Merchant Archive

Thread: How can holding venders after you give merchant up be called an exploit...

Barris
Sat Aug 07, 2004 9:35 pm
#27






Madsapper wrote:






Barris wrote:





Mor-Dan wrote:





Barris wrote:

Uhh, actually I did master merchant at one time.








mastering merchant during the jedi grind doesn't count


you are over your head in this discussion, and i will not use my time to post the 15 reasons that it is in exploit that popped in my head when i read your statement, let alone if i were to actually sit here and think about it for a second.






Wasn't during jedi grind...


I fail to see how putting items for sale is an exploit. It's like saying that putting something on the bazaar is an exploit. Only difference between a vender and the bazaar is, one, you have to pay to keep your venders working, two you get to sell much more for a much more realistic price.








The bazaar is there for everyone to use. The price cap is low for a reason. If it was the same as what a merchant can price items for, there would be very few merchants.


As for comparing vendor skills to commando skills, yea anyone can equip any weapon they get their hands on but they can't use it effectively. The only problem I see with this comparision is the fact that you have to train a skill that allows you tohavea vendor before you can actually have one. Common sense should kick in and tell you that if you couldn't have a vendor, AT ALL, before you trained in the skill, you shouldn't have a vendor after you drop the skill. Apples and oranges.


Message Edited by Madsapper on 08-07-2004 09:21 PM





Venders are for everyone to use as well. They just have to train to get one. If it has been working fine how long now? Why try to fix it... This is just going to cause issues (as we can already see it has). If this had be caught earlier, this issue would have never arouse (less item cap).


Actually, if merchant was made to have only 0 Sp cost (as really, if they want to do this, it should), this issue could have also been avoided. This profession is a waste of SP to be honest, considering all it really does is hold items for you... My house can do this just as well and it doesn't cost me anything to have it up, as does selling items on trade forums, requires no skill and it works just as effectively as a vender. Venders are around only truly for convenience.
Super_nice_jedi
Sat Aug 07, 2004 9:40 pm
#28






Madsapper wrote:






Barris wrote:





Mor-Dan wrote:





Barris wrote:

Uhh, actually I did master merchant at one time.








mastering merchant during the jedi grind doesn't count


you are over your head in this discussion, and i will not use my time to post the 15 reasons that it is in exploit that popped in my head when i read your statement, let alone if i were to actually sit here and think about it for a second.






Wasn't during jedi grind...


I fail to see how putting items for sale is an exploit. It's like saying that putting something on the bazaar is an exploit. Only difference between a vender and the bazaar is, one, you have to pay to keep your venders working, two you get to sell much more for a much more realistic price.








The bazaar is there for everyone to use. The price cap is low for a reason. If it was the same as what a merchant can price items for, there would be very few merchants.


As for comparing vendor skills to commando skills, yea anyone can equip any weapon they get their hands on but they can't use it effectively. The only problem I see with this comparision is the fact that you have to train a skill that allows you tohavea vendor before you can actually have one. Common sense should kick in and tell you that if you couldn't have a vendor, AT ALL, before you trained in the skill, you shouldn't have a vendor after you drop the skill. Apples and oranges.


Message Edited by Madsapper on 08-07-2004 09:21 PM






But Merchant is a completely different kettle of fish though, you can't sit and grind it like any other professions, you have to wait for the xp to go up per hour per vendor, and hope that someone will pass by and have a look at your vendor for a bit more xp, I started Merchant about one and half months ago, with one of my chars, and even doing the management line to get more vendors to get xp faster, and even using my other accounts to view the them periodically, and my friends viewing them, I am still only 3 0 0 4 with Merchant. When I did Commando, it only took 2 days to master that.


Merchant is a chore to get, and a bigger chore to get back again, as I'm sure its way slower the 2nd time round than the first time.




---------------------------------------------------------------------------------------------------
You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
Andymantium
Sat Aug 07, 2004 9:53 pm
#29






Barris wrote:

I don't consider this a bug... It's like when you give up creature handler, the extra pets left over in your data pad being called a bug. It's really not. If keeping venders after giving up merchant, but still having to pay for them is a bug, then so is keeping pets in your data pad after you give up ch... It's not a bug...





