Merchant Archive

Thread: Why Should People Who Don't Have Merchant Loose Their Venders, A Valid Arguement Why They Shouldn't

Andymantium
Mon Aug 16, 2004 7:23 pm
#66






Andymantium wrote:




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.





Regardless of what we think is right or wrong, it has been said that the current behavior is not intended:

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.





K

BoberFett
Mon Aug 16, 2004 8:51 pm
#67






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?








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.


Sane people don't consider that a benefit though.
Elyssa
Mon Aug 16, 2004 8:59 pm
#68






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.





------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

BoberFett
Mon Aug 16, 2004 10:13 pm
#69

That'd be fine with me. It doesn't poof, but it doesn't function and bring in cash either. It just sits there until they get their skills back or remove it.
Brilyn
Mon Aug 16, 2004 10:20 pm
#70

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.



*AND* you got to keep your vendor. It's not going to be destroyed, as I understand it.



You're simply not going to be able to interact with it.


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.



So, what's your problem?



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
Barris
Mon Aug 16, 2004 11:01 pm
#71






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.






OckVofad
Mon Aug 16, 2004 11:07 pm
#72

The number one issue for Merchants has been the Skill-Drop exploit. It has been talked about ad nauseum.


It wont hurt the economy because people who really want to keep their vendors will bite the bullet and buy the skills. Mark my words.



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BoberFett
Mon Aug 16, 2004 11:09 pm
#73

If you want a shop, then that's part of your template. Do you see master crafters/merchants complaining that they can't solo Nightsisters? If you think it's worth having a shop, then obviously it worthing "gimping" your template.


You really are a crybaby.
Elyssa
Mon Aug 16, 2004 11:21 pm
#74

I want to solo Nightsisters!!

/cry


Why is there no smiley face for crying?



------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

Elyssa
Mon Aug 16, 2004 11:24 pm
#75

Then again, maybe me and my new army of 12 vendors CAN solo Nightsisters!


I wonder... if I paid a high enough wage and offered a good benefits package with ample flex-time, do you think I could talk a Nightsister into working in my store?



------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

Brilyn
Mon Aug 16, 2004 11:40 pm
#76

< 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. >


Actually, I was shooting for both, so it's win-win from here.


< Actually, it will be distroyed if it does not have something on it within 2 weeks of being empty. >


Yup, but I actually meant that they're not just outright destroying the vendors of people who didn't retain the skills to place a vendor.


So if your vendor is destroyed, it will be destroyed as per an empty vendor, which most people (I *think* including yourself, I'm not 100% on that) agreed was a "good thing".


< As it should have been over a year ago. >


Really? Why?


That statement strongly implies that you agree with the changes, and feel that you should never have been able to retain a vendor without the skills.


< This far in the game it's just a pain for people in my situation.>


Yes. The people who exploited.


No, sorry.


The people who: used a hole in the code to do something with the game system that wasn't intended by the creators of the game.


Kind of like credit duping.


No, wait. That's an exploit.


< 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. >


Gee, that kind of sucks.


I'm sorry to hear that.



If I support your play to make Vendors free, will you support my play to make Master Commando Free? Because I can't have it if I want to retain Master Weaponsmith, and that's just gimpness.



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
Memnoch127
Mon Aug 16, 2004 11:47 pm
#77

I have mixed feelings on all this.....


I understand the whole if your a rifleman you cant use Carbineer speicals when your not a carbineer argument you merchants seem to stand behind.


On the other hand no matter how you turn and twist it and shake it upside down and color it 10 diffrent shades this is gonna effect the economy in a HUGE way and im afraid it wont be for the better.


In a perfect world (which i hope happens) Merchants will keep the current prices at there rate (which in some places and items its WAAAAAAY to expenisve to begin with) and we have a steady economy.


But if the whole Jedi vs BH griefing thing weve learned from human nature trickles some of its evil magiic over to Merchant then im afriad we could see things tripple in price or more from what they are now........now i relaize to merchants this is what they want, more money and there proffesson being meaningful but it could possibly get to the point where prices can get out of conrtol and now your alienating newer players and hurting the game overall.


Were getting into REAL buisness now here folks and less away from just a game, were getting more into supply and demand than what we use to do. The supply is gonna drop dramitcally because many many crafters that i know of and many of the people on the boards do not want to be 100% crafter/merchant just to sell there stuff and not enjoy other aspects of the game at the same time and live very long. Now with alote of crafters goin away Supply is now low and well demand will grow.


What happens when an item is in great demand and in low supply? Increased prices as weve seen with loot items and rare Loot in this game all the time. Also your BE + chef combos you see out there wont have any skills left over to sell there wares at the reduced prices they can and this has helped the economy because chefs can no longer charge 300k or more for a crate of food it costs half that or less to create, they had to lower there prices reduce there profit margines so they could compete.


Thats how buiness is done but this "nerf" or "fix" whatever you wanna call it could have a really bad effect on the economy and make this game very unplayable do to immature people raising prices trhough the roof, im not saying it WILL happen but you cant tell me that it couldnt happen.


ME personally i use venders that arent even intialized to dress them up for scenes in my guild hall and its a great attraction, it hurts nobody and nothing i cant even store anything on them as there not even intilized i hope they dont get deleted by this upcoming nerf/fix. If they poof i will not grind merchant just so i can make intresting things out of venders, oh well i will deal but still takes away a fun thing to do in this game for me.
Wire3k
Tue Aug 17, 2004 12:08 am
#78






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.





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