Merchant Archive

Thread: Merchants in the Combat Upgrade

spyvsspy0110
Sat Apr 30, 2005 4:06 pm
#27

It was my understanding that after the CU, all items previously on a vendor had to be relisted in order for the details to show up when you double-clicked on them. Well after unlisting and relisting about 2000 items (ah yes three hours well spent), my items still aren't showing the details. I'm wondering, do you have to unlist, withdraw, then resell? If so, I'm going to pull my hair out! As if having to relist wasn't time consuming enough, this is just absolutely ridiculous. Has anyone else tested this issue?

***Edited for my stupidity. There's my answer a few posts down. Sorry, I just logged and was fuming.***

Message Edited by spyvsspy0110 on 04-30-2005 04:08 PM

Cougro
Sun May 01, 2005 5:18 am
#28

There is a workaround for placing and maintaining your harvs. GROUP by grouping with say a level 80 character or less you will be treated by the whole world as if you were level 80. You will not recieve the extra Health but you will recieve the level ruduced damage. I hope that this will help those of you who have been having such difficulty.
SystemJinx
Sun May 01, 2005 1:22 pm
#29






Stownhart wrote:
How about this idea? Add new NPCs within all the major cities that you can hire to make harvester runs for you. You go to say Theed, Converse with the local teamster leader NPC and pay him for a single use "truck driver" to go to your harvesters. That driver could only opperate on the same planet. He could not add power or credits to your harvesters. Only pick up the resources and deliver them to a waypoint you designate when you hire them. You would also need to designate the WP of the harvesters obviously (those structure build emails would come in handy... ). When the driver returns, he will only remain there 24 hours for you to retreive your resources. After that it would despawn and you would lose your harvest. There should be a minimal chance that the cargo is hijacked by pirates. This could be adjusted due to the hostility level of the planet. But you could also opt to hire various levels of drivers, at varying wageswhich would increase your chances of a successful delivery. And this in the end would give SOE another means of reabsorbing in game monies.






Eh, something tells me the dev's wouldn't be smart enough to program something like that.



Arnest Emado
Presents:
- Spatula City -
-115 -5500 / Coronet, Corellia
Closing Account Due to Combat Downgrade. Last Day 5-21-2005


GreatWurm
Sun May 01, 2005 6:34 pm
#30

Hehe, isn't that what they're already doing? We pay them to go out and create cool content and features, but there's always a slight chance that they'll hijack your cargo and do whatever they please.


Transig
Fri May 06, 2005 4:50 am
#31

There is a workaround for placing and maintaining your harvs. GROUP by grouping with say a level 80 character or less you will be treated by the whole world as if you were level 80. You will not recieve the extra Health but you will recieve the level ruduced damage. I hope that this will help those of you who have been having such difficulty.





Considering the level 80 doesnot even have to go with you they can go about there business and if im correct can also go off planet and still not affect your level rating (i would sugest experimenting first before taking my word for it) Personally i would be happy to help with pure crafters and such to survive seeing as they are the ones that make the tools of my survival in combat.
Guamarhea
Mon May 09, 2005 8:07 am
#32


I am considering dropping some of my Merchant skill boxes post-CU in order to free up some skill points for a second elite combat profession. I have two things to put on the table here, a question and a comment:


Question: If I give up Merchant skills, do I loose the ability to maintain the customvendors I have? I currently have 3 NPC vendors wearing clothing I provided. I know I can keep up to 3 vendors as a Novice,but ifI give up Hiring tree, will those NPC's no longer be valid (will they revert to a lower version of a vendor?), or will I simply be unable to select future NPC vendors and dress them?


Comment: I agree with some of the previous posters in thatI feel atleast SOME of the Merchant skills should either bespread across or shared with the other crafter/artisan professions. With the vulnerability of non-combatants post-CU, it would be nice to have those skill points available for combatant professions without needing to bea 4004 Merchant as well. My suggestion is to keep the Merchant skills and pre-reqs the way they are, but ADD some of the same Merchant-specific skills to master crafter. It would be redundant, but it would also give crafters a minimal ability to compete with true Merchants and still keep an Elite combat profession for protection.


EDIT: As far as bodyguards go, my in-game business (see clicky in siggy) has been providing a similarly useful service for at least 6 months now. I call it Harvestor Maintenance. For a fee, I service all your harvestors (pay maintenance, adjust resourcetargets,and collect resources) on a schedule we agree to mutually (daily, every other day, weekly, etc.). I know this service isn't for everyone, but even pre-CU I saw a lot of interest from crafters who didn't want to spend all their time in-game running from harvestor to harvestor. It allowedcrafters to spend more time crafting and running their businesses, which allowed them to crfat and sell more stuff. The increased revenues more than offset the fees I was charging. I would think that this system would be far more beneficial (and efficient) that finding someone to accompany you on your rounds. If anyone is interested in contracting me or if they simply would like a reference or two for feedback on how this worked, please contact me.

Message Edited by Guamarhea on 05-09-2005 10:18 AM



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ASHRID
Mon May 09, 2005 1:37 pm
#33

Doc

In reply to your comment at the beginning of the page

It is my understanding that pets dont [currently] increase your combat level in the same way grouping with another player does

I do believe however the devs are looking into this (since it was them that suggested crafters got themselves a combat droid........only to find it didnt make any different with the current implimentation)
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