Merchant Archive

Thread: Why every Merchant poacher cry baby should be quiet....

nathan118
Sat May 29, 2004 1:35 am
#27

haha, don't try and argue it from in-game info, you can't win. There areNO management skill mods, and other than the name being titled "managment," none of the boxes mention anything about "managing" the vendors, simply placing them.


One final thought I have....to call this an EXPLOIT is still ludicrous. It's been like this since day 1 and the devs have done NOTHING about it. I've seen posts from people back in December saying "yah, i heard they're gonna fix it soon!" Haha, right.Maybe I have no moral compass, or maybe some of you need better things to do with your time.



--------------------------------------------------------------
Sixpack, Master Shipwright on Starsider
Shop is on Naboo in Thalnax, just 75m SE of the shuttle.
BountyBlunter
Sat May 29, 2004 4:17 am
#28



Andymantium wrote:


Songe wrote:
Hmm the devs told us that players were not intended to keep their vendors after dropping the skills, what else do you want? No need to play with words really.



QFE





I second that QFE...



Arok K'tah ::Radiant:: Master Doc + Producer of cheap buffs and medical supplies.

Hoz Turner ::Radiant:: Mayor of Avalon + Producer of cheap munchies and beverages.

If I hear one more person say they are cancelling an account, I'll cancel my account !

Songe
Sun May 30, 2004 11:27 pm
#29

I am against using vendors for storage as well. Factories I don't really care however /shrug.



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Novice Lekku Stomper
Tharryth
Sun May 30, 2004 11:37 pm
#30

Here's a C&P from another post I just made:



This is the kind of thing I posted about earlier in another area. Things that are too good to be true and over used get "Fixed" (aka nerfed). So by what logic do you think that a factory which is supposed to be used to "make" items (make does not = store in any dictionary I've read) can in any way be used to just store items?


I've gone through a few of these messages and have found that a great amount of the Merchants can do nothing but point fingers and cry "Nerf". I for one am glad to be just a dabbler then a "true" Merchant as one person had said. "True Mercahnt" come on that is a bit rough don't you think. By the way it was said anyone not in that catagory isn't a merchant at all. Kinda sad that some of you think of this as an elite profesion that takes a lot of blood sweet and tears to work through.





----
3 Year Vet, still tugging along.
BountyBlunter
Mon May 31, 2004 4:19 am
#31


Tharryth wrote:
While we are on the subject of not using things the way the where intended. How many of the Crafters that have vendors and factories use them for storage?
- Raises Paw (I'm a Wook after all)
Now I'm sure I will get several replies back saying that there is nothing in any part of the skill that says that a vendor has to just "Sell" Items and because of this they can certainly "Store" stuff for us.
So if using the Vendors as a storage device (something I'm sure that the Devs never intended) is ok by you then why get so upset at someone using a vendor that had dropped the skills for whatever reason? If your losing sales to someone else don't say they are cheating, advertise your items better and just make a better item. All of this spilled milk is just turning to cheese.
Just a few ideas, and another point of view.





I've heard that items can be deleted without compensation from a vendor stockroom if they are there longer than seven days, I don't put anything on my vendor for the purpose or storage by overpricing, however I slightly inflate pricing based on stock of the product I am selling (that's called sound judgement). I don't use factories as storage... None of that bothers me in the slightest, and they don't cost SP which is the real issue here. Howevre I do think that houses should have increased storage.

Personally I think your clutching at something, anything to keep this argument alive. Vendors and certainly factories being used as storage is not even related to this at all... Your trying to say if the individual believes a different part of the game is working as intended when it was not intended for that purpose, then the masses are wrong when they say something unrelated isnt working as intended which it isn't.

/sigh



Arok K'tah ::Radiant:: Master Doc + Producer of cheap buffs and medical supplies.

Hoz Turner ::Radiant:: Mayor of Avalon + Producer of cheap munchies and beverages.

If I hear one more person say they are cancelling an account, I'll cancel my account !

