Merchant Archive

Thread: Players want vendors without having the skillz

DarthDominus
Fri Aug 13, 2004 6:58 pm
#27






Duckfat wrote:

Non-combat players can use use weapons uncerted although it is less effective.


Non-CH have creatures they can use without any CH skills with limited effectiveness.


Non-artisans can stilluse harvestors even though they have no survey skills.


Etc...


What makes merchant so damned special that the average player cannot have a limited use vendor that they can use for personal sales and a place where people can drop stuff off for them.





Oh I dunno ...perhaps that it is the primary focus of the prof as a whole? People don't become merchants so they can dress NPCs up and play house ..they invest the points to gain vendors to sell stuff.


Non-coms can use weapons ...but a freakin' gubber can be deadly or it'll take the non-com ten minutes to kill one of them. Non-CH have creatures, but they are max CL10 and no more effectivethan a house-pet. Non-artisans can use harvs, but they have to get an actual artisan to put them down on a good spot or just randomly place and hope to find something.


Hey ...how about this. I'm in favor of compromise, so here is whatI propose.Non-merchants can have avendor, but at an equally reduced level of effectiveness as the above examples you pointed out. A single vendor that you: 1)Do not get to choose race2)Cannot change their clothing,3)Cannot advertise on the planetary map, 4) Must pay double maint for, 5) Has a limit of 1/3 of the items on a legit novice merchant.


While we're at it ...I'd like for a nerfed version of TKA meditate while not having any TKA skill boxes. It can just heal my damage at a slower rate, or something. Then I'd also like to be able to buff ...so reduced effectiveness buffs would be great.


Since you're pushing to take the single most defining aspect of a prof and make it available to everyone in the game at no cost ..it's only fair we do this to every prof. Don't you think?






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BBCIden
Sat Aug 14, 2004 2:51 am
#28

Ok, here is what I want.


--People who do not at the time qualify for vendors by the set lvl should lose their vendor (with a 2 week warning).


--Merchant item limits that were proposed to the community must be raised


--Bazaar item limit per player set to 35-50


--Bazaar pricing cap raised from 6k to 500k (if its over 500k use the freakin auction channel or forums cause really, I'm being generous on saying 500k max)


--Assassinate the DEVs for their attempt to just now 'GUT' a profession broken for the past YEAR.


--Assassinate DEVs we miss on the first 'drive-by' for having a SERIOUS lack of knowledge regarding their own game. Plus a lack of that magical Star Wars creativity.


--Bring Helina (thats me) a Fruit Smoothie.




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SlappyB
Wed Sep 01, 2004 10:44 pm
#29

I think it's funny how people say "don't compare to this or that" when the only reason I even gave examples of RL events was for the sake of opening your minds up a bit and RL is the only GOOD comparisson that most people can relate to. Perhaps I should relate it to EQ or DAOC?Some of you say, you can't use a vendor because it's a learned skill. Yet some say, everyone should be able to use one thing or another i.e. weapons and vendors.


The point I was trying to get out was that something is garfed up with the current system. That EVERYONE should have an opportunity to sell something at a fair price not deal with some bullchip cap. RIght away that threatenssome of the"merchants" and they feel the need to fight for their right to vend. Fine. I can understand that, but try to understand the other side of it.


A rework of the bazaar is a fine idea also.It should be less cumbersome to sell off items no longer needed than it would be if/when non-merch's lose vendors.


I can totally understand the complaint merchants have about having to earn an ability and see others able to free up skill points and still use that ability.


Maybe as homeowners we should be able to access the bazaar from home with our own terminals? Then raise the $$$ cap some. That way you could effectively sell something from home, on the bazaar. You'd still have item caps, and would have to baby sit it more, but at least this way you don't have to load up with a bunch of items to drag into town. Let the person who buys come to your home via waypoint, or have the purchaserpay an additional fee to have the item transported to a MAJOR city (such as ones with starports) for pickup.


I mainly use my vendor as storage anyway. The item caps in houses could use a revisement too. What about storage fees for additional item space? Sort of like renting a storage unit to stuff all grandma's crap in Just raise the cost to maintain your house a certain amount for a certain amount of extra space. Of course capping this is required, maybe in the realm of double the norm number of items? Increments of 10%-25%-50%-100% with costs running about half of that percentage over your base maintenance rate. So a 10% increase in items stored raises your house maintenance by 5% and so on Rounded up to the nearest whole number.


The item caps currently in houses don't allow for GOOD decoratingAND storage. You either have a spartan home with loads up crap under the bed, or you live in a nice looking, immersive home environment, but can't even set down your backpack inside.


Okay I shall step aside now and await the first lobbing of stones.


