Merchant Archive
Thread: Is the vendor nerf enough to make you want to quit?
Mor-Dan wrote:
If so, post here. Tell others about this thread. We know the only way to get them to listen is to hit them in wallet, so let's show them how many accounts they will lose if they go through with this vendor cap...
I may or may not quit SWG all together, but I would definatly be quitting the weaponsmith business.
Im a weaponsmith. Thats all I do in this game. I spend all my time restocking vendors, setting up factories and dealing with customers. I get less than an hour or two a week to go out and hunt.
So if this happens, either my work load has increased times8 since I will have to restock vendors 3 or 4 times a day rather than every other day, or I just throw in the towel and tell my customers "Sorry, but you'll have to catch a weaponsmith online and do custom orders from now on". And I DEFINATELY dont have time to do that.
Weaponsmithing has kept me enjoying SWG for 10 months now. I doubt monotonous killing of the same creatures over and over for no reward will do the same for me.
SOE was my first MMO - even though I've been gaming the better part of 18 years. One reason I stayed away from MMO's was my conviction that there was no way that game developers had the experience - or capital - to properly design & build a game of the scope of MMO's, much less one with the ambitions of this game.
For an MMO to succeed, it must be approached like an enterprise product, not like most other games are approached.
SWG has been an obvious example of non-existent design docs, non-existent development & deployment process and non-exsistent technical review of platform & system implementations.
This example is the latest proof of SOE's fundamental inability to create and run an MMO properly.