Merchant Archive
Thread: Changed again, can have all items on 1 vendor if you want
- must have limits of marketing more, much more, than 4000 items in total
The key word in the above statement is 'Storage'. While the changes list in this post will be a saving grace for Merchants, *I* will be horribly screwed. I have posted before on both the now 'vanished' thread and its replacement. I have a vendor that has over 2000 items on it 'for sale'. I do not use it for storage. I do not stuff items in packs to make it easier to 'restock' them when they cycle out. Everything on my vendor is for sale. If I understand the way these changes will be implemented, I will have items hit the 30 day limit and hit the stockroom. Once there, so long as there are 250+ items on my vendor I will not be able to place them for sale. That means that I will have inventory pouring out of my vendor like a run away drink machine. Am I supposed to lose all that inventory? Am I going to be forced to keep only the high credit items and just replace everything else? I have cycles that drop up to 400 items. And I KNOW I do not have anywhere Near the required storage to hold all of it.
DocSavag wrote:
HunterCotC wrote:
Doc,
Maybe I missed it or there is no change. Do bagged items (armor, etc) count as 1 item for 10 items (composite suit + bag)? I remember you said in test previously that bagged items counted as 1.
Concerned Master Armorsmith / Master Merchant
On TestCenter currently they count at 1 item. I am asking about that now. Frankly in all fairness they need to count as the volume and not as 1. Its just not right that you can store 7500 items in backpacks at Business IV..that has to change.
amh9876 wrote:
Izit_Dedyet wrote:
amh9876 wrote:
If I get Management 4, I can put up 2750 items across 9 vendors.
I still think the RIGHT answer needs to spread the additional items across ALL the skill boxes in Merchant.
Nah - I don't think so.Most other professions allow you to 'dabble' (I had just novice pistoleer for a very long time and was still able to kill stuff with a pistol, 0013 swordsman kicks some, 4000 TKA - is this the most useful line of skills in the game? -, etc...)
Are you nearly 70% as effective as a TKM? Not even close - you're not even 10% as effective as a TK Master with just 4000.
DocSavag wrote:
HunterCotC wrote:
Doc,
Maybe I missed it or there is no change. Do bagged items (armor, etc) count as 1 item for 10 items (composite suit + bag)? I remember you said in test previously that bagged items counted as 1.
Concerned Master Armorsmith / Master Merchant
On TestCenter currently they count at 1 item. I am asking about that now. Frankly in all fairness they need to count as the volume and not as 1. Its just not right that you can store 7500 items in backpacks at Business IV..that has to change.
Edited: Yep I misread it .. 250 it is at Business IV now.
Message Edited by DocSavag on 08-20-2004 08:41 AM
DocSavag wrote:
Some additional changes.
The revised-revised Vendor limits are as follows:
Artisan Business III: Get 1 vendor that will hold a total of 100 items
Artisan Business IV: Get an additional vendor and a total item limit increase of +150
Merchant Novice: Get an additional vendor and a total item limit increase of +500
Merchant Efficiency III: Get a total item limit increase of +100
Merchant Efficiency IV: Get an additional vendor and a total item limit increase of +150
Merchant Management I: Get an additional vendor and a total item limit increase of +500
Merchant Management II: Get an additional vendor and a total item limit increase of +500
Merchant Management III: Get two additional vendors and a total item limit increase of +500
Merchant Management IV: Get two additional vendors and a total item limit increase of +500
Merchant Master: Get two additional vendors and a total item limit increase of +1000
- Medic: Organic Chemistry 4, which brings title "Stimpack Chemist", a title which suggests selling the meds, and also would remain for Bio-engineer, Doctor, and Combat Medic
- Entertainer: Musicianship 4
- Smuggler: Slicing 4 or Spicing 4
- Scout: Survival 4
- any other profession that has a craftable function, not derived from Artisan
Its not a complaint, just a suggestion, but the medic one should be the one to be considered the most for a vendor, and if anybody wants to get into selling in a big way, then go to Merchant.
Super_nice_jedi wrote:All these changes are good, although it would be nice to see an additional vendor and item limit as Bus 3 (or maybe slightly less) on these skills
- Medic: Organic Chemistry 4, which brings title "Stimpack Chemist", a title which suggests selling the meds, and also would remain for Bio-engineer, Doctor, and Combat Medic
- Entertainer: Musicianship 4
- Smuggler: Slicing 4 or Spicing 4
- Scout: Survival 4
- any other profession that has a craftable function, not derived from Artisan
Its not a complaint, just a suggestion, but the medic one should be the one to be considered the most for a vendor, and if anybody wants to get into selling in a big way, then go to Merchant.
I disagree with this. With the exception of BE all of the other professions that craft items do so for the benefit of their own profesion. If they choose to sell those items instead of consume them then they rightly need to aquire business. Wait you say..they want to do combat too..well choose which is more important to you. If you want to be a good combat person and a good doctor you can't be merchant. Its just not possible with the skill points you have to expend to do those things so you ahve to decide which you want.
BE is a special case and I wish something could be done with it. Currently though you can be a BE and aquire a vendor its just tough to do and get all the things it takes to do be properly. You have to give up somethign and make it tougher to be a BE in order to market the goods. That is unfair since marketing their goods is the only thing the professioin does but right now I don't know of a great solution that doesn't cause issues with the way the merchant profession is structured.
Raijen_ArDesh wrote:
You will be unable to place any new items for sale untill both
- Your items for sale are under your aggregate limit
- Your number of vendors placed are under your limit
All your existing items should remain where they are, and drop to the storeroom after the usual sale period. And of course all items in the storeroom poof after 7 days.
Hope this helps
Thank you very much. That gives me some time to work something out, and not fear losing all my architecture inventory. I appreciate response.
-Artex
Super_nice_jedi wrote:
It just seems a bit unfair that these extra professions have to spend 24 skill points to get at least one vendor, when artisans only need to spend 9 points.
/bonk
Artisans have to spend the same skill points you do. They just happen to be in their chosen skill tree. It's the same as me arguing that I have to spend more skill points than you do to get the same combat skills ![]()
Wasn't talking about combat professions, but the other professions that have crafting abilities, like medic/bio-engineer etc, that have the potential for merchant business, just as much as WS/AS/DE/Tailor/Chef etcI agree with you about Marksman-BH/Brawler-TKA etc, as nothing from those professions will produce saleable stuff.
Iannyen wrote:
Super_nice_jedi wrote:
It just seems a bit unfair that these extra professions have to spend 24 skill points to get at least one vendor, when artisans only need to spend 9 points.
/bonk
Artisans have to spend the same skill points you do. They just happen to be in their chosen skill tree. It's the same as me arguing that I have to spend more skill points than you do to get the same combat skills