Merchant Archive

Thread: The nonskilled ‘merchant’ problem – or be careful what you ask for.

Elioi
Wed Aug 18, 2004 10:04 pm
#66

Well people are allowed to grind up Politician and dump all those skills while still retaining everything they dropped while they had th SP invested, they just have to pay maint...hmm like vendors.


People are allowed to keep their cantinas, Theaters, and Hosptials after dropping Chef, Dancer, Musician, or Doctor, they just have to pay maint...hmm just like vendors.



Can you make the argument that City structures should berendered inert anddestroyedwhen somebody sacs those skills for more template freedom? There is a decent comparison.
Wire3k
Wed Aug 18, 2004 10:47 pm
#67






SeraphinAnnie wrote:


We're going in circles. I am NOT disputing that it would be a good idea to allow Combat templates to be able to sell items too, thus my suggestion of 1 freebie limited use vendor. No need to argue that point, as it's not the current argument, at least not with me specifically.







We're not going in circles - you've pretty much agreed with the reasonable position most people being affected by this have taken. Did you get a good look at the state of these forums over the last few months?


Do people always ask for more - of course, that is human nature - apparently it's human nature on the dev's side to lowball as well - I don't like games like that.


Another argument which is being addressed is empty vendors - most often blamed on those that no longer have skill - when it's far more likely they are due to folks that no longer have an ACCOUNT. No one likes empty vendors - I've not seen a single post yet that those are fine and dandy, needed or wanted - matter of fact it takes an act of Congress to get one removed in your OWN shop - even if you KNOW the owner left the game.


For players that have very real needs that intended or not - vendors have sufficed for - it's just as important to them and their gameplay as item counts were to merchants that they be considered and somehow addressed.


But if those concerns aren't presented by the MERCHANT community - who is there to do it?



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Wire3k
Thu Aug 19, 2004 12:03 am
#68


The part where, in 2 pages of replies, you neglected to ever post that you were a legitimate Master Merchant. The only thing I remember you posting was "I have merchant skills".


So only 'masters' are legitimate merchants now?


There's also no need to call "your" profession's Correspondant a loser


Excuse me - when did I ever call Doc a loser? He's had a hard thankless job that at the moment I wouldn't take for all the tea in China.


That's the two chief defenses of 'merchants' here about this issue - sell on the bazaar - go hawk in person in front of the starport, the loser was referring to merchants talkingTO nonmerchants that have come here time and time again asking for a little consideration of their problems.


And there are MANY problems, very legitimate concerns that EVERYONE has. Right, wrong or otherwise, so far those issues have been somewhat sufficiently addressed by using vendors to fill in the gaps of functionality. The workarounds are being removed without any consideration whatsoever by this community in general. Who is THEIR correspondent? Who is going to stand up for them and say - yeah, this is a problem and it needs to be addressed? The way they've been treated in these forums makes me ill. Oh yeah right - that's not your problem.


It's not unfair to me in the least little bit that someone without merchant skills can have vendors. They have higher maint than I do, they can't change up barks or anything else that retaining skills lets you do. I'll grant you - there aren't nearly enough perks - and perks I - nor any nonmerchant would blink at loosing with skill - THAT is the choice. The fact that the class AS a class sucks isn't any players fault. Did you even bother to read my letter? Yeah, I think merchant should be WORTH the skillpoints invested - at that point I doubt you'd find nearly as much resistance. Throw in some measures to address the void left that vendors provided - or examine the underlying systems so the NEED isn't present - I think you'd find most people would be fine with 'merchant as a class'.


And I'll guarantee you - as long as players fight among themselves the dev's have divided and conquered and you've given them absolutely zero incentive to expend the considerable effort that will be required to address these concerns.


No one in this game is A CLASS. It's a chinese menu where you are SUPPOSED to be able to find your niche - and yes, that is exactly what skill limits are all about. You aren't wrong about that - how many times do I have to say BOTH sides have extremely valid points? But it's not the merchant's fault that the devs have neglected to include the needed functionality nonmerchants need - and it's not the nonmerchants fault that functionality was provided by 'class' functions and their interests are reasonably in enough areas that the class is woefully insufficient.



