Merchant Archive
Thread: Give me a single good reason why non-merchants SHOULD be able to use a vendor?
lisasdarren
Thu Aug 19, 2004 7:29 am
#40
Gavvot wrote:
Droid goes on both list
You never gain skills to use better droids, so i left it off, same as i left off harvesters, houses, vehicles etc.
There are lots of things you don't need skills to use ever, mine was a comparison between those you can use without skills, but can get skills to improve your abilities and those that always need skills.
Gavvot
Thu Aug 19, 2004 7:37 am
#41
Some droid modules require skills other don't.
But with a droid that has stimpack dispencer, you can get heal without having to have medic skill.
Limited but you have it.
With novice medic, you can use stim B, and medical module that give you a 10% bonus.
With visual effect droid and novice dancer or musician as access to some visual effect that without the droid he'll need more skill point use to have.
Just some exemples.
But with a droid that has stimpack dispencer, you can get heal without having to have medic skill.
Limited but you have it.
With novice medic, you can use stim B, and medical module that give you a 10% bonus.
With visual effect droid and novice dancer or musician as access to some visual effect that without the droid he'll need more skill point use to have.
Just some exemples.
Tarnak_Archvold
Thu Aug 19, 2004 8:01 am
#42
According to the devs the bazaar is mend as a place to sell consumables. That means grenades and stim packs, food, drinks, spice, and so on.
They mentioned this in the post that also have the original vendor limits and the increase in the bazaar prices from 3k to 6K.
The bazaar is not for high en loot, that you sell to the crafters that use it by offering it to thair vendor.
They mentioned this in the post that also have the original vendor limits and the increase in the bazaar prices from 3k to 6K.
The bazaar is not for high en loot, that you sell to the crafters that use it by offering it to thair vendor.
CowboyBothan
Mon Aug 23, 2004 7:53 am
#43
Xconxors wrote:
Because trying to sell all my meds to you (there are many every day) would prove to be such a pain as to make the process pointless. Do you really suggest that someone will want to dicker with the crafters on a daily basis to stock their vendor?
Oh yeah- How many merchants can afford to buy the stock of a decent crafter. A single set of buffs (5 pack) goes for a million.
I have worked with many different manufactures throughout the 12 months that I have been a master merchant, I have always been able to work out agreements that both parties are happy with, and I happen to be in a very very busy area, so I can offer crafters something in terms of a benefit. Trust me alot of people aren't interested in spending 10 hours a week gathering resources, 15 hours a week crafting items, then another 5-10 items a week stocking items and advertising. Also, I wouldn't buy them every day, I would buy bulk on a weekly (maybe twice a week basis).
No problem. Of course they sell for that, so at best your going to get 750k for them from me, assuming we have a supply agreement, and your not selling to other people. otherwise you'll probably olyget at best about 600k, of course, if your selling good stock, I will make sure that the only thing you have time to do is make me more meds.
CowboyBothan
Mon Aug 23, 2004 7:56 am
#44
speardancer wrote:
Bazalan wrote:
Because when I was 13 I owned and operated a real Coke machine which I bought with my own money. It's not a special skill to fill a vending machine and collect money from it. It's childs play!
There should be a droid built by DE that is limited use (100 item or so) that anyone can place.
Let's see... unless you had it sitting in your bedroom for your buddies, you had to get permission to place it. Probably a permit to operate it (at least these days you do). You had to learn how often to refill it... and several other things.
You earned the RL equivilant of Business 3. You learned basic business skills, most 13 year olds I know would of filled it once, spent the money without refilling it, etc....
In this game, the limiting factor is how many skill points you have. Want a vendor? Spend 24 of your skill points, more if you want to do it well. Don't want to spend the points? Use the bazar, put up auctions on the trade boards. That's why they're there. Or make a deal with a merchant you feel you can trust (and yes, need a better system for this) to resell your items.
