Merchant Archive
Thread: This nerf is NEEDED!!
Is this a promise or an empty threat? Are you refering to the "nerf" as is it is now or in any form? I hope it's not an empty threat. I'd personally like to see all you people who cry "If i dont get my why, im quitting" QUIT.
BoberFett wrote:
If the vendor nerf goes live, DPO Weapons will close it doors
joined42904 wrote:
Sigrun,
Both are equal. And both would be "fair" in an egalitarian sense.
The unlimited option permits some crafters to acquire a dominant market share.
The Limit of 110 per vendor restricts the market share of the dominant crafters and allows non-dominant crafters to have more customers, thereby making the game more fun for the majority of crafters who aren't dominant crafters or oligopolists. This is a game. I like for regular crafters to have