Merchant Archive
Thread: Two types of people opposed to this merchant change
DocSavag
Sun Aug 08, 2004 8:41 pm
#41
And stop arguing over the skill point thing. Publish 10 changes it so that you can't do it any more. End of story.
Brilyn
Sun Aug 08, 2004 8:41 pm
#42
Barris, to help you out:
"The SWG Development Team has confirmed with us that this is not the intended behavior of the game and that it will be fixed in an upcoming publish to require you to maintain your skills in order to continue to operate vendors as a merchant"
This taken from the Sticky at the top of the forum.
" not the intended behavior of the game" = bug
Using a bug = an exploit.
You can follow this, right?
Barris
Sun Aug 08, 2004 8:43 pm
#43
Brilyn wrote:
Barris, to help you out:
"The SWG Development Team has confirmed with us that this is not the intended behavior of the game and that it will be fixed in an upcoming publish to require you to maintain your skills in order to continue to operate vendors as a merchant"
This taken from the Sticky at the top of the forum.
" not the intended behavior of the game" = bug
Using a bug = an exploit.
You can follow this, right?
I can follow it, but how the system is set up, this is not an exploit. This is the same dev team who said CM was working as intended... and the same one who is nerfing macros... and the same one who is putting caps on your venders.
DocSavag
Sun Aug 08, 2004 8:53 pm
#44
Barris wrote:Doc, take a look at my post.Have them fix this issue then aswell
I've proposed ways to fix the Mechant tents being usd by ex-merchants and the same thing could be used on the other structures. The maintenance should go up by a factor of about 100 if you don't have the skill required to maintain the structure.
Barris
Sun Aug 08, 2004 8:56 pm
#45
DocSavag wrote:
Barris wrote:
Doc, take a look at my post.Have them fix this issue then aswell
Click
I've proposed ways to fix the Mechant tents being usd by ex-merchants and the same thing could be used on the other structures. The maintenance should go up by a factor of about 100 if you don't have the skill required to maintain the structure.
Doc, I hate to tell you, the skill is not maintaining the structure or vender. The skill is placing it. If it were mantaining it, we would not have this issue, at all. As it stands though, it can not be said to be a bug in the game since the skill is just that, placing the venders.
DocSavag
Sun Aug 08, 2004 9:01 pm
#46
Barris wrote:
DocSavag wrote:
Barris wrote:Doc, take a look at my post.Have them fix this issue then aswellClick
I've proposed ways to fix the Mechant tents being usd by ex-merchants and the same thing could be used on the other structures. The maintenance should go up by a factor of about 100 if you don't have the skill required to maintain the structure.Doc, I hate to tell you, the skill is not maintaining the structure or vender. The skill is placing it. If it were mantaining it, we would not have this issue, at all. As it stands though, it can not be said to be a bug in the game since the skill is just that, placing the venders.
It isn't just placing it. Its maintaining it and as of publish 10 that is enforced. I know this becuse I asked the devs and they told me what they intended. You can cling to the words all you want but in the end you aren't right about the intent or the way it will work post pub 10.
Barris
Sun Aug 08, 2004 9:05 pm
#47
DocSavag wrote:
Barris wrote:
DocSavag wrote:
Barris wrote:
Doc, take a look at my post.Have them fix this issue then aswell
Click
I've proposed ways to fix the Mechant tents being usd by ex-merchants and the same thing could be used on the other structures. The maintenance should go up by a factor of about 100 if you don't have the skill required to maintain the structure.
Doc, I hate to tell you, the skill is not maintaining the structure or vender. The skill is placing it. If it were mantaining it, we would not have this issue, at all. As it stands though, it can not be said to be a bug in the game since the skill is just that, placing the venders.
It isn't just placing it. Its maintaining it and as of publish 10 that is enforced. I know this becuse I asked the devs and they told me what they intended. You can cling to the words all you want but in the end you aren't right about the intent or the way it will work post pub 10.
The skill mods are placing the vender. The skill mods are not placing items for sale or paying to keep your vender open, through soon it will be, which also is affecting the merchants over all in a very negative way, along with further ruining of an already inflated economy. You know this as well as I do. I know the Dev team will fix this issue that they made for themselves due to lack of detailed programming.
Exploit = advantage over other players. Everyone has equal chance to use this.
You are talking to the same Dev team who said that Combat Medic was working as intended, then claimed the range was bugged, after repeatedly saying it's fine.
DocSavag
Sun Aug 08, 2004 9:16 pm
#49
Barris the name of the skill mod is "Manage Vendor" the effect of the skill mod after Publish 10 will be that you won't be able to manage any vendors unless you have the right number for your skill level. Its done. Stop arguing it. Its moot.
Barris
Sun Aug 08, 2004 9:23 pm
#50
I'm arguing its pointless to try to fix it so late in the game, considering what % of the population now relys on this? Not arguing, just making my case. I understand it's not your fault when it comes down to it about this whole 'fix.' I'm just bringing up this in hopes that the Dev's will realize the massive impact their surface level programming which they are going to fix will have.
lol, moot.
Hero_DarkJedi
Sun Aug 08, 2004 10:02 pm
#51
Barris wrote:
I'm arguing its pointless to try to fix it so late in the game, considering what % of the population now relys on this? Not arguing, just making my case. I understand it's not your fault when it comes down to it about this whole 'fix.' I'm just bringing up this in hopes that the Dev's will realize the massive impact their surface level programming which they are going to fix will have.
lol, moot.
Barris ... your not in business are you? what kind of a job do you hold? have you ever gone to your boss with a problem? and the Boss agreed it was a problem? but said it's something that will have to get taken care of next quarter? or next year?
It's never pointless to *fix* a problem. A peson should not be able to fill up a vendor with stuff after they dropped the skill to do so. You argue the tree only allows you to "drop" a vendor. But that is so "self-serving" as to be laughable.
It was not as intended ... it's was stated it was not as intended ... don't cloud the issue with the "combat medic" bologna ...
The dev's knew this was a problem ... and now they are fixing it ... as a matter of fact, if it wasn't for folks that think like you, the entire merchant community would probably not be the nerf bat quite so hard. So pat yourself on the back ... you caused some of what we are heading into now.
bluejanus
Sun Aug 08, 2004 10:06 pm
#52
I'd venture that besides whatever other insidious purpose they have, they wanted to make merchant a more viable class. Seriously, how useful was Image Designer before the stat migration thing? Considering how much of the game playerbase wear their composite helmets 24/7, not much point in changing your facial features. But a merchant is as Hork said, someone who sells or resells products. A distributer, an advertiser, a franchise ofsellable goods that other people ( crafters and scouts) produce which was probably the SOE vision of the class. Someone who would assist in the interconnected player economy. Sure you can use the bulky vendor in the Artisan tree, but it's pretty much utilitarian only (Imagine if you named your bulky vendor 'Desiree' dressed it up in a fleshwrap and had it try to flirt with customers, definitely not the same draw as a npc vendor), and anything you can do to enhance customer interest in your product would be a plus.
Brilyn wrote:
< The ultimate point of the profession is the ability to market and sell wares created either by yourself or other crafters, using various tools that should have been exclusive to the class. >
No, you can do that with the vendor provided in Artisan.
You can do it *more efficiently* with Merchant.
< As a stand alone class, it doesn't have much to offer, >
Vendors and advertising. That's all.
< I can make and sell everything by myself fest its become on some levels. >
I can't make everything. At all.
Hyperbole is not conducive.
Stick to the facts.