Merchant Archive
Thread: Current Merchant Issues List
Nice list.
Few notes from where I've been..
To me, 1 is an issue. It's essentially an exploit: you are getting things that you haven't spent skill points for. It needs to be addressed. If this means possibly reducing Merchant skill point expenditure slightly, and making it a 'support elite' class, then go for it.
3 is tough, because unless a ton of logging is put in, any ability to evict, especially over a short period of time, is simply a grief weapon. Guy goes on vacation, friend/partner/colleague gets a hair accross his arse, and evicts him, guy's not back before 7 days, blamo. Having the system check to see if no items are up is going to be a pain, because you have to check current stock, current offers and current stockroom.
The issue of global advertising not loading until your merchant's housing area is loaded into the world is crap. What's the purpose of advertising if this is going to be the case? It needs to be kept on a seperate list not having to do with zone loading, and if anything, update it daily. I'm at the point now where my well decorated shop is useless, and I may have to move into our city mall, which isn't bad, but it isn't mine.
ID on vendors would be nice, but who knows how much of a pain it would be to impliment. In the meantime, I'll keep recreating to avoid 'dumpy vendor syndrome' ![]()
Malls and shops, aye, bring em on.
Good stuff Doc and co. I'll go back to lurking on the DE forums now ![]()
Balkstar wrote:
That way, crafters that think merchants are trying to steal their buisness by hoarding all of their goods preditorily and reselling them at huge mark ups, will actually find the members of our profession are actually hard-working, honest people that have earned the right to sell products at an advantage compared to the non merchants out there.
The vast majority of us merchants are sick and tired of our profession being exploited and spat upon. Such simple fixes to it will bring the profession back to a much more favorable light, and it will finally be a contributing member to the family of professions.
Newsflash - the VAST majority of 'merchants' are also crafters. Those with only merchant skills are few and far between. If and when you get your way you STILL aren't going to have crafters beating a path to your door, you still will have to hussle and make deals (well - YOU won't - you sell for your buds) and basically your purchase options will be futher limited.
That's what I keep trying to tell you Balk - you are cutting your own nose off to spite your face.
What is going to be your crusade then? Take away bazaar? Make inperson trades illegal as well? This is NOT going to do what you think it is.
Come on down off the cross hun - someone out there needs the wood.
Wire3k wrote:
Newsflash - the VAST majority of 'merchants' are also crafters. Those with only merchant skills are few and far between. If and when you get your way you STILL aren't going to have crafters beating a path to your door, you still will have to hussle and make deals (well - YOU won't - you sell for your buds) and basically your purchase options will be futher limited.
That's what I keep trying to tell you Balk - you are cutting your own nose off to spite your face.
What is going to be your crusade then? Take away bazaar? Make inperson trades illegal as well? This is NOT going to do what you think it is.
Come on down off the cross hun - someone out there needs the wood.
Again Wire, you completely miss the boat on me. You still flounder around believing that my sole purpose in the game is to screw you and all crafters out there. Why do you keep bringing this up when I keep telling you this is not true. If I was never approached with more than just my guild crafters to sell goods, I would still be a happy man. For me, domination in this game is totally pointless. It just makes you enemy number 1 in everyone's eyes.
Just because you hate hate this profession doesn't mean that this profession does not have it's potential value. SOE wanted to try to see if a new profession would work out. You at the outset of release had already relegated it to the scrap heap. You are beyond inflexible.
I however, am willing to be a tester of such a profession to see how well it fits into the game. Unfortunately, before we even had a chance to test it out as intended, a bug ruined the test. It eliminated the need of the profession from the outset, and the devs have done nothing to fix it. I still have faith, however, that this test will work in a production environment. Don't let you inflexibility ruin the the game for the rest of us.
You find this as a burden, I find it as an opportunity. Get over it. The rest of us want to play the game as intended in development, not hassle other people.
My little pet peeve that I think might be an easy fix?
The extremely skinny space alotment given to the "item description" part of the vendor interface by default. Every time I shop I have to resize the windows, and I bet tons of player don't even know you can.
I worked my way to Master merchant to get the required skill points to set up my shop the way I wanted.
I used my points to PLACE my desired vendors and DRESS my vendors and LIST my vendors if I no longer need to do these actions why should I have to keep the skill points.
This idea that not keeping merchant after PLACING, DRESSING and REGERISTING vendors being an exploit is totally wrong as far i am concerned. I got the XP used to skill to do the task listed by the point then dropped it which I can do with any other profession. A Tailor clothes do not expire if the creator drops skill points why should a merchant product? If I want to change anything in my shop I need to get the points back to allow me to carry out whatever task is required. This game will be very boring withonly Bulky Coke Machine vendors being the only option people use and buying will be painful as well because all items will be on the 1 vendor.
I for one will not be paying a merchant to sell my products if the whiners have their way and only allow you to keep the vendors you have the skill points for.
MormiHalba wrote:
I worked my way to Master merchant to get the required skill points to set up my shop the way I wanted.
I used my points to PLACE my desired vendors and DRESS my vendors and LIST my vendors if I no longer need to do these actions why should I have to keep the skill points.
This idea that not keeping merchant after PLACING, DRESSING and REGERISTING vendors being an exploit is totally wrong as far i am concerned. I got the XP used to skill to do the task listed by the point then dropped it which I can do with any other profession. A Tailor clothes do not expire if the creator drops skill points why should a merchant product? If I want to change anything in my shop I need to get the points back to allow me to carry out whatever task is required. This game will be very boring withonly Bulky Coke Machine vendors being the only option people use and buying will be painful as well because all items will be on the 1 vendor.
I for one will not be paying a merchant to sell my products if the whiners have their way and only allow you to keep the vendors you have the skill points for.
Another way to put it :
Should a Master Bounty Hunter still be able to use alltheweapons and abilities of Master Commando and Master TK if he had those skills but gave them back. Answer-- BIG FAT NO!!
Using a vendor when you dont have the skill is the same as using a weapon you dont have the skill for. Truth be told, if SOE does put a check for vendor number in the game, Merchant will become what CH was with players dabbling 0-0-0-4. Merchant would need a redistribution of when players get an additional vendor; ie spread it between all 4 trees, not just one. But I can garauntee that there would be a lot of whining over this because of the skill points invovled.