Think what you want, TH has said vendor management is not working as intended, and will be addressed.


i.e. not working as intended = coding bug





K

Hammr
Sat Aug 07, 2004 9:58 pm
#30


I don't consider this a bug... It's like when you give up creature handler, the extra pets left over in your data pad being called a bug. It's really not. If keeping venders after giving up merchant, but still having to pay for them is a bug, then so is keeping pets in your data pad after you give up ch... It's not a bug...


_____________________________________________________________________________


ROFL .. hello .. u cant use those pets .. u can sell them though .. duh ..


some people .. do not know that there is a bug allowing you to keep ur vendors ...


so it is an exploit ..


Merchant is not hard .. it takes alot of hard work u have to go get people to come to ur vendor .. just having it up is like saying ok i build this store now everyone knows about it ..??? u have to advertise .. like any good business should have to ..


houses hold what 150items ?? vendors hold . eemm ive seen "storage" vendors with over 1200 items in them .. WOW HUGE EXPLOIT~!!!


u can sell items more items then someone with business 4 ..thats a SKILL .. merchant is very much a needed profession .. kinda like architect .. its the next step up from dabbling in garage sales .. and so if u drop that SKILL u should lose that SKILL ..


like saying ok .. i know how to do spinattack2 .. drop the skill and not lose the move ? hello ?? knock knock ?


u r way out of ur league and just pissed off cus u prolly have one of those vendors ur not supposed to have and well .. ur **edit** outa luck bud .. shouldnt have .. exploited it .. i didnt .. lol poor poor thing .. bad choices live with u forever dont they ..


Madsapper
Sat Aug 07, 2004 10:09 pm
#31






Super_nice_jedi wrote:





Madsapper wrote:






Barris wrote:





Mor-Dan wrote:





Barris wrote:

Uhh, actually I did master merchant at one time.








mastering merchant during the jedi grind doesn't count


you are over your head in this discussion, and i will not use my time to post the 15 reasons that it is in exploit that popped in my head when i read your statement, let alone if i were to actually sit here and think about it for a second.






Wasn't during jedi grind...


I fail to see how putting items for sale is an exploit. It's like saying that putting something on the bazaar is an exploit. Only difference between a vender and the bazaar is, one, you have to pay to keep your venders working, two you get to sell much more for a much more realistic price.








The bazaar is there for everyone to use. The price cap is low for a reason. If it was the same as what a merchant can price items for, there would be very few merchants.


As for comparing vendor skills to commando skills, yea anyone can equip any weapon they get their hands on but they can't use it effectively. The only problem I see with this comparision is the fact that you have to train a skill that allows you tohavea vendor before you can actually have one. Common sense should kick in and tell you that if you couldn't have a vendor, AT ALL, before you trained in the skill, you shouldn't have a vendor after you drop the skill. Apples and oranges.


Message Edited by Madsapper on 08-07-2004 09:21 PM






But Merchant is a completely different kettle of fish though, you can't sit and grind it like any other professions, you have to wait for the xp to go up per hour per vendor, and hope that someone will pass by and have a look at your vendor for a bit more xp, I started Merchant about one and half months ago, with one of my chars, and even doing the management line to get more vendors to get xp faster, and even using my other accounts to view the them periodically, and my friends viewing them, I am still only 3 0 0 4 with Merchant. When I did Commando, it only took 2 days to master that.


Merchant is a chore to get, and a bigger chore to get back again, as I'm sure its way slower the 2nd time round than the first time.






Did you miss what's in red now the first time around?


Also, are you saying that you should be able to keep the vendors after you drop merchant because it took a long time to get and would take a long time to do again?!?


mhal9000
Sat Aug 07, 2004 10:20 pm
#32

I hate to break it to everyone, but this subject has been beaten to death in these forums and there are dev quotes to back it up. You want to see them, use the search feature.



