Merchant Archive

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

DediJedi
Thu Feb 05, 2004 11:14 am
#326

As has been stated the ability to "use" a vendor is no skill that anyone has or can lose, it simply is an inherent property people have.


The Creature Handler analogy isn't entirely accurate either. If I have a creature out, then surrender everything, the creature will not disappear. Just as a vendor will not disappear if I surrender Merchant. If I store my pet, however, or delete the vendor, then I cannot get them back without the appropriate skills.


The logic of losing an already placed vendor after sacraficing the skills needed to place it would be like your pet losing already trained commands after sacraficing the skills needed to train them.


Additionally, if you want this analogy to continue then I guess you wouldn't have any problem with every single person in the game to be allowed one, low-level vendor like everyone is allowed one, low-level pet.


The only legitimate argument is the one that a person with a vendor can potentially make money off of it forever while anything else that you can retain is finite in supply.



BoberFett
Thu Feb 05, 2004 1:53 pm
#327

I was looking for resources on Tatooine, Bria tonight. When I brought up the map and clicked Resources, my map turned green with vendor waypoints. There were dozens upons dozens of them. I visited ten or twelve of them, and half were empty or didn't have resources on them, they had something else for sale.


If I had to guess, I'd say that those people weren't still merchants. Someone who spends skillpoints on merchant and keeps them there probably cares enough about being a merchant to properly stock their vendors and list them properly on the map. If vendors and global advertising were taken away from non-merchants, nobody would miss them.
BoberFett
Thu Feb 05, 2004 1:55 pm
#328






DarthCedric wrote:
You idiots are STILL debating this? Attikus pretty much nailed it on page 1, its your fault if you don't have the 3rd grade reading comprehension it takes to read your own profession skillset.

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.



You have the gall to call us idiots? You're the moron who doesn't seem to comprehend that he was proven wrong time and time again in this thread. Time for remedial reading yourself, tool.
Yolner
Thu Feb 05, 2004 2:18 pm
#329

Blah blah blah and the exploiting little a$$holes continue to pull the same old moronic arguments out of their *****.



++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Theed, Naboo --- TAOMART
-4000, 4000
SLICED COMPOSITE ARMOR
Yolner Renloy - Master Weaponsmith, Master Merchant
XXXXXXXXXX - Jedi Initiate 4234
DarthCedric
Thu Feb 05, 2004 5:58 pm
#330



Yolner wrote:
Blah blah blah and the exploiting little a$$holes continue to pull the same old moronic arguments out of their *****.




Well I know *one* exploiting little a-hole that does it every time he fires a weapon, that is, unless your sig is incorrect and you do have at least novice marksman. What goes around comes around, irony is a b!tch eh?



Darqyeti
Master Chef
Master Pistoleer

JTGAlpha
Thu Feb 05, 2004 6:56 pm
#331

DediJedi, You CAN have a low level vendor. It's REAL easy. Just get Business 3 in the Artisan line. That's what it's there for. One low level no frills vendor.


Look guys, if you don't have the skills of a merchant why should you KEEP THE BENEFITS?


You're right, the creature handler analogy isnt' great. I said as much. Always have. Because there's a CONTROL set on that. Creature Level. The vendors you get as a Master Merchan, ALL SIX still stay around and still do ALL the things they did before. To continue with YOUR continuation of the creature level that'd be like ditching creature handler but still keeping your CL25 or whatever critters. You couldn't get anymore, but you'd still have that one. And it never dies unless you want it to.





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

Yolner
Thu Feb 05, 2004 7:04 pm
#332

Well I know *one* exploiting little a-hole that does it every time he fires a weapon, that is, unless your sig is incorrect and you do have at least novice marksman. What goes around comes around, irony is a b!tch eh?

**edit** are you talking about? Do you even think before you type something? Why would i need to fire weapons on my crafter? Even if i did fire a weapon how is firing a cdef an exploit? You exploiters are dumber than i thought.



