Merchant Archive
Thread: Before you cast the first stone...
I use it all the time. Quite frankly, 20% reduction on my 384/credit per day house is pretty insignificant. Even on a harvester it isn't that much, at least not enough for me to go out of my way to do it. I and my friend both have a merchant character. I also have admin rights to a guild hall, 20 factories, and about 15 houses (not lot swaps) from friends that also play the game.
With this many structures to maintain, it is easy to let one go low on maintenance by accident, so I or my friend often put maintenance in friends' houses, factores, or the houses that we share loaded with resources and harvesters. I could care less if they remove this or not, but to say that I'm exploiting because I'm paying maintenance on a structure I have admin rights to is ludicrous.
Bazalan wrote:
I think anyone should be able to place one bulky vendor crafted by a DE.
I don't want ultra realism in this game. I don't want merchants like Donald Trump.
One percent of the populace controlling 99% of the money.
You kept my interest in your response right up to the point about the 1% thing
Having BE and DE'sselling vendors to Merchants is a wonderful idea. It would definetly enhance our relations with those specific crafting professions. I would encourage the devs to work on this. Of course they could only be laid down by Mechants and Buisnessmen that have the appropriate skills to operate them, which I know that was your original thought.
This issue with "One percent of the populace controlling 99% of the money" is without basis. With your logic in effect, only 10% of the population NOW control the money: From Crafters!! And a good portion of them are already making money off stolen skills from the merchant tree, so really they are not helping the ecomony at all.
You also forget that the Merchant ranks will not be a static number. With a changethe dynamic in who can actually drop down vendors legally (i.e. Buisnessmen and Merchants), the merchant profession can only grow by leaps and bounds, as more people invest in its skill tree to get the tools that they have been exploiting before, no matter if they are alt characters, a secondary addition to a crafters skill allocation, or actual dedicated merchant players. Your so called "one percent" is strictly a fantasy number.
Songe wrote:First off, 1% is totally unrealistic. Second, it's up to you to get a vendor or not and be in that %, whatever it is. You just seem to forget that there are other ways of making money than vendors.
Yes it was an overstatement regarding if Merchants got all their wishes.
The simple fact is a vending machine is more basic than a speederbike in technology.
Heck, I owned and operated a coke machine when I was 15. It's a no brainer and
anyone should be allowed to have ONE without expending SPs.