Merchant Archive
Thread: Give me a single good reason why non-merchants should not be able to use a vendor?
I sure would like me some of that Flamecone 2 action. I really like setting things on fire. Hmmm..maybe I could grind up the Commando tree and get Flamecone 2, that would really be handy. Now..once I get Flamecone 2, I'll just drop the whole combat thing and go back to crafting...oh, wait..I gave up commando. I can still use the flamethrower, but big *edit* deal, I REALLY WANTED Flamecone 2.
Oh well, tough *edit*. I guess we can't have everything.
QUACK!
I agree, non merchants should have venders. These people are just hard core merchants who don't realize there are other professions more useful than theirs.
Super_nice_jedi wrote:
Duckfat has a very good point, but those going against him are basing their reasoning on that vendors are acquired via skill points, as is the current system.
But if you think of vendors in the same way as pets, there shouldbe no reason why non-merchants could have a vendor but only in a very limited way, and mainly focused on merchants dropping the goods at their houses, as opposed to selling, still be able to sell a few things, but very limited, even more limited than what skills are obatined at Bus 3.
For a non-merchant to get a vendor they will have to buy one from a Merchant, who will have a new found ability of being able to craft a vendor, the non-merchant vendor will have a basic default name called "Vendor", unless specifically tells the Merchant to rename it "Vendor: Loot" or whatever. Also that Merchant who crafted the vendor could gain some merchant xp, when the non-merchants vendor gets used.
Barris wrote:
It's because these hard cords think that everyone should waste skill points on this profession. Even if the enconomy and other venders who have been run by non merchants have worked how long?
I agree, non merchants should have venders. These people are just hard core merchants who don't realize there are other professions more useful than theirs.
Message Edited by Sigrun on 08-14-2004 06:50 AM
Iago_C wrote:
Single good reason...
1) You don't have the skills for it.
Skills placing, not using, thx
2) You don't want to invest the time nor skill points to become a merchant.
Umm, this post retains to those who did invest the time and surrendered.
3) You have the Bizaar that you can use for smaller items.
What things are you going to sell for 6k?
4) You can sell bigger items to merchants (WHO INVESTED THEIR HARD EARNED MONEY AND TIME TO BECOME SUCH)
And risk being ripped off.
5) You have the Planetary Auction Channel to try to sell an item.
Yes, but much more of a pain if you have to go to each person who may want it, then say never mind, I changed my mind.
6) You can sell it Person to Person.
Once again, a pain in the ass
7) You have the Trade Boards on this forum (And many others like it).
Agreed on this
Nope, Couldn't think of a single good reason for you not to have merchant skills without investing skill points.
The fact that it is a waste of skill points for a PvE, PvP, or crafter + smuggler combo?
Sigrun wrote:
Barris wrote:
It's because these hard cords think that everyone should waste skill points on this profession. Even if the enconomy and other venders who have been run by non merchants have worked how long?
I agree, non merchants should have venders. These people are just hard core merchants who don't realize there are other professions more useful than theirs.
Yeah, those hard-core Commandos are pretty over-the-top too. I mean, why the hell shouldn't a Master Weaponsmith be able to use a flamethrower equally well in combat? HE MADE THE DAMN THING!!!
Umm, theres a very big difference in these types of things. One, a WS using a flamethrower doesn't ruin the economy. Eliminating how many venders for those who like PvE or PvP and don't have SP to put into this profession does.
Besides, who'd want to play a Commando?How tedious and boring to just wander about setting things on fire all day! Where's the creativity and challenge in THAT? Let's just do away with the class and give everyone flamethrowers.
Commando is useful for PvE and PvP. Merchant is useful for selling this. It lacks mods to make it useful for anything else, IE, it doesn't give combat or crafting mods and is once again, just a waste of SP for those whose template is how they want it. The economy doesn't run off commandos, it runs off people selling things.
If all you're going to do is insult Merchants for their choice of profession, please refrain from posting here any further. Trolls are unwelcome here.
Thank you, I am a merchant. My Sigs out of date. Morons are unwelcome too, but we still let you speak.
Message Edited by Sigrun on 08-14-2004 06:50 AM
Sigrun wrote:
Super_nice_jedi wrote:
Duckfat has a very good point, but those going against him are basing their reasoning on that vendors are acquired via skill points, as is the current system.
But if you think of vendors in the same way as pets, there shouldbe no reason why non-merchants could have a vendor but only in a very limited way, and mainly focused on merchants dropping the goods at their houses, as opposed to selling, still be able to sell a few things, but very limited, even more limited than what skills are obatined at Bus 3.
For a non-merchant to get a vendor they will have to buy one from a Merchant, who will have a new found ability of being able to craft a vendor, the non-merchant vendor will have a basic default name called "Vendor", unless specifically tells the Merchant to rename it "Vendor: Loot" or whatever. Also that Merchant who crafted the vendor could gain some merchant xp, when the non-merchants vendor gets used.
Thing is though, they are clearly NOT pets. They are the instantiation of a skill.
YOU might like to imagine them as pets, because that would be more convenient for you and enable you to use the skills from another class without sacrificing the skill credits for those skills.
But for all the wishing and creative logic you might apply, the simple fact remains that vendors are not pets.
Merchants have suggested something along the lines of your last paragraph. The devs seem to be choosing to nerf to "improve" the professions these days. Sorry. Their call. Yell at THEM.
Yes they're not pets, vendors are inanimate objects, pets are not, but what I meant was if non-CH can use pets to a limited degree then why can't non-merchants use vendors to a limited degree?
At the moment, vendors are based on skill points, so yes non-merchants should not be able to have vendors, but I'm being creative here, fantasising that the devs could change it so non-merchants can have vendors in a limited way, even limited than having bus3, and I think Duckfat is too, trying to pass an idea to the devs to consider, and should they happen to stumble across this thread, may consider it, but if everyone is being negative against the idea, then I doubt they would do, which is why we're mentioning it here instead of "yelling" at the devs.
Also what I suggest will make the vendors for non-merchants so limited, that sacrificing skills to make them more useable in merchant,will be worth it, as without the other merchant skills the vendors will be virtually useless, but manageable to accept offers from the other merchants/crafters, so if this could be, then Merchant would be a whole lot better.