++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Theed, Naboo --- TAOMART
-4000, 4000
SLICED COMPOSITE ARMOR
Yolner Renloy - Master Weaponsmith, Master Merchant
XXXXXXXXXX - Jedi Initiate 4234
Skyfish
Thu Feb 05, 2004 7:41 pm
#333






Curehead wrote:

Whingy little whiner...you are sistre.. BTW everything on your vendors is well over priced..you're a joke man..






Curious claim, since Sistere is listed on Wanderhome, and you are listed on Bria...



__________
Anonymity: A mystical shield that makes it safe for subhuman bastages to be themselves without fear of any real consequence.
Lobotomy: A surgical procedure that convinces them it is acceptable and even clever for them to do so.
__________
Skyfish
Thu Feb 05, 2004 9:19 pm
#334










(Well, let's just see how much flaming I can attract with this...)


If the dev's intended for merchants to be the only people able to control a vendor, then no, I'm sorry, nobody who's dropped merchant should be able tocontrol a vendor, any more than I should be able to fire a DX2 after dropping pistoleer. I can keep my DX2 in my inventory, sure, but can't use it effectively, anymore. Same should happen with folks who drop merchant.


If the dev's intended for merchants to be the only people able to hire a vendor, then that's fine, but they stoppedway short of making merchant a fun profession to play, and some things will need to be done.


I think that merchant could be a fun profession even if we have non-merchants able to use vendors.


(Heh, any fellow merchants looking to strangle me, for that?)


I can think of many things that would make me happy with the idea of having non-merchants able to buy and use vendors. All of the following would be explainable by the fact that merchantswho keep their skills would actually be keeping current on things like (A)personnel management, (B) labor laws, (C) advanced negotiation, and (D) business-networking:


(1) A vendor owned by a merchant would only have to be initialized once. A vendor owned by a non-merchantwould only work for an hour, and then need to be re-initialized. ("Get the farg back to work, you lazy baistage!!!"). Heck, maybe only 30 minutes. Would still require maintenance when not working, though, just to remain an employee.


(2) A merchant's vendor should need only a little bit of maintenance, because we know how to structure the benefits so that they look good to the employees without actually giving them anything, and we know how toconvince themthey'd never be able to get another job under current job-market conditions. A non-merchant's vendor should need tons of maintenance (really, LOTS AND LOTS), because a non-merchant knows nothing of such things. Here, I'll provoke a little non-merchant ire: a non-merchant's vendor should run 100-1000 credits an hour (even more, depending on how snazzy the vendor is), to a merchant's 10. Squeal all you like guys, wemaintain theskill points to keep current knowledge of benefits packages and labor laws.You don't.


(3) A merchant's vendor would not steal. A non-merchant's vendor would. Maybe the non-merchant could incrementally mitigate the chances of theft by keeping surplus maintenance on the vendor.


(4) A merchant should be able to link his vendor to the public bazaar (perhaps for increased maintenance), so that people can shop his vendor from any city bazaar terminal. (Would still need to travel to the vendor to pick up the item) At different levels, the merchant could link to regional, planetary, and galactic bazaars. A non-merchant should only be able to dream of such conveniences.


(5) A merchant should be able to direct his vendors to swap items amongst each other (inter-office couriers, Empire-Express, that kind of thinga merchant would keep current on how to work with), much more readily than the current system allows. A merchant should be able to stand at "A," send an item through "A" to "B," on another planet, and put the item up for sale on "B." A non-merchant should still have to hike his happy butt out to "B" to place anything on "B," and should not be able to use the vendor-net to pull items from "B" back to "A," either. He should have to hike out to "B" to get the item.


(6) A merchant should have the ability to put more items on the public bazaar than a non-merchant. Say, 5-times as many.


(7) A merchant should be able to place higher prices on the public bazaar than a non-merchant. Again, say 5-times as high.