Woop-de-do, did you run a successful chain of coffe shops? no you owened a one off vending machine. You don't need business sense for that, but it's not the same as operating a store, or a chain of stores.
Super_nice_jedi
Mon Aug 23, 2004 1:11 pm
#45
Yes, one of my chars is Master Medic, Master Doctorand will be Master Combat Medic, that leaves 18 skill points, not enough for a vendor, there is no way I'm dropping any of that, for Merchant. The Medic can craft some decent stim b's, the Doctor can create some powerful stim bs, and usuable by any char with just Novice Medic. The medic is granted the ability to craft meds, and has the potential to sell them, and if there was a Business line in Medic, would only need 9 more skill points to get a vendor. Medics are just shafted, and are on a par with the artisan crafting professions. So don't see the harm in a vendor+1 at Orgainc Chemistry IV.
joined42904
Mon Aug 23, 2004 1:20 pm
#46
The harm is that the rest of us are blowing skill points on Business 3 whereas you aren't. You can be Master Doc and Master Merchant with no problem if you want to be that sort of crafter. You just don't get a combat profession plus doc plus vendors. I think that's too much for anyone to be entitled to.
Docs can already enjoy economic success just dispensing buffs at starports. And nothing is stopping you from having person-to-person transactions. If you want more, I think you need to invest the skill points.
CowboyBothan
Mon Aug 23, 2004 1:38 pm
#47
Super_nice_jedi wrote:
Yes, one of my chars is Master Medic, Master Doctorand will be Master Combat Medic, that leaves 18 skill points, not enough for a vendor, there is no way I'm dropping any of that, for Merchant. The Medic can craft some decent stim b's, the Doctor can create some powerful stim bs, and usuable by any char with just Novice Medic. The medic is granted the ability to craft meds, and has the potential to sell them, and if there was a Business line in Medic, would only need 9 more skill points to get a vendor. Medics are just shafted, and are on a par with the artisan crafting professions. So don't see the harm in a vendor+1 at Orgainc Chemistry IV.
But your Choosing to be a Master Doctor, Master Combat Medic rather then a Master Doctor, Master Merchant or Master CM, 3-1-4-4 Merchant.
The only crafting profession that has any right to complain is CM, and Frankly I don't think they should be a crafting class, but that is A different discussion.
It's like choosing to be a Master BE, and Master CH, they go great together, but your a Manufacturer, not a retailer. Why can't people understand that being able to make something does not equate to being able to run a business, or being a salesperson?
If your interested in making medical supplies, and want to be able to make the widest array of them, then find a merchant to do the sales work for you, work out an agreement, and rake in the cash. It really shouldn't be that big of the deal. The biggest complaint I hear from high end Crafters, is that they keep getting interrupted with sales questions when they are busy making things, why not let the Merchant handle that for you, and you can craft in peace?
Super_nice_jedi
Mon Aug 23, 2004 1:40 pm
#48
joined42904 wrote:
The harm is that the rest of us are blowing skill points on Business 3 whereas you aren't. You can be Master Doc and Master Merchant with no problem if you want to be that sort of crafter. You just don't get a combat profession plus doc plus vendors. I think that's too much for anyone to be entitled to.
Docs can already enjoy economic success just dispensing buffs at starports. And nothing is stopping you from having person-to-person transactions. If you want more, I think you need to invest the skill points.
But artisans are only blowing 9 points for business 3, Medics have to blow 24 points to get Business 3. Not worth it.
The only reason I care about it, is that it would be nice to provide a service to other people, and they can get some pretty good stim bs from me, but now the game won't allow it, and it will be other players missing out from my skills, but now my skills will just be used for my own personal use and my friends and their friends etc which I find a shame as Medic grants the ability to craft and as said above Organic Chemistry titles you as Stimpack Chemist, which suggests the distributing of chemicals, either selling or giving away.
