Merchant Archive

Thread: Give me a single good reason why non-merchants SHOULD be able to use a vendor?

Trystian
Mon Aug 23, 2004 7:47 pm
#66

I'm not surewhat people would think of this, but just my thoughts....


I agree that we should have a limited item "mailbox add-on" for houses (made by Architects).


BUT, I also think:


1)Vendors shouldn't be given out until you hit novice merchant

2) The business branch of artisan should be revamped to accomodate more "artisan" skills, not business skills

3)The merchant tree should be a Basic skillset, not an elite one. That way it would only take 15 skill points to get a vendor, and not 24

My thoughts, take them or leave them. Value: $0.0001 credits

-Trystian



Going out of Business! Closing Doors Soon. Slashing prices! Come quick before it's all gone.
________________________________________________________
7TRYSTIAN VENDOR MALL8
2.5km from Theed & 800m from Veritas (-2171, 5419) on Naboo (Bria)
Millions of Various Natural Resources in Stock
Master Weapons by Donah, Master Armor by Doobius, & Master Structures by Satas, Artwork

DragonScout
Mon Aug 23, 2004 10:37 pm
#67

That was a suggestion I made a while back as well... remove merchant from elite profession status.. make it a basic profession... and then on top of that.. remove the skill point cost. I don't understand the justification behind having merchant -- a utility profession -- costing 92 skill points, when the pilot professions are going to use phantom skill points.

As far as why non-merchants should be able to use a vendor.. I have said my piece on that. I will just point out again that merchant, by itself, is not a stand alone profession. It is a profession that encourages you to not be in game, or to be doing other profession related things -- which is the biggest sign of a problem in my opinion. It is a profession that encourages secondary accounts and mule characters. And it is completely passive. You stock vendors and wait. That is it. That is the extent of playing a merchant. You place vendors, you stock vendors, and that is it. Anything else you want to try to claim you are doing because you are a super special merchant, is bull. And to me, that is not a profession worth 92 skill points.

And if that classifies a 'real' profession... then why can I not load my t21 and send it off to hunt while I am logged out of the game? And come back to a backpack or two filled with loot. I am not even going to refer to macros and third party software... I am specifically talking about the game mechanics in place that support the professions.

But whatever. A utility profession got a nerf. Instead of doing anything to actual improve the profession as a whole.. they nerf it... at first really severely so that then when they pull back and 'give in' people forget that they are actually nerfing a utility profession instead of making it into something viable and stand alone. Fairly brilliant on their part.



Zerathi/Shawn -- the grumpy wookiee of Shadowfire
Super_nice_jedi
Tue Aug 24, 2004 12:13 am
#68


Heres two undisputeable reason:



  1. Artisan Business III

  2. Artisan Business IV


but besides those, the one reason I'd give is: Medics especially at Organic Chemistry IV, that gives the title Stimpack Chemist, heres the meaning for Chemist: http://www.hyperdictionary.com/dictionary/chemist%27s+shopYes thats right, it says "a retail shop where medicine and other articles are sold". So Oganic Chemistry IV should have vendors+1.




---------------------------------------------------------------------------------------------------
You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
Iannyen
Tue Aug 24, 2004 12:25 am
#69






Super_nice_jedi wrote:


Heres two undisputeable reason:



  1. Artisan Business III

  2. Artisan Business IV


but besides those, the one reason I'd give is: Medics especially at Organic Chemistry IV, that gives the title Stimpack Chemist, heres the meaning for Chemist: http://www.hyperdictionary.com/dictionary/chemist%27s+shopYes thats right, it says "a retail shop where medicine and other articles are sold". So Oganic Chemistry IV should have vendors+1.







Ok, I'll give you #1 and 2 on semantics.


The third is rediculos. Your link is to the definition of a Chemist's Shop. If your character is a building that specializes in chemicals, thats cool, but I don't think too many people are going to want to play the role of a building.


The definition for a Chemist is :[n] a health professional trained in the art of preparing and dispensing drugs





Iannyen Cap'asin
Offer Vendor: Mith Elaniouth Goodth
Corellia, Junction, 1212 -4809

Selling Top Quality Furniture at Coronet Mall;
Personal Orders are available, as well as decorating services;

Master Architect, Master Merchant, 100% hawt.
Super_nice_jedi
Tue Aug 24, 2004 12:34 am
#70






Iannyen wrote:





Super_nice_jedi wrote:


Heres two undisputeable reason:



  1. Artisan Business III

  2. Artisan Business IV


but besides those, the one reason I'd give is: Medics especially at Organic Chemistry IV, that gives the title Stimpack Chemist, heres the meaning for Chemist: http://www.hyperdictionary.com/dictionary/chemist%27s+shopYes thats right, it says "a retail shop where medicine and other articles are sold". So Oganic Chemistry IV should have vendors+1.