Federated Resources
Hork Haggis, Retired

Kyreal
Sat Aug 07, 2004 10:27 pm
#33






Barris wrote:

I don't consider this a bug... It's like when you give up creature handler, the extra pets left over in your data pad being called a bug. It's really not. If keeping venders after giving up merchant, but still having to pay for them is a bug, then so is keeping pets in your data pad after you give up ch... It's not a bug...







this is not a good analogy for this discussion. you may still have the pets in your pad, but if they are over CL10 you will not be able to call them out to use them whereas when you drop merchant, as long as your vendor stays where you placed it, its still fully functional, allowing you to store things for extra inventory, sell uber loot for mass amounts of credits, or resources to finance your personal agenda. this was never intended and is considered exploiting a flaw in the game.


merchant is the only profession in the game where if a player surrenders the skills, it can still use the main benefit to his advantage, which is just wrong, should have been fixed ages ago but we are talking about SOE here, with their track record being not very good heh.



Iadia
Sat Aug 07, 2004 10:53 pm
#34


Kyreal wrote:


Barris wrote:
I don't consider this a bug... It's like when you give up creature handler, the extra pets left over in your data pad being called a bug. It's really not. If keeping venders after giving up merchant, but still having to pay for them is a bug, then so is keeping pets in your data pad after you give up ch... It's not a bug...



this is not a good analogy for this discussion. you may still have the pets in your pad, but if they are over CL10 you will not be able to call them out to use them whereas when you drop merchant, as long as your vendor stays where you placed it, its still fully functional, allowing you to store things for extra inventory, sell uber loot for mass amounts of credits, or resources to finance your personal agenda. this was never intended and is considered exploiting a flaw in the game.

merchant is the only profession in the game where if a player surrenders the skills, it can still use the main benefit to his advantage, which is just wrong, should have been fixed ages ago but we are talking about SOE here, with their track record being not very good heh.





/agree

You said it before I could, boo



----------------------------------------------------------------
Iadia -Tempest
~ Master Tailor/Master Artisan/Master Merchant ~
Indigo Mall, Corellia (340, -5604)

I live in my own little world, but that's ok....they know me here.
----------------------------------------------------------------

allgoodnamestaken
Sun Aug 08, 2004 2:11 am
#35






Barris wrote:





LesterDaMol wrote:
Mastering Merchant for the holo-grind does not count. You were at the night-sisters or tusken fort while advertising your "Uberl337 kryat vender with holocrons and crystles for sale" vendor in a small Naboo house just outside of Theed. Just like most other holo-professioneers.

According to your logic:
I mastered Tailor, then I dropped it. I should be able to make master clothing with less colors.
I mastered Doctor, then I dropped it... I should be able to buff people, to a lesser extent.
Some of your logicis flawed:
I mastered Rifleman, then I dropped it. I can use a rifle just as well now, as I could before I picked up novice.

Explain to me what lesser degree is for Merchant.

All spelling errors in the Vendor name were intentional.




I was never a holo grinder, thank you, nor do I have a jedi. My logic is fine actually. For combat, you master commando, give up master, go down to say just 0/0/1/0 (one box into the flame thrower tree), you still can use the flame thrower, but you can't use the same specials (like with giving up parts of merchant. You can give it up completely, but you can't use it effectively (and where as the main part of the vender, clothing, advertisement, all the benefits).








Actually poor analogy yourself. LesterDaMol makes a good point but lets confine it to direct comparison of 2 trades, Merchant and Doctor.


As long as you are Master Doctor you can use any of the medicines and skills from Novice medic to Master Doctor. If you surrendered Doctor and kept Master Medic your cannot buff, yet using your logic in relation to Merchants, Master Medics that are Retired Master Doctors should be able to buff. That arguement wouldn't last 2 seconds on any forum, do you expect your arguement about non-merchants using vendors in direct competition with trained Merchants to fair any better?



Lose the trade lose the skill, operating vendors is a skill. Your free ride is over, time to pay up.

DaneSavo
Sun Aug 08, 2004 2:19 am
#36



Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
It would be like saying being able to equipt a weapon after you have surrendered that profession is an exploit. The venders are the weapons, they can still be used, but not as well... Just like when you do give up skills. Even when you surrender say commando, you can still use their weapons, just not as effectively. Thus is the same for how merchant works now, and it has been working fine for how long?




Your logic is flawed.

So you grind a few things and pick up Business III to get the *skill* to place a vendor. You create a vendor, park it in your house, and drop Artisan. Congratulations, you now have yourself a nice little storage container. Placing a vendor is a skill mod, it will show up on your skills (ctrl + s) screen.