DragonScout
Mon May 31, 2004 4:35 am
#32

Hehe. Technically vendors +n is how many vendors you can PLACE at one time. Yes yes, it is as you all call it, 'rules lawyering' but, it is how it reads. And the main problem, regardless if they fixed vendor poaching yesterday, is that merchant as a profession is not a complete profession and is lacking in a multitude of ways -- which is why vendor poaching ever became an issue in the first place. If there was any reason other than vendors to keep merchant, less people would drop it. As it is, most people that are merchants, mainly have it as a secondary utility profession so they can sell the stuff they make with their 'real' crafting profession. Until they fix merchant and make it a viable profession that can truly stand alone, vendor poaching really doesn't matter.



Zerathi/Shawn -- the grumpy wookiee of Shadowfire
DragonScout
Mon May 31, 2004 4:44 am
#33

And songe.. it is funny that you say you are against anything being used in a way that wasn't intended, because in your opinion, that makes it an exploit (you said this in another topic), yet you don't have a problem with people using factories as storage? To me, that seems a bit like you are being a hypocrite.

Factory storage space was designed specifically to be used for ingredients for schematics... which is far from how most of them are used. That, according to your definition, is far more of an exploit than using vendors as storage, because no matter what price you put on an item, if it is on a vendor, it is for sale and could be bought -- so vendors are working correctly.

Not that I am suggesting they change factories. I don't care. I don't use them for storage. But I know several people that do, mainly because of their crafting professions and the need for lots of storage space. To me, that is more of an issue, one that is emphasized by the various ways people find ways to store more items.



Zerathi/Shawn -- the grumpy wookiee of Shadowfire
BountyBlunter
Mon May 31, 2004 6:12 am
#34



DragonScout wrote:
Hehe. Technically vendors +n is how many vendors you can PLACE at one time. Yes yes, it is as you all call it, 'rules lawyering' but, it is how it reads. And the main problem, regardless if they fixed vendor poaching yesterday, is that merchant as a profession is not a complete profession and is lacking in a multitude of ways -- which is why vendor poaching ever became an issue in the first place. If there was any reason other than vendors to keep merchant, less people would drop it. As it is, most people that are merchants, mainly have it as a secondary utility profession so they can sell the stuff they make with their 'real' crafting profession. Until they fix merchant and make it a viable profession that can truly stand alone, vendor poaching really doesn't matter.




I have to disagree I find the merchant profession highly valuable, because of the vendors, structure/vendor price reductions, planetary registration and my little barker bot. Which makes it viable in my eyes. I'm all for more features but it already has benefits..

Vendor poaching does matter because it is altering the economy from what was intended, it also impacts on the database.



Arok K'tah ::Radiant:: Master Doc + Producer of cheap buffs and medical supplies.

Hoz Turner ::Radiant:: Mayor of Avalon + Producer of cheap munchies and beverages.

If I hear one more person say they are cancelling an account, I'll cancel my account !

Songe
Mon May 31, 2004 7:29 am
#35

I disagree too, merchant is very useful as it lets you sell things through a vendor as opposed to bazaar. Reason people drop it is only because they can take advantage of it without using the skill points, even if the profession was 'more interesting' they would drop it anyway because they are not true merchants, they just want to be able to kill nunas and sell their uber loot on a vendor. Unfortunately, you're not supposed to have that uber PvP template and have a vendor, so I'm looking forward to the fix so that only people who are willing to spend time selling things will be able to.


For the factories, I don't care, just as a reminder though they were designed for schematics of 100, and I don't think any of those schematics would require 100 item storage in the input hopper, so it is pretty much granted that people would use that storage. Also, factories take 1 lot, so it still goes against your max storage capacity. Vendors don't take lots, they are made to sell things, and by putting a very high price on an item on a vendor you are deliberatly cheating. There isn't any 'cheat' involved in putting items in a factory (on a side note I don't really use my factories for storage personally.





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Novice Lekku Stomper
LordOfFatness
Mon May 31, 2004 12:13 pm
#36

One thing that isn't mentioned is thatthe skill that gets increased as you go up the Management line is Vendors. At 0 0 0 4, you have Vendors +6. At Business 3, you have Vendors +1. This skill correlates directly to the number of vendors you can place (i.e. If you have Vendors +6, you can place 6 vendors)


If you give up Business 3, your Vendors level goes from +1 to 0, so why exactly should you be able to keep a vendor??? If I drop Master TKA, I lose the +70 Unarmed Damage that I received for reaching master. Why should it be any different for the Merchant/Artisan class?


