So often you can see me at least 2 per week redeeding harvesters because 2 needed resources popped up and I cant't afford more than 2 harvesters to set up ( I need 1 lot for power).
Believe me I keep only 2 packs of resources, 1 pack of component and tool crates,some attachments which I am going to use in the future, power ups, my personal clothes (I don't like to run everyday in the same clothes sorry). And I play onlyabout 3 months. I can imagine how can struggle peopleif they play more.
And it would not be fun to play for anybody who has an elite crafting profession and do not be able to sell staf. Since to sellsuccessfully you needto make it in advance and so you need to be able to stock it. Especially if it would be limit on the number of item at the vendor.
Last thing.
I really believe that economical relations: bazar, vendors and Merchant proffesion in SWG need improvements. But improvement not obviously is nerfing or cutting exising futures.
The better system must be possible. I already suggested in the previous post.
1. To remove restriction on what could be sold at bazaar. Set% fee for anybody who has no any business skills. Decrease fee according to the business/merchant skill. Set handling fee (constant or %) which would be applied if item was withdrawen.
2. At the same time keep the vendor system asit is now. And in this case probably it would not be critical to disable ability to update vendor after the appropriate skill was dropped.
This would be more fair and would still allow people to sell everything they produce for a certain fee unless they want to spend some points in Merchant tree.
Best regards and don't take as offence.
The BIGGEST problem with using vendors for storage is Database. There's only so much room which is WHY there's such a tight lot restriction.
Number 2, a vendor is NOT a schematic. It's something different. It's more like a pet. You can't keep a pet bigger than CL10 after dropping Creature Handler. You can't use a vendor after dropping merchant. And my vendor will continue making me money. Because it can do something your schematic can't do. Sell things to people when I'm not here. Your schematic makes you guns when you're not here. But it doesn't sell them for you. It doesn't make you the money. You have to sell them. Look, vendors are a powerful tool and the defining characteristic of a merchant. It makes NO sense to us as a profession to allow people who ARE NO LONGER merchants reap the benefit of that skill.
have never seriously considered the whole merchant issue util getting interested in weaponsmith
intially it was for crafting rel kickers of weapons for myself and ffriends, but money does become a real issue as you gain the resources needed for the same
which brings one to the vendor issue,
would it be fairer to say, once you get merchant you can place vendors and sell at whatever exorbitant prices that you may wish to , thats the peks of being a merchant
: )
but once you drop the skill two things happen
1) no more 6 vendors, i agree with the CH analogy, you get to keep maybe 1 or 2. BUt you are given a nice email that says you have 7 days to remove your stuff (fair is fair people not everyone can get on every night)
2) a cap kicks in on the value of the things you can sell, say at most 10k
how does that sound?
But I guess its easier to ask the Devs to nerf everyone else but yourselves instead of fixing bugs and giving Merchants real skills that would make people want to be Merchants besides vendors.
BaudGnarly wrote:
1. The Bazaar is a heap of ultra-low end garbage. Allowing players, especially artisans, but also loot hunters, to place a few vendors around is a good thing.
2. The merchant uses their skill to HIRE someone. We then pay their salary to sell goods for us. Raise the price of vendor maintenance to something like 3x or 5x for those who drop merchant.
3. Taking vendors away from all non-merchants would result in a server wide catastrophe. Hundreds of shops would vanish, thousands of items too. Seems its a whole lot easier just to raise the fees on non-merchants and let all the vendors stick around.
I like number3 the best. People like to prophisize about what will happen if a policy is enacted or change of policy is made. If you can show me some similar situations and back up your conclusions with hard data, then I will believe this. Until then, you are a man ona streetcorner shouting the sky is falling.
HEY SIstre or what ever your name is...there is no nerf and has there ever been any intention of one.. Tracing back your posts today it's YOU who started the rumour too... ATTIKUS has hit the nail on the head.. THERE IS NO BUG OR EXPLOIT !!
It's how it is supposed to be...OMG my laser rifle has just disapeared...maybe the weaponsmith dropped weapons... ???
Whingy little whiner...you are sistre.. BTW everything on your vendors is well over priced..you're a joke man..