Then you pick up Marksman and get up to Rifles III to get the headshot *skill*. You drop Marksman. Do you still have the headshot ability? No, you do not.

Nice try though. Next.
Super_nice_jedi
Sun Aug 08, 2004 3:52 am
#37






Madsapper wrote:





Super_nice_jedi wrote:





Madsapper wrote:






Barris wrote:





Mor-Dan wrote:





Barris wrote:

Uhh, actually I did master merchant at one time.








mastering merchant during the jedi grind doesn't count


you are over your head in this discussion, and i will not use my time to post the 15 reasons that it is in exploit that popped in my head when i read your statement, let alone if i were to actually sit here and think about it for a second.






Wasn't during jedi grind...


I fail to see how putting items for sale is an exploit. It's like saying that putting something on the bazaar is an exploit. Only difference between a vender and the bazaar is, one, you have to pay to keep your venders working, two you get to sell much more for a much more realistic price.








The bazaar is there for everyone to use. The price cap is low for a reason. If it was the same as what a merchant can price items for, there would be very few merchants.


As for comparing vendor skills to commando skills, yea anyone can equip any weapon they get their hands on but they can't use it effectively. The only problem I see with this comparision is the fact that you have to train a skill that allows you tohavea vendor before you can actually have one. Common sense should kick in and tell you that if you couldn't have a vendor, AT ALL, before you trained in the skill, you shouldn't have a vendor after you drop the skill. Apples and oranges.


Message Edited by Madsapper on 08-07-2004 09:21 PM






But Merchant is a completely different kettle of fish though, you can't sit and grind it like any other professions, you have to wait for the xp to go up per hour per vendor, and hope that someone will pass by and have a look at your vendor for a bit more xp, I started Merchant about one and half months ago, with one of my chars, and even doing the management line to get more vendors to get xp faster, and even using my other accounts to view the them periodically, and my friends viewing them, I am still only 3 0 0 4 with Merchant. When I did Commando, it only took 2 days to master that.


Merchant is a chore to get, and a bigger chore to get back again, as I'm sure its way slower the 2nd time round than the first time.






Did you miss what's in red now the first time around?


Also, are you saying that you should be able to keep the vendors after you drop merchant because it took a long time to get and would take a long time to do again?!?








Don't understand what you mean by "Apples and Oranges" but I agree that if you drop Merchant you shouldn't be allowed to have or be able to operate vendors if you drop Merchant. BUT it should have been fixed when it was first discovered, now time has gone on, and people have accepted this exploit to be part of the game, and have spent hours, weeks, months and possibly a year, collecting resources, crafting items, and storing them all on the vendors, either to sell, or stock for later personal use, or stock to place on vendors to sale once current stock runs out. Now all in one swift movement, in a couple of weeks, everybodys hard earned spent time will go poof, and trying to operate in the extreme restricted manner that is proposed, everyone will now not be able to cope with it. This change is like going blind, or losing a limb, loads of things you like doing you will not be able to anymore. If this thing happened in real life most people probably would commit suicide over this, but its only a game so quitting is so easy.


This explot really doesn't compare to the likes of any other exploit in any of the other professions, should they exist. eg if you Master Merchant and able to ID people without timers, if you drop it, you should then be restricted to timers again, but if there was a bug, an exploit, which allowed you to not use timers even when doing the first box of ID from Entertainer, then if the devs come to fix it, its not excatly going to be a big deal, but with this Merchant revamp people are going to lose ahell of a lot of stuff as soon as this revamp goes through. Allthat time people spent collecting resources, crafting items, and putting them on the vendors will all go poof. Imagine if you spent the last year craeting your buisness and using this vendor exploit to do this, and you're really proud of what you have achieved, and able to sustain it in this manner, and really enjoying it, then all of a sudden its been removed, and all your time spent doing all this will be for nothing, and have nothing to show for it, as it all went poof! I know I would give up straight away, its just too disheartening to think about, and wouldn't have any more incentive to bother with the whole crafting/merchant malarky.


Yep, after this goes through, there will be no crafters selling stuff any more, as what they once were enjoying will be no more, then everyone else will follow, quit game, as there is nothing to buy to make them uber any more.