But the same human nature that made merchants feel 'poached' is the motivation you'll find behind enterprising individuals that not only have no voice, but can't even get any consideration here. Youfelt disenfranchised - now they do. What this change has done is given them the motivation and means to really gum up the works are they so inclined. Normal economic cause and effect goes out the window when other reasons or causes become primary.



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Wire3k
Thu Aug 19, 2004 12:24 am
#69






DocSavag wrote:
Ok..so people will be willing to take a 293k loss and sell their Uber loot kit item on the bazaar but they can't be bothered to risk selling it through a merchant who might take 20%?

Are these the brightest loot collectors?






If money and economics are no longer the point - yeah.


If you are looking for reasonable methods where is the infrastructure to support this so that all the risk is not on the seller?


Workin on it - sorry, track record is rather poor in this area. Between never addressed bugs and continuing promises on this and that - forgive me if I'll believe it when I see it. You have to address the problems FIRST.




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Iago_C
Thu Aug 19, 2004 12:38 am
#70

Dude. you really need to chill... You're starting to sound like Kim iL Jung with that kind of rhetoric. Heck, by the middle of your post I expected you to start screaming on how the Merchants wanted to take over the Sudetenland.


As for your assumption that many merchants could be taken out by the bizaar, I say this: At 25 items at a max of 6k Per Item (total value of 150k per account) how many people are going to spend the time crafting high quality items just to stick it to the merchants? Yeah, credits are easy to get in this game, but how many master Armorsmiths are going to spend God knows how much making Composite Armor Helmets to only get back 6k? How many people will wait three days to gather 48,000 units of a resource (The break even point for resources costing .125 cpu) just to stick it to the merchants? How many warriors are going to take that Gong Adhesive and put it on the bizaar just to stick it to the merchants?


Will people who exploited the system be pissed off? Sure. Will crafters that want to sell on their own vendors have to remove skill points from other areas? Yep. Will the Non-Exploiter general population of the game give a damn about it? Not in the least.



Supporting My Local Crafters One Swoop At A Time.
Tashaa Kerensky-Ward:Master Bunnyhugger
Erica- Durnislayer: Redheaded Stepchild


Vandaemus
Thu Aug 19, 2004 3:41 am
#71

The thing that really bugs me is the fact that combat types are complaining that they have to spend "extra" sp compared to the crafters to sell their "specialised itmes". what about crafters like myself who need meat or hide in my products ? why should i have to spend "extra" sp in order to harvest them ? why shouldnt i be able to use, say, a pistols 3 weapon free and certified without having to expend the skill points and have harvesting so that i can collect the things i need ?


the simple fact is that i make a choice. i am a chef / tailor / merchant and that leaves no points free for combat or scout so i have to BUY resources from some other characters. You have a choice too, you can have a good combat template but have to rely on someone else, a merchant, to sell your goods for you. thats how its meant to work and it also gives a real purpose to be a merchant.


Because so many have had the advantages of merchant without spending the sp's they view it as a worthless profession. this change will bring at least some purpose back to the profession




Laskia / Dalvara - Infinity - Crafter / Gun-Bunny
SeraphinAnnie
Thu Aug 19, 2004 4:33 am
#72

Elioi:

That's actually not a good comparison for 2 reasons:

1) Those are structures, not vendors. They may have maintanence in common, but that doesn't make them the same.

2) If memory serves, it's already been said that it was also not intentional for people to place cantinas, and drop the skill that allowed them to place it either. Don't be surprised if that changes in the future too.



Wire3k:

The only reason I said we were going in circles is because your previous post was rehashing a lot of your points, ones that I have already understood and agreed with, as if I hadn't. So, it seemed as though we were not really getting anywhere. But if not, then fine.

You did not respond to my hypothetical scenario though. Regardless of the desire for a freebie vendor, in the general sense of things, do you really think that people using "the bug" is fair? Do you think it would be fair, if people continued to do it, even if they were given a freebie vendor?