Personally I'm not fussed, in fact it will save me standing in front of a Chemical Crafting station, crafting the meds for sale, but will make the places available to buy the stimpacks and other meds even less. The people who will end losing out in the end will be the buyers, the community,not the Medics/Doctors, as as you say we can buff and charge at starports etc.
Message Edited by Super_nice_jedi on 08-23-2004 01:42 PM
Super_nice_jedi
Mon Aug 23, 2004 1:49 pm
#49
CowboyBothan wrote:
Super_nice_jedi wrote:
Yes, one of my chars is Master Medic, Master Doctorand will be Master Combat Medic, that leaves 18 skill points, not enough for a vendor, there is no way I'm dropping any of that, for Merchant. The Medic can craft some decent stim b's, the Doctor can create some powerful stim bs, and usuable by any char with just Novice Medic. The medic is granted the ability to craft meds, and has the potential to sell them, and if there was a Business line in Medic, would only need 9 more skill points to get a vendor. Medics are just shafted, and are on a par with the artisan crafting professions. So don't see the harm in a vendor+1 at Orgainc Chemistry IV.
If your interested in making medical supplies, and want to be able to make the widest array of them, then find a merchant to do the sales work for you, work out an agreement, and rake in the cash. It really shouldn't be that big of the deal. The biggest complaint I hear from high end Crafters, is that they keep getting interrupted with sales questions when they are busy making things, why not let the Merchant handle that for you, and you can craft in peace?
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!!
Too much hassle! Bleh!
CowboyBothan
Mon Aug 23, 2004 1:50 pm
#50
Super_nice_jedi wrote:
joined42904 wrote:
The harm is that the rest of us are blowing skill points on Business 3 whereas you aren't. You can be Master Doc and Master Merchant with no problem if you want to be that sort of crafter. You just don't get a combat profession plus doc plus vendors. I think that's too much for anyone to be entitled to.
Docs can already enjoy economic success just dispensing buffs at starports. And nothing is stopping you from having person-to-person transactions. If you want more, I think you need to invest the skill points.
But artisans are only blowing 9 points for business 3, Medics have to blow 24 points to get Business 3. Not worth it.
The only reason I care about it, is that it would be nice to provide a service to other people, and they can get some pretty good stim bs from me, but now the game won't allow it, and it will be other players missing out from my skills, but now my skills will just be used for my own personal use and my friends and their friends etc which I find a shame as Medic grants the ability to craft and as said above Organic Chemistry titles you as Stimpack Chemist, which suggests the distributing of chemicals, either selling or giving away.
Personally I'm not fussed, in fact it will save me standing in front of a Chemical Crafting station, crafting the meds for sale, but will make the places available to buy the stimpacks and other meds even less. The people who will end losing out in the end will be the buyers, the community,not the Medics/Doctors, as as you say we can buff and charge at starports etc.
Message Edited by Super_nice_jedi on 08-23-2004 01:42 PM
Personally I think that CM and Doctor should not be crafting Professions. they should have all of the crafting ripped out of them, and given something that pertains to what doctors, and medics do. (I know several EMT's, and Armed forces Medics, and none of them would be able to go into a lab and mix up medical grade chems). They should have created another crafting class off of artisan something along the lines of Chemist. This would solve the CM issue, and make more sense in terms of function, but it's probably too late for this to be a practical suggestion...oh well.
BoberFett
Mon Aug 23, 2004 2:01 pm
#51
The CDEF argument is comical. When's the last time you killed something with a CDEF and no marskman skills? It takes2 minutes to kill a gnort.
Wire3k
Mon Aug 23, 2004 2:26 pm
#52
CowboyBothan wrote:
Why can't people understand that being able to make something does not equate to being able to run a business, or being a salesperson?
And why can't folks that seem to want to be accountants not understand that for crafters that really enjoy what they do - the CRAFTING part is the smallest part of it - seeing it into the hands of the enduser that APPRECIATES their contribution to the world is the real payoff.