(8) A merchant should be able to place a billboard, for advertisement. Just a simple sign, with"examinable" text. (To prevent abuse/harrassment, the signs ought to automatically carry the character's name at the bottom.) People wanting to hold player events could hire a merchant to place signs (yeah, there should be a limit to active signs per merchant...) hawking the event.


(9) A merchant should be able to create/hire a vendor, and transfer it to a non-merchant, but then receive a rental (employment agency) fee every hour, through the maintenance. Fee to be set by the merchant. Yes, this would increase the maintenance. Cry about it.


...And more. Bunches more.


Being a merchant could be really fun, even if non-merchants are permitted to keep vendors.


Thing is,folks (you non-merchant people who want your vendors), Sony made the merchant profession so that a merchant isfunctionally nothing more than a set of vendors. (Heck, why is it you yourself weren't interested in keeping the profession, duh?) We know that's not your fault, nobody is blaming you for that. What you have to realize, though, is with that being the case, you will NOT be able to get merchants to agree that you should be allowed to have vendors when vendorsare all a merchant is.


Should Sony rework the merchant profession so that a merchant character is fun to play for more reasons than just the existence of a vendor, then you might not meet with such vehement opposition. Until then, changing our opinions about who should have vendors is one wall you just can't climb.


Flame it - Whine about it - Try to reason your way around it

Doesn't matter.

Go back and re-read the yellow and green lines.


(Am I my vendor, or is my vendor me?)





__________
Anonymity: A mystical shield that makes it safe for subhuman bastages to be themselves without fear of any real consequence.
Lobotomy: A surgical procedure that convinces them it is acceptable and even clever for them to do so.
__________
Curehead
Fri Feb 06, 2004 5:45 am
#335

OOOOHHH I wonder if maybe i have a charictor on another server or 6 ????


PILLOCK !!!


Sistere
Fri Feb 06, 2004 9:55 am
#336


*

Message Edited by Sistere on 02-06-2004 11:24 AM



Chinatown Medical Group, Sistere Allison MD/MChef and Alexi Carlone MD

Wanderhome
JTGAlpha
Fri Feb 06, 2004 4:02 pm
#337

I still don't like the "renting vendors" idea.


The problem with that is that once we do it, that's all we'll be good for. No one will ever cut a deal with a merchant if they can just buy another merchant's vendor. And once I sell all six vendors, what do I do then?


I'd much rather be given tools that allow me to make deals with suppliers and manufacturors easier than simply hiring our my vendors to the manufacturors.





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

Skyfish
Fri Feb 06, 2004 5:18 pm
#338





JTGAlpha wrote:

I still don't like the "renting vendors" idea.


The problem with that is that once we do it, that's all we'll be good for. No one will ever cut a deal with a merchant if they can just buy another merchant's vendor. And once I sell all six vendors, what do I do then?


I'd much rather be given tools that allow me to make deals with suppliers and manufacturors easier than simply hiring our my vendors to the manufacturors.







Mmm - Goodpoint.


People would simply grind & drop Merchant to get vendors like they already do, sell vendors to each other or themselves,and bite the bullet & deal with the extra costs & hassle. We'd have alt characters everywhere, not only for extra lots, but for vendors, too. And once again, no one would have a need to deal with a real merchant.


Well, then, how about I just get to keep using my DX2 atmy oldPistoleer level, even though I dropped both Pistoleer and Marksman? Then, at least, we'd have some equitability across the professions.


And when I reach master Doctor and get those amazing buffs, I'll drop Doctor (medic, too), and expect that I should still be able to make and administer the buffs, woundpacks, and stims.


And I should continue running like agazelle, undetectable to creatures, skinning hides off of animals, too, even though I have no Scouting skills anymore.


I paid the skill points for them...Ishould be able tokeep them, right?



__________
Anonymity: A mystical shield that makes it safe for subhuman bastages to be themselves without fear of any real consequence.
Lobotomy: A surgical procedure that convinces them it is acceptable and even clever for them to do so.
__________
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