If this thing must go through, then the best thing to do is to migrate it slowly, give it a few more months, those who have even lost Artisan will have no time to redo Merchant, to save their vendors and all their items from going poof, in a couple of weeks. People need time to let this sink in, and try and come up with an alternative method of doing things. If this happens in publish 10 then thats not enough time, and people will quit for sure.


But going from Infinity storage to only 50 straight away, is just plain crazy.


I have nothing on my vendors yet, fortunately, I did have at one time, was having a hard job keeping it stocked then too, but slowly was getting by, then all of a sudden SOE announce the Jedi revamp, and hologrinding was coming to an end, so I put all my time in doing the hologrinding to make all the hologrinding efforts not to be a waste of time, and I neglected the shop and all stuff on vendors and lost everything, and I've got to tell you its not nice. Now after the hologrinding has finished, I'm now trying to rebuild my shop, and come back bigger and better than I was before, and been enjoying it so far, until I read about this Merchant revamp, which now grinds everything tohaltt. I had plans not to make one little shop, as before, but to make several scattered over different planets/cities, but now with the new Merchant revamp, can't do this, will just have to settle for one little shop, and have limited stock, no one wants to buy, as all stuff people want to buy, is stuck in a factory as there is no more room for it on vendor, so now I have to ask myself "Why bother with doing Merchant?". Its now not a viable option even for a Master Merchant.



---------------------------------------------------------------------------------------------------
You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
Super_nice_jedi
Sun Aug 08, 2004 4:07 am
#38






Super_nice_jedi wrote:





Madsapper wrote:





Super_nice_jedi wrote:





Madsapper wrote:






Barris wrote:





Mor-Dan wrote:





Barris wrote:

Uhh, actually I did master merchant at one time.








mastering merchant during the jedi grind doesn't count


you are over your head in this discussion, and i will not use my time to post the 15 reasons that it is in exploit that popped in my head when i read your statement, let alone if i were to actually sit here and think about it for a second.






Wasn't during jedi grind...


I fail to see how putting items for sale is an exploit. It's like saying that putting something on the bazaar is an exploit. Only difference between a vender and the bazaar is, one, you have to pay to keep your venders working, two you get to sell much more for a much more realistic price.








The bazaar is there for everyone to use. The price cap is low for a reason. If it was the same as what a merchant can price items for, there would be very few merchants.


As for comparing vendor skills to commando skills, yea anyone can equip any weapon they get their hands on but they can't use it effectively. The only problem I see with this comparision is the fact that you have to train a skill that allows you tohavea vendor before you can actually have one. Common sense should kick in and tell you that if you couldn't have a vendor, AT ALL, before you trained in the skill, you shouldn't have a vendor after you drop the skill. Apples and oranges.


Message Edited by Madsapper on 08-07-2004 09:21 PM






But Merchant is a completely different kettle of fish though, you can't sit and grind it like any other professions, you have to wait for the xp to go up per hour per vendor, and hope that someone will pass by and have a look at your vendor for a bit more xp, I started Merchant about one and half months ago, with one of my chars, and even doing the management line to get more vendors to get xp faster, and even using my other accounts to view the them periodically, and my friends viewing them, I am still only 3 0 0 4 with Merchant. When I did Commando, it only took 2 days to master that.


Merchant is a chore to get, and a bigger chore to get back again, as I'm sure its way slower the 2nd time round than the first time.






Did you miss what's in red now the first time around?


Also, are you saying that you should be able to keep the vendors after you drop merchant because it took a long time to get and would take a long time to do again?!?








Don't understand what you mean by "Apples and Oranges" but I agree that if you drop Merchant you shouldn't be allowed to have or be able to operate vendors if you drop Merchant. BUT it should have been fixed when it was first discovered, now time has gone on, and people have accepted this exploit to be part of the game, and have spent hours, weeks, months and possibly a year, collecting resources, crafting items, and storing them all on the vendors, either to sell, or stock for later personal use, or stock to place on vendors to sale once current stock runs out. Now all in one swift movement, in a couple of weeks, everybodys hard earned spent time will go poof, and trying to operate in the extreme restricted manner that is proposed, everyone will now not be able to cope with it. This change is like going blind, or losing a limb, loads of things you like doing you will not be able to anymore. If this thing happened in real life most people probably would commit suicide over this, but its only a game so quitting is so easy.