CorenLanra
Thu Sep 02, 2004 10:11 am
#30



Menoetius wrote:
The majority of crafting professions in this game use artisan as a basis, spending the extra 9 points for Business III is nothing. All that for 101 points spent.
What of the Master Doctor, Master Combat Medic and Master Bio-Engineering? They require vendors to sell their product as well, but the cost is 24 pts for that ability.
Perhaps at Master Merchant they are permitted to allow those other non artisan based crafters the ability, if master only, to admin a vendor dropped by a Master Merchant. In addition the Master Merchant could set a vendor usage fee, a tax (0-10%), on all good sold and purchased via the vendor. Example if a Master Doctor sells stims for 1k per and the MM places a 5% tax on the vendor, then the selling price is 1050 credits. The Doctor gets the 1000 credits and MM the 50 credits. Perhaps also the Master Doctor needs to pay a weekly set fee to the vendor which covers the maintenance and a small amount to the MM.
Just a couple of thoughts.
Before you discount my ideas, note I have a Master Merchant account.





That is a freakin' awesome idea. Not every merchant wants to resell (buy in buik and sell other people's products). This would allow a Merchant with almost no operating budget to make money right away. I would seriously consider going through a vendor like this if it saved me the skill points.

What we would need would be some type of safeguard against the merchant destroying the leased vendor with the items inside. There would have to be a confirmation box with both users within 10meters or something typing in a conf code to remove the vendor, etc. Also with the "Admin" there should be an option to lock the merchant out of the stockroom to keep from stealing items from the leasee.



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DingoBoi
Thu Sep 02, 2004 2:34 pm
#31

I just love that now the vendor fix is actually in.. the proposal include raising the bazaar items limit and 6k credit cap to effectively make them vendor which would just destroy the merchant profession


Not gonna happen. There must always be clear differences between the skills granted to merchants and the abilities non-merchants can have... The abilities non-merchants have are the bazaar, the in-game tradechannel, the forums and shouting.


You cannot have and will not get a vendor... The whole point of this fix was to take away your exploited vendors. They are not just going to give them back to you in a different manner.


And if i have to read one more analogy about how merchants shouldn't be allowed to shoot stuff, i'll barf. that anology is so flawed it is preposterous. Merchants can invest skillpoints into combat skills. combatants can invest skillpoints in merchant skills... i have just destroyed your analogy completely. have a nice day.



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amh9876
Thu Sep 02, 2004 2:59 pm
#32

I'm still astonished that vendors placed by someone who drops the necessary skills remain in place. They should disappear the second, and I mean THE SECOND the supporting skill is dropped.


It would be so easy to maintain a set of vendors w/o keeping the skills for longer than it takes to restock your vendor. Drop vendor(s), stock, drop skills, 30-days later, regain skills for vendors (bus 1-4 takes about 10 mins, vendors have been giving you merchant xp for 30 days, so you could easily get a few mgmt boxes immediately after Novice Merchant), restock, drop skills, rinse repeat.



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Wire3k
Thu Sep 02, 2004 3:35 pm
#33






DingoBoi wrote:

The whole point of this fix was to take away your exploited vendors.




Actually not one of the changes had much relationship to anything players wanted or needed - including YOU. Just because that is was happened, do not flatter or delude yourself into thinking it was FOR anyone - other than the devs - and their own reasons. They wanted item limits - only way they COULD do that is put some kind of graduated system in - the change you are crowing over like it's some kind of major feat was purely a sideeffect. You haven't been 'vindicated', you didn't 'win' an argument- you haven't even been considered in the process, you just happened to temporarily end up on the advantageous side of a roll of the dice. When player motivations, activities and pursuits aren't key to decisions - we all ultimately end up on the loosing end.





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DingoBoi
Thu Sep 02, 2004 5:43 pm
#34






Wire3k wrote:


Actually not one of the changes had much relationship to anything players wanted or needed - many merchants wanted this one single change... including YOU. oooh, you are right.. i wanted it too. Just because that is was happened, do not flatter or delude yourself into thinking it was FOR anyone - other than the devs - and their own reasons. They wanted item limits and to fix the blatant unfairness..granted it did coincide with item limits- only way they COULD do that is put some kind of graduated system in - the change you are crowing over like it's some kind of major feat was purely a sideeffect. You haven't been 'vindicated', you didn't 'win' an argument- you haven't even been considered in the process, you just happened to temporarily end up on the advantageous side of a roll of the dice. When player motivations, activities and pursuits aren't key to decisions - we all ultimately end up on the loosing end.


Many merchants, including myself, have always felt this was a key change required to begin improving the merchant profession. It's been on the top five list about a year now. Whatever you feel was the reason the dev's implemented it is irrelevant... the fact remains it got mostly fixed.


