Merchant Archive
Thread: Why Should People Who Don't Have Merchant Loose Their Venders, A Valid Arguement Why They Shouldn't
Andymantium wrote:
Regardless of what we think is right or wrong, it has been said that the current behavior is not intended:
Barris wrote:
The skill is PLACING. Not using. Plain and simple. We had to get the xp and do all the crap the current merchants had to inorder to have these venders, but we wanted to do something more with our template. So, tell me, how is this wrong? We still had to get the xp, and when we give merchant up, give up the skill to place new ones or do any of the goodies that goes with it.
From TH's "19 Answers" Thread, posted on 04-22-2004:
Merchant: Currently there is a lot of debate about the fact that there is no skill point check for managing vendors. Is it the intent of the development team that vendors operate normally even when owned by players who no longer have the Management skill required to place that vendor?
It was never intended for players to be able to keep and manage vendors after surrendering the Management skill boxes used to acquire them. This is scheduled to be fixed in a future publish and we want to upgrade vendors also, but it’s a bit early to start talking about that.
Original Post (scroll down to the Merchant question).
Quoting myself...
Why is there still a "placing vs owning" debate going on? TH made it pretty clear above that skills are supposedto belinked tomanagement, not placement.
Barris wrote:
3) Merchant is the only class that you can still get benifits from it, after you drop the skills. For god sake man think about it!
Creature Handler?
BoberFett wrote:
You're kidding right? Creature handler gets benefit after dropping their skill boxes? If you call a pet taking up a slot in the datapad that they can't call a benefit, then yes, I guess they do.
So then maybe they should get a vendor that they can't use.
All items immediately dump to the stockroom andthey can't add them back without skills.
But at least they'd still have the vendor.
That sounds fair.
Brilyn wrote:
Hey, Barris, I don't know why you're complaining.
They haven't changed any skill that you have.
The skill that you *had*, as you have so clearly stated time and time again "only allowed you to place a vendor". It stated nothing as to the storage capacity of that vendor.
So, you've lost nothing. No skills that you have have been affected in any shape or form.
Just like to toss in here while you sound like you are being a smart ass you are completely correct, and glad someone had the sense to bring something like this up. I thank you for making an actual arguement.
*AND* you got to keep your vendor. It's not going to be destroyed, as I understand it.
Actually, it will be distroyed if it does not have something on it within 2 weeks of being empty.
You're simply not going to be able to interact with it.
As it should have been over a year ago.
But, I don't believe that the skill (that you no longer have) states *anything* about granting you an ability to interact with the vendor. Just to place one.
Yes, they are making the codes for it how it should have been at the start. This far in the game it's just a pain for people in my situation.
So, what's your problem?
My problem is the gimpness that comes from having to have merchant to keep my shop open, can't have a shop open and a good template at the same time.
BountyBlunter wrote:
Question : If merchant is useless , why do you want the skills in merchant rolled out into your own professions ?.. If it were the case and merchant were useless then it should be removed from the game entirely and no skills should be passed on to the crafting professions at all as the crafting professions constantly state they are useless.. Sound logic I think..
Doc's said that in the past, but no one really came back with anything close to a decent response, and I expect I will probably just get a one star and ignored myself...
Message Edited by BountyBlunter on 08-16-2004 04:25 PM
Would you ask yourself this if looting was a seperate advanced profession? Distribution of goods is a natural 'payoff' of crafting. Those that value what other few benefits merchant as a class bestow (and I don't disagree if kept as a class should be far deeper) take up merchant.
Well, that's dumb - of course if I kill something I should be able to loot it - my point exactly.