This explot really doesn't compare to the likes of any other exploit in any of the other professions, should they exist. eg if you Master Merchant and able to ID people without timers, if you drop it, you should then be restricted to timers again, but if there was a bug, an exploit, which allowed you to not use timers even when doing the first box of ID from Entertainer, then if the devs come to fix it, its not excatly going to be a big deal, but with this Merchant revamp people are going to lose ahell of a lot of stuff as soon as this revamp goes through. Allthat time people spent collecting resources, crafting items, and putting them on the vendors will all go poof. Imagine if you spent the last year craeting your buisness and using this vendor exploit to do this, and you're really proud of what you have achieved, and able to sustain it in this manner, and really enjoying it, then all of a sudden its been removed, and all your time spent doing all this will be for nothing, and have nothing to show for it, as it all went poof! I know I would give up straight away, its just too disheartening to think about, and wouldn't have any more incentive to bother with the whole crafting/merchant malarky.


Yep, after this goes through, there will be no crafters selling stuff any more, as what they once were enjoying will be no more, then everyone else will follow, quit game, as there is nothing to buy to make them uber any more.


If this thing must go through, then the best thing to do is to migrate it slowly, give it a few more months, those who have even lost Artisan will have no time to redo Merchant, to save their vendors and all their items from going poof, in a couple of weeks. People need time to let this sink in, and try and come up with an alternative method of doing things. If this happens in publish 10 then thats not enough time, and people will quit for sure.


But going from Infinity storage to only 50 straight away, is just plain crazy.


I have nothing on my vendors yet, fortunately, I did have at one time, was having a hard job keeping it stocked then too, but slowly was getting by, then all of a sudden SOE announce the Jedi revamp, and hologrinding was coming to an end, so I put all my time in doing the hologrinding to make all the hologrinding efforts not to be a waste of time, and I neglected the shop and all stuff on vendors and lost everything, and I've got to tell you its not nice. Now after the hologrinding has finished, I'm now trying to rebuild my shop, and come back bigger and better than I was before, and been enjoying it so far, until I read about this Merchant revamp, which now grinds everything tohaltt. I had plans not to make one little shop, as before, but to make several scattered over different planets/cities, but now with the new Merchant revamp, can't do this, will just have to settle for one little shop, and have limited stock, no one wants to buy, as all stuff people want to buy, is stuck in a factory as there is no more room for it on vendor, so now I have to ask myself "Why bother with doing Merchant?". Its now not a viable option even for a Master Merchant.






Should have said Master Image Designer




---------------------------------------------------------------------------------------------------
You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
BlackEdge
Sun Aug 08, 2004 4:13 am
#39






mhal9000 wrote:

I hate to break it to everyone, but this subject has been beaten to death in these forums and there are dev quotes to back it up. You want to see them, use the search feature.







Yes, this would be applicable when the bug was FIXED when it was first found out by the developers, and the fact the developers even said it was a bug. A YEAR LATER they finally are trying to eliminate the vendor poachers, which are like 90% of the crafters on each server.... Now there's like 10% (and I'm not talking about alts either) that are actually doing it for business....


This is the exact same thing with entertainers and dancers now... and they're going the same route with merchants....


I don't understand why they unleash these things right before JTL came out. Maybe it was there plan cause they think that JTL will compensate and keep the players in SWG, and more focused in flying in space then actually staying on the ground....


That's what I see them doing..


Also like a previous poster said, it's considered cheating when only the minorities are doing it and are actually exploiting the game to the point where they have a major advantage.


I don't really consider this an exploit, but a BUG. Just about everyone has done it to the point where it's considered the norm, and okay. Like I said, about 90% of the crafters that aren't ALTs are the ones that are the vendor poachers, and the 10% that are merchants that's actually main.


I've actually never ran across a FULL time merchant as a main that's not an ALT, hence why you see so many people planning on closing their merchant acct.



Pokko - Council Member of Star-Gazers
Professions mastered to unlock: 31 (Merchant) July 16, 2004
Professions mastered after unlock: 32 (Master BH)
Page 3 of 7