Merchant Archive
Thread: Keep merchant as a profession, but not required to have vendors.
ofim wrote:
MaDuece wrote:
ofim wrote:
MaDuece wrote:
ofim wrote:
Comparing real life business to in-game business. Try to read the whole thing before replying.
There are NO real life issues that compare.
If you wanted to use real life arguements then I'd have to say that any rifleman with armor piercing rounds should be able to drop your TKM with 1 headshot.
While alot of real life things don't have a place in a game, there is alot of real life principals that do have a place in-game.
Sure. I got no problems with that rifleman with armor piercing bullets killing you with one headshot. Do you?
As long as you don't have a problem with more critical failures due to low OQ meterials.
Nope. Don't have any problems with that either. I'll just use the best resources.
Ooooh I got an even better one:
How about the same rifleman with armor piercing bullets with ranger camoflage skills? He can make himself a gilly suit that allows him to disappear off your player radar and pick you off from 500m as you walk out of the starport. Or better yet, set himself upon one of the rooftops in coronet?
MaDuece wrote:
ofim wrote:
MaDuece wrote:
ofim wrote:
MaDuece wrote:
ofim wrote:
Comparing real life business to in-game business. Try to read the whole thing before replying.
There are NO real life issues that compare.
If you wanted to use real life arguements then I'd have to say that any rifleman with armor piercing rounds should be able to drop your TKM with 1 headshot.
While alot of real life things don't have a place in a game, there is alot of real life principals that do have a place in-game.
Sure. I got no problems with that rifleman with armor piercing bullets killing you with one headshot. Do you?
As long as you don't have a problem with more critical failures due to low OQ meterials.
Nope. Don't have any problems with that either. I'll just use the best resources.
Ooooh I got an even better one:
How about the same rifleman with armor piercing bullets with ranger camoflage skills? He can make himself a gilly suit that allows him to disappear off your player radar and pick you off from 500m as you walk out of the starport. Or better yet, set himself upon one of the rooftops in coronet?
ofim wrote:
funny how fast people resort to stupidity after being proven wrong.
Message Edited by ofim on 08-14-2004 01:56 PM
Barris wrote:
Why are you against it MaDuece? I understand the points you make, but what makes you agree it needs fixed. How does it (aside from storage venders, but even merchants use them) affect you?
ofim wrote:
well lets just throw supply and demand out the window sense that a real life economic thing
Thats up to the krayt looters and the players that purchase krayt weapons.
and sell Krayt tissues for 5Cr. each
Sounds good to me. Ask those ^ guys I mentioned above.
Message Edited by ofim on 08-14-2004 01:56 PM
MaDuece wrote:
I am assuming you are refering to the continued arguement of why any player can not have a vendor without the proper skills.
1) It devalues the merchant profession if anyone can have a vendor with zero risks or costs for any purpose that they choose. As a legit crafter/merchant, I have to get extra skills (and keep them) if I want to engage in other gaming activites. I don't feel that a player that engages in other activites have the right to have the same merchant abilities I have with NO similar sacrafice. No other profession allows this. If the game mechanics not force me to make those sacrafices to have merchant abilities then why havea merchant class at all.
2) Its bad for customers; especially the casual gamer that wants to do some quick shopping before he/she goes out to do his/her thing. If one does not have to make sacrafices then one tends not to take the profession as seriously. Yes there will always be merchants that don't stock regularly. But requiring people to give up skill points will help to discourage those that think they can make a few easy bucks on the side without sacraficing anything. Thus fewer vendors that sit empty because Joe "Combat" Blow only considers it a secondary consequential source of income and could care less about other players that have to drive all over the place to look at empty vendors or vendors with Joe's storage junk.
ofim wrote:
I just loged in and killed 20 meat lumps with a scatter pistol, as i'm not a BH nordo I have any marksman skills,I'm going to gather that this is an exploit.
No its not. I have no combat skills andI can kill meatlumps.
This pertains how?
ofim wrote:
Elyssa wrote:
That's all fine and dandy, but it is Merchant skill that gives you the ability to "manage" those vendors. You have to be able to do payroll, schedule vacations, resolve disputes, and even reprogram the terminals.
I read the manual where it said that is what merchants do. Create and place. Nothing about own and operate
If you don't have those skills, your terminals will cease to function and your employees will quit.
Any one with a business will tell you the very act of manufacturing aproduct is, in of it self, a business. there for a crafter **is** a business man (or woman)
True.
Anyone can build things and sell them.
That's what the Bazaar is for. You can make good money as a one-person operation from it.
My point is that the game mechanic in place requires you to be able to effectively manage employees (your vendors, not other players). To that end, your character needs merchant skills to be an effective employer.
MaDuece wrote:
ofim wrote:
I just loged in and killed 20 meat lumps with a scatter pistol, as i'm not a BH nordo I have any marksman skills,I'm going to gather that this is an exploit.
No its not. I have no combat skills andI can kill meatlumps.
This pertains how?
I used a weapon (IE vendor) that I don't have the skills to use.
Elyssa wrote:
ofim wrote:
Elyssa wrote:
That's all fine and dandy, but it is Merchant skill that gives you the ability to "manage" those vendors. You have to be able to do payroll, schedule vacations, resolve disputes, and even reprogram the terminals.
I read the manual where it said that is what merchants do. Create and place. Nothing about own and operate
If you don't have those skills, your terminals will cease to function and your employees will quit.
Any one with a business will tell you the very act of manufacturing aproduct is, in of it self, a business. there for a crafter **is** a business man (or woman)
True.
Anyone can build things and sell them.
That's what the Bazaar is for. You can make good money as a one-person operation from it.
My point is that the game mechanic in place requires you to be able to effectively manage employees (your vendors, not other players). To that end, your character needs merchant skills to be an effective employer.
Unfortunalty the bazaar is gimped with an unrealistic price cap, if it were not for that insanely low cap I would most definitly use it,as it's the best mass distribution system the game has.