Merchant isn't scheduled for some time for any kind of revamp. At least not a full-scale one. We've already been told our 'goals' can be linked and addressed through other upcoming revamps, specifically the GCW revamp. That's not much but I believe this change required to improve the profession. Improving the profession without restricting vendors serves little purpose as the profession will just be further exploited. Of course, that is really what you want to do.











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Wire3k
Thu Sep 02, 2004 6:02 pm
#35






DingoBoi wrote:





Wire3k wrote:


Of course, that is really what you want to do.













I have merchant skills on 2 of 3 accounts, one of them a master. You really need to stop trying to paint everyone that doesn't agree with you as evil exploiters. I share the same class you do, and you are never going to be able to outshout me by trying to paint yourself as the messiah and spokesman of the merchant class at large. I cringe every time I see the drivel you normally post because it makes everyone that shares the skill look bad by simple association. There are MANY merchants that do not agree with you, that don't feel that vendors and what few meger functions associated with it justify it as a class or that anyone sharing some of these simple functions is the end of the world or a personal assault upon our being.


You've posted you don't think it's enough either - but in some weird alternate universe you seem to think that going out of your way to be offensive is somehow going to get these same people to actually campaign for your causes.







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Wire3k
Fri Sep 03, 2004 1:01 am
#36






DingoBoi wrote:





Wire3k wrote:


You are no merchant no matter how many skilpoints you invest. You disrespect the profession and I strip you of your title of merchant, because you truly deserve it not.






Did I miss where you got elected king of something? You seem to love throwing around power - pity you don't have any.


And you sir, are no merchant no matter what title or virtual skills you may have. Merchant isn't determined by a title or class. Merchant is people skills, merchant is understanding products and the people that use them, merchant isn't well suited to PvP or grief tactics as you so obviously yearn for it to be.


It must be terrible to have such little self-confidence and sense of self-worth that you are driven to embarrass yourself in public overcompensating. I won't embarrass you further by speculating in public on the most common causesin males forfeelings of impotence.


Good luck with that.











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DingoBoi
Fri Sep 03, 2004 12:15 pm
#37






Wire3k wrote:


I have merchant skills on 2 of 3 accounts, one of them a master. You really need to stop trying to paint everyone that doesn't agree with you as evil exploiters. being a pro-exploiter deserves you the treatment I give you as the scum you are. I share the same class you do,and you advocate destroying it at every chance you get. and you are never going to be able to outshout me by trying to paint yourself as the messiah and spokesman of the merchant class at large. Oh, you are so right, all the exploiters, your friends, have invaded the merchant forums. I cringe every time I see the drivel you normally post because it makes everyone that shares the skill look bad by simple association. The only one who looks bad is you for promoting exploitation of the merchant profession, which is all you do. There are MANY merchants that do not agree with youThere are many more merchants who agree with me...they aren't here right now because they are primarily happy with the changes.. only you exploiters and trolls are here. , that don't feel that vendors and what few meger functions associated with it justify it as a class or that anyone sharing some of these simple functions is the end of the world or a personal assault upon our being.Again, are you retarded. you (collectively) are asking for the same functionality as you had exploiting vendors. You aren't going to get it. You advocate at every chance any exploit of the merchant profession you can.


You are no merchant no matter how many skilpoints you invest. You disrespect the profession and I strip you of your title of merchant, because you truly deserve it not.










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ZallusNuranxis
Fri Sep 03, 2004 2:16 pm
#38

Super_nice_jedi wrote:

I reckon all players, no matter what novice profession they have, should be able to create 1 vendor in their house(s), but that vendor will only operate like the bazaar and have the same limits except able to charge what they like without the 6k credit limit, and without the auction ability, also including the 20 credit listing fee too. So combat chars who have completed the Corellian Corvette and have acquired that cool vehicle schematic will be able to sell it for a decent price, to their local Master Artisan. 6 Million credits, not 6k, is what is needed to sell that bad boy! As if they're unable to sell it, they'll have to destroy it.




You can always offer it to your local Master Artisan's vendor since they are allowed at least 1 vendor.

ZallusNuranxis
Fri Sep 03, 2004 2:23 pm
#39

p4Samwise wrote:





SlappyB wrote:

Anyone ever have a garage sale?


Anyone can sell almost anything without having to go to school for it. But, will they make as much money as a person who has gone to school for it? No. In most cases they wont.





It's not a matter of going to school. It's a matter of investing capital.


SWG merchants bear no resemblance to real-life retailers. Don't even try to bring real-world comparisons into discussions like this. It's pointless.






Have you ever tried to buy merchandise from artisans below the market value to try and resale? The artisans refuse to sell to you below market value because they can just as easily sell it themselves. So this is not JUST a merchant problem. Shouldn't you be grinding your jedi now?

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