Ok, I'll give you #1 and 2 on semantics.


The third is rediculos. Your link is to the definition of a Chemist's Shop. If your character is a building that specializes in chemicals, thats cool, but I don't think too many people are going to want to play the role of a building.


The definition for a Chemist is :[n] a health professional trained in the art of preparing and dispensing drugs








Ok, I made a slight boo boo, did a search for "chemist" on yahoo and it brought up that, didn't spot it was actually "chemist shop"


Anyway the term "dispensing drugs" means selling them



---------------------------------------------------------------------------------------------------
You're out of time, SOE The whole 2.5 months shouldn't have been. The game was fine up until Nov 15th. If the CU was worked on, instead of devoting time to the NGE (including the many months prior to November), the game could possibly be totally bug free by now.

My account cancels on 2nd Feb, which was a waste as only played game for 1 day to get the life day gifts, will be resubbing when creature handler, Bio-engineer, scout, and ranger return, oh and the FS village.
CowboyBothan
Tue Aug 24, 2004 12:53 am
#71






Super_nice_jedi wrote:





Iannyen wrote:





Super_nice_jedi wrote:


Heres two undisputeable reason:



  1. Artisan Business III

  2. Artisan Business IV


but besides those, the one reason I'd give is: Medics especially at Organic Chemistry IV, that gives the title Stimpack Chemist, heres the meaning for Chemist: http://www.hyperdictionary.com/dictionary/chemist%27s+shopYes thats right, it says "a retail shop where medicine and other articles are sold". So Oganic Chemistry IV should have vendors+1.







Ok, I'll give you #1 and 2 on semantics.


The third is rediculos. Your link is to the definition of a Chemist's Shop. If your character is a building that specializes in chemicals, thats cool, but I don't think too many people are going to want to play the role of a building.


The definition for a Chemist is :[n] a health professional trained in the art of preparing and dispensing drugs








Ok, I made a slight boo boo, did a search for "chemist" on yahoo and it brought up that, didn't spot it was actually "chemist shop"


Anyway the term "dispensing drugs" means selling them






Sure, if you want to sell medical supplies, go ahead and get stimpack chemist (or master doctor for that matter) and master Merchant. Problem solved. Otherwise you can give your med supplies away for free, that is a valid meaning for dispensing too!



Ral Sora
Master Merchant, Master Smuggler

Ral Tech Industries, Coronet Corellia
Ral Tech Industries, Olympus Corellia
Gorath
Fred75
Tue Aug 24, 2004 4:57 am
#72






TxRoadDawg wrote:





Fred75 wrote:

Ok, why SHOULD you be able to place and use a vendor that you dont have the skill to do so with? Dont worry, I'm prolly not going to reply to each and every reason, I just like to get a good laugh.









1)lets see, i dont have to stand outside the starport spouting useless dribble about how uber my 1k a crate powerups are. Coronets already flooded with crap as it is, and sadly more people are learning how not to go afk while macroing their garbageso the spams harderto filter out again.


2) with a 25 item and 6k cap limit the bazaar is worthless except for small quanties of low quantity items. its so flooded with worthless overpriced junk its already useless for 90% of items. ie looted cdef pistols for 3k and 10-100 lot units of resources at 60cpu and higher with no stats over 100


3) i can pick up any combat weapon and use it, i dont NEED master pistol to shoot a geo blaster or master sword for a scyth or tkm for vibro knucks. i dont have to HAVE the skills to use them, they just dont work as well. i dont HAVE to have master merchant to have my 3 little vendors run, i just cant chage the bark, dress them funny, pick a specific race for them or get cost discounts. whats the difference tween the two


i dont want to seem too cynical about merchant and vendors or imply that everyone does this, that or the next obnoxous thing such as spewing spam afk all day i totally agree with pulling empty vendors off the map andthink there should evensome minimum like 25 items on it so fools dont just stick a unit of hide on it for 999999999 cu to keep it on the map. the problem with this nerf is i see NOTHING at all gained for the merchant sp now except more vendors on the high end that few people will ever really use/ thatversus ALOT of hassles and inconvience created now for the community when they can no longer easily find items they need isnt worth it to the game imho. also NOTHING stops me from still macroing up biz to nov, planting and stocking vendors and dropping it all in 60 minutes or less. Id love a good laugh too Fred but adding more inflation so merchants can get their cut for resellingcrafters itemsto bria's already screwed economy isnt funny to me anymore






OK, here again, those are 3 reasons, but not good ones. You are still asking for something without skill point usage, that benefits you. Those are 3 good reason that you'd like to have them, but they are NOT 3 good reasons while you should get them.




Bandola
Tue Aug 24, 2004 5:14 am
#73

I agree, I never play my Merchant as a merchant, I have the skills because I chose to get them primarily to get the vendors and the reduced maintenance costs, I no longer worry about the reduced costs, this is peanuts now, but the vendors are there to support my Architect business. I could surrender the rest and just hold onto the business line and keep the vendors (I don't even need the extra Master gives me), but until I can think of something better to use the points for...