I've acknowledged all your points as best as I can, but that^ one is *my* whole point that you haven't really agreed or disagreed with. I'd like to know.



Lo'ehe Zor
~~~~~~~
Master of "Lo's Clothes"
Bestine -2030, -3300
Coronet -227, -5540
Ahazi
DarthAbbyssal
Thu Aug 19, 2004 6:14 am
#73






Meandra wrote:

The first scenario is ludicrous. Who is going to be selling stuff in the bazaar for 6k each? It wont be the elite crafters, if they want to make a profit.


I can't even relate it to other elite crafting professions like ...weaponsmith. They are going to spend the points in merchant or find a merchant to resell their stuff, otherwise they aren't going to make a profit.




What? Do you truely know howlittle it costs to make weapons? I do, I am a MWS as well as a merch, though no longer master there. Yes, you are right...I dont sell weapons on the bazaar for 6k...I sell at 5k or less. I've done the math, I know what my costs are, andI still reap huge profits. There isn't a single weapon that costs me more than 1.5k to make. If any of my customers want 'special' items in their weapons, i insist they bring them to me for the combine, I don't buy any of those things at their current overinflated costs. I harvest my own resources, and have guildies who assist with that.

DocSavag
Thu Aug 19, 2004 6:15 am
#74

FWIW as far as skill point checks are concerned assume that the devs NEVER intended them to be abused the way they are. The problem is a technical one which relates to how structure data is stored.

In a nutshell your character has no clue which structures it owns or doesn't own. It knows only how many lots it has left. The data about ownership is all stored with the structure itself which has no clue what your current skill levels are. To check they have to do it at specific events (in the vendor example when you try to put someing up for sale) Checking every time you enter a building could be very laggy as the number of checks would be staggering on a server wide basis. So its problematic to enforce ownership rules for Cantinas, Hospitals, Theaters and Merchant Tents. That doesn't mean they won't do it. Just that its complicated and they have a lot of things to handle.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



lisasdarren
Thu Aug 19, 2004 6:25 am
#75






-Droideka- wrote:


Will people who exploited the system be pissed off? Sure. Will crafters that want to sell on their own vendors have to remove skill points from other areas? Yep. Will the Non-Exploiter general population of the game give a damn about it? Not in the least.


Wrong. We DO care about having to waste skill points on a profession just so we can sell our specialized items. Skill pointrequirements should absolutely be removed from the merchant class.





I don't know what your 'specialized items' are, however i guess you mean things like med packs from docs an CMs, tissues from a BE, slicing tools and spices from a smuggler etc?


Well here is another point of view...


Docs and CMs can create meds so they can use them, if they'choose' to become a seller of meds then they need to invest in some business skills as they are choosing to go into business, its not necessary for them.


Smugglers, well slicing tools are tools of the trade, they can make them so they can use them, if they choose to go into business they can. Spices are supposed to be illegal, sold in back alleys for cash, not available on public vendors as they are today. However if a smuggler wants to go into business as a spice dealer they need to get business skills.


BE's are a difficult one, half the profession is dedicated to creating pets, tissues etc. which are really only there to sell, while tissues can easily be sold in bulk to tailors and chefs by offering them to their vendors, they need a store to sell pets in any big way. Does this mean they should get a free vendor? No! they can learn the business skills just like everyone else, after all BE is a hybrid profession and taking any hybrid profession limits what else you can do more than any other profession.


So most non-artisans have no 'need' for a vendor, unless they want to go into business, if they want to go into business they need business skills.






Trax Treort - Rifleman, Fencer & Imperial Pilot
Elioi
Thu Aug 19, 2004 7:26 am
#76


Because I still lack good quote-fu: Me in Red, SeraphinAnnie in Yellow.


Elioi:

That's actually not a good comparison for 2 reasons:

1) Those are structures, not vendors. They may have maintanence in common, but that doesn't make them the same.

Following the same logica comparison between Merchant and Rifleman (oft used in this forum)doesn't hold water then, because Rifleman deals with rifles and specials, not vendors. Politician is a much better comparison, quite frankly because the boxes and skills share terminology, and they behave in comparable ways, they both deal with skills that allow and say "placement", they both currently allow upkeep after the renunciation of the skillbox, they both involve the management of a community function (shop vs. city).Politician also already have a check system in place with every weekly update. If the devs really intended people to all follow the same rules, they would impiment this at the same time. But why have they not? Answer follows in the next section.