The argument of "Why should I forget how to use a vendor?" can be applied to many aspects of this game. If at one time I was a Master Pistoleer, wouldn't it make sense that I can still shoot a pistol with some amount of skill even I decide to become a Rifleman? In real life, the answer would be yes. However, the game mechanics are not set up this way, and until they are, there is no legitimate argument for being to remember skills that you have givenup.


DragonScout
Mon May 31, 2004 3:19 pm
#37

Well, we can agree to disagree on the usefullness of merchant. Because I see it as nothing more than a utility profession that needs a lot of work to become something real. Placing vendors is not enough in my eyes to make it a real profession. But we don't have to agree on this I will just focus on the real issue -- the lack of overall usefullness of the merchant profession -- and you all can just keep crying about the side issues that would disappear if they fixed the real issue.

As far as factories go, that is an exploit. People put all kinds of crap in them, even finished product, because the DEVs had to make it so you could put in whatever type of components you needed. Yet, people use them to store items from finished food, to finished crates of items, to houses, to whatever. I don't see anything wrong with it, but it is far more an 'exploit' than using vendors as storage is. Mainly because regardless of what you say, vendors are working 100% correctly when it comes to 'vendors as storage'. The item is put up for sale. If the price is extremely high for the market, that isn't a concern of the vendor, the vendor will still sell the item if someone wants to buy it, so it is working correctly.

If you have a post where a DEV says this is a problem or an exploit, post it. Otherwise, drop it. The one link you did post showed several 'true' merchant related issues as being the reason for the limit, nothing about poachers nor people storing items on vendors as the reason.



Zerathi/Shawn -- the grumpy wookiee of Shadowfire
Paxlar
Mon May 31, 2004 7:48 pm
#38








nathan118 wrote:


I'd like us to focus on two of the merchant trees. HIRING and MANAGEMENT.


These two tree produce two very important skill mods: HIRING and VENDORS.


Let's look at the description given for these trees on the in-game skill tree.


For the hiring tree: "...the merchant gains the ability to PLACE more interesting types of vendors..."


For the management tree: "...grants the merchant the ability to PLACE an additional vendor..."


Nowhere do any of these skill mods give a person the ability to RUN a vendor. Why should someone who drops their merchant skills lose the ability to use one? They have lost all the abilities they had, which concerned PLACING the vendors. I see no exploit/bug. **edit** all you want about the system, but don't resort to personal attacks. Bring it on.


Sixpack






I'll fuel this fire a bit. No offense to any merchants here, but this whole "profession" should just be dumped. Damn near every MMORPG on the market allows anyone who wants to dedicate the time and energy to run vendors and a shop the ability to do so without having to get skills for it. They should just allow vendors to be "hired" from some NPC workers guild or something. The nicer the vendor the more the cost. Maybe up the money it costs to run one. If I remember right, in Ultima Online the vendor fee per day was a % of the total amount you had your items priced at.


All them skill boxes in the merchant line are so useless and dumb. Wow you can hire a better looking NPC here, or less fees there....like credits are sooooo hard to get. Anyone who wants to be a merchant should be allowed to do so without having to give up good skills for the junk that makes up the merchant profession. I'm sure if every die hard merchant here was given the option to keep EVERY single aspect of the merchant skills without having to use up points in the trees they would do it.


I say dump the whole merchant line. Make all the NPC vendor hiring come from just buying one and setting it up. The lower fees thing, just roll into artisian. Put a cap onhow many vendors for one person. 3? 5? Allow all current merchants to relocate their points into what ever skill boxes they want, WITHOUT having to grind up all the XP. Just free skills. Any thing they want that matches up to the total merchant skills they had.


Seems like a good deal to me. Everyone can place vendors, merchants get free skill reloctations. People can still be "merchants" just by setting up a shop and placing their vendors. Now they can use points for fun skills or more usefull skills and run their vendors too.






Vendor taken down because you have to invest skill points to run a business. Which I am out of. Sorry folks. I will still slice for you! Just let me know I'll help you out.
SWG thinking: "If a game fix changes my profession its a nerf, if it changes yours it's balance."
DingoBoi
Mon May 31, 2004 7:56 pm
#39




I'm sure if every die hard merchant here was given the option to keep EVERY single aspect of the merchant skills without having to use up points in the trees they would do it.






then you'd surely be wrong because I wouldn't.



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