It is a choice I made very early on, I want to run a business, ergo I need vendors, so I need some merchant skills, I do not see why anybody should be able to put up a vendor unless they have the required skills, you cannot craft the higher range stuff in any crafting profession without the skills first, so why should just anybody be able to place a vendor?

It's all about choices, you want to do something, you gotta get the skills, that is the backbone of the game. Take that away from ANY part of it and you start the downhill slide.

Just my view. Nobody has to agree with me.




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Wire3k
Tue Aug 24, 2004 8:11 am
#74






Bandola wrote:

I agree, I never play my Merchant as a merchant, I have the skills because I chose to get them primarily to get the vendors and the reduced maintenance costs, I no longer worry about the reduced costs, this is peanuts now, but the vendors are there to support my Architect business. I could surrender the rest and just hold onto the business line and keep the vendors (I don't even need the extra Master gives me), but until I can think of something better to use the points for...

It is a choice I made very early on, I want to run a business, ergo I need vendors, so I need some merchant skills, I do not see why anybody should be able to put up a vendor unless they have the required skills, you cannot craft the higher range stuff in any crafting profession without the skills first, so why should just anybody be able to place a vendor?

It's all about choices, you want to do something, you gotta get the skills, that is the backbone of the game. Take that away from ANY part of it and you start the downhill slide.

Just my view. Nobody has to agree with me.







You are using it as a utility class because you don't WANT to do anything else - that's cool, but most players have a wider range of interests than just crafting. I am 99% crafter myself, even with multiple accounts - but even to ME - it's a ultility class.


And what folks tend to ignore is the fact that no one has ever 'put up' a vendor without the skills. They had to have them at least once so it's not exactly like 'just anyone can have them'.


And the game is about choices - what I maintain AS a master merchant, and what many nonmerchants maintain is - splitting a function off as an elite class that's pure utility is a poor decision.


Given SWG has a total PC based item economy it seems to have attracted more than normal player share of those that wish to be crafters. This is a good thing, but it's the rare crafter that has zero interest in anything else in the world. *I* happen to be one of them, but I'm a weird duck - and I know it. The question will come down to - how many people are willing to pursue crafting as their ONLY activity and it's a very poor bet that enough will to sustain what the game NEEDS in goods.


It is all about choices - it's about giving folks enough range in their choices that they feel complete and satisfied that their contribution to the world so that they continue to pursue them and everyone hooks together doing their part so the world continues to function. Trying to shoehorn players into just one niche isn't satisfying for most, yet those that only desire one niche CHOSE that and are happy also.


And 'their part' cannot be codified into professions - that is turning it into a class based game, and SWG is not a class based game.




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BoberFett
Tue Aug 24, 2004 1:09 pm
#75








DragonScout wrote:

This is just it though. You don't need merchant. You need the utility of vendors. There is nothing TO merchant. So how exactly is that a choice? What exactly is the point in crafting items if you don't want to sell them?






You don't need Commando, you just need the utility of a flamethrower.


The only reason there's nothing to merchant is because until now you could have vendors even though you were no longer a merchant. Now that they're closing that loophole, there is something to merchant. Everything is working properly now.
Wire3k
Tue Aug 24, 2004 1:24 pm
#76






BoberFett wrote:



. Now that they're closing that loophole, there is something to merchant. Everything is working properly now.







Brother - I bet the dev's wish there were a few thousand of you - you sell out REAL cheap.



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DragonScout
Tue Aug 24, 2004 1:36 pm
#77

Wrong. Anyone CAN use a flamethrower. Being a commando just increases your skill at USING it, and gives you special moves to perform WHILE using it. There is a difference. Not to mention that you get a variety of things to actually do while BEING a commando.

And vendors are not enough to make a profession out of. I am sorry, but placing vendors and then stocking them -- which is all the tools you actually get from the profession -- does not make a profession.



Zerathi/Shawn -- the grumpy wookiee of Shadowfire
Scoooter
Tue Aug 24, 2004 2:18 pm
#78






DragonScout wrote:
Wrong. Anyone CAN use a flamethrower. Being a commando just increases your skill at USING it, and gives you special moves to perform WHILE using it. There is a difference. Not to mention that you get a variety of things to actually do while BEING a commando.

And vendors are not enough to make a profession out of. I am sorry, but placing vendors and then stocking them -- which is all the tools you actually get from the profession -- does not make a profession.






Well anyone CAN use the default vendor THE BIZARRE


Except Vendors are not tools. They are techically hired NPC characters or droids.


You need to just stop and just read the dev responses. It was never inteneded that people could keep vendors after dropping the skill and the skill is the management of vendors not placement.





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