Merchant Archive
Thread: How can holding venders after you give merchant up be called an exploit...
DarkDeathDude wrote:
Keeping vendors after you dropped the skills is a blatent exploit. (its not our fault these exploits emerge, but they do)
The problem is it has gone unchecked for so long its not considered an exploit by the majority of the players, their logic being 'everyone else does it'- that being the very reason why it needs to be addessed asap.
DarkDeathDude wrote:
Specialize in high prices to make the precious 110 spots worth their while
and yeh i was refering to the uproar
Message Edited by BlackEdge on 08-08-2004 07:14 AM
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
Yogol wrote:
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
Please tell me you were either drunk or high when you wrote this !
? While it does sound quirky, it makes sense.... you do need the skill to place them. If you remove them, you have to get your skills again to place them again.
Barris wrote:
When you give up merchant, you give up the SKILL TO PLACE THEM. Putting items on it is not a required skill.
It would be like saying being able to equipt a weapon after you have surrendered that profession is an exploit. The venders are the weapons, they can still be used, but not as well... Just like when you do give up skills. Even when you surrender say commando, you can still use their weapons, just not as effectively. Thus is the same for how merchant works now, and it has been working fine for how long?
It'd be just like me giving up smuggler but still being able to slice weapons...
It shouldn't work.
Message Edited by Barris on 08-08-2004 02:33 PM
Barris wrote:
If you look, placing a vender is the skill. Using it is not. There is no requirement (ie skills) to use the vender, thus why this cannot be called an exploit. If you surrendered it, and the skills to USE the vender (and there are none of which), and were still able to, then yes, it would definatly be an exploit.
However, as it stands, the only skill is being able to place them. Managing them is NOT a skill, as I keep saying. Keeping them is also not a skill. The skill is aquiring them and the ability to place them in a structure, pure, simple, and as flat as that.
This is purely a lack of thought on the dev team's part, but far from any thing that gives a player an advantage over another, since all players have an equal chance of doing this.
Message Edited by Barris on 08-08-2004 02:33 PM
/shakes head.
You rules lawyers need to go away, really. Your'e all relying on the wording of the tooltip when you hover over the Vendor skill in the Skill Window which says "Number of vendors allowed to place." or something along those lines.
If the word was not "place" but "operate" as it should have been, we'd not even be having this argument. In fact, there'd be no flipside argument, it wouldn't even be a reversal of then people arguing "operate" should mean "place" - because we all know it makes sense that it's to operate, not just place.
You seem to think that "place" and "use" are seperate issues for vendors. I'm afraid that's just a crock - tell me in what instance would anyone 'place' and vendor but never 'use' it? To place IS to use - even if they are 'using' it for a store greeter and not even selling anything on it.
Vendors to Merchants is like /healDamage to Doctors. It is a class defining ability. People who drop the skill shouldn't have the ability to operate them anymore and that is the end of it.