2) If memory serves, it's already been said that it was also not intentional for people to place cantinas, and drop the skill that allowed them to place it either. Don't be surprised if that changes in the future too.


The reason you haven't heard about this, and virtually no threads are bantering about the same terms and arguments on the Politician board, Dancer board, etc. is that those communities have not made it a priority, because most don't have a problem with it. You will probibly never see developer time spent on this issue because of those communities. It is not on a single top 5 list - and certainly not the number one thing! People need to realise that it was Merchants that caused this change, Merchants that clamoured for the "poached" vendors to be stopped. Right or Wrong Merchants and Doc have thrust this forward to be the main item needed to be fixed for this profession. Some of us warned a couple of months ago that the loudest voices for this were going to get this bug focused on at the expense of improvements. With limited dev time and the really ambitious schedule they have you really only see fixes that will quiet the squeaky wheel, and this one has been screeching for a long time.


So while Wire3k's scenario is probibly not very realistic, you can expect two results - neither of which should be very catastrophic. First you will see anger - particularly from formerly happy people who are now forced to make a hard decision, many of them will leave the game I think (but that should just reinforce the haters here as theycheer and go through the self-delusion that less players mean more sales for them). And second you will see a short spat of dumping onto the bazzar which may have a short term detrimental effect to the economy (I know of at least 2 large retailers on Naritus already culling stock that will be untenable for large scale bazzar dumping to regain at least 6k on stuff rather then deletion).
DocSavag
Thu Aug 19, 2004 7:49 am
#77

Elioi your comparison to Politican isn't valid and I'll tell you why..the issue with politican is that the structures, once placed by the mayor, no longer belong to him. They belong to the city and the devs made a decision NOT to punish the city for the surrendering of skills by the mayor and to not create a situation where a new mayor had to have the same skills in order for the city to maintain its structures.

The merchant profession isn't the same. The POINT of having a vendor is to sell things. The skills you have in the profession facilitate doing that on a large scale 24 hours a day..giving up the skills was not intended to allow you to continue to sell things at the same rate and efficiency. There is no debate with me on their intent I spoke directly to the person who wrote this code and he said to me in front of a room full of witnesses "..that was an oversight on my part and will be fixed soon.."

The non civic structures are most likely not protected by skill point checks for the technical reasons I outlined above.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Wire3k
Thu Aug 19, 2004 8:45 am
#78






SeraphinAnnie wrote:


Wire3k:

The only reason I said we were going in circles is because your previous post was rehashing a lot of your points, ones that I have already understood and agreed with, as if I hadn't. So, it seemed as though we were not really getting anywhere. But if not, then fine.

You did not respond to my hypothetical scenario though. Regardless of the desire for a freebie vendor, in the general sense of things, do you really think that people using "the bug" is fair? Do you think it would be fair, if people continued to do it, even if they were given a freebie vendor?





Do I think an issue that didn't hurt anything but SOME merchant's 'feelings', but gave a LOT of people functionality they needed and increased their joy in their activities, evened out the economy and distribution patterns,promoted more activity between more players, and in fact was open to anyone at all if they earned the right the first time wrong?


Nice, short simple Tyrant answer - No.


Do I think it would be fair to leave that loophole open if the functionality that those other people NEED because of the underlying systems were addressed so the need was no longer present,or accounted for with other methods, or merchant was made worthy of being an elite class so nonmerchants and many merchants alike didn't feel like it was a 'waste' of skillpoints - qualified no, depending on if the issue was truly addressed - your mileage will vary with that one, depending on the quality of the 'fixes'.


In a choice between 'perceived' wrong and concrete practical 'wrong' - practical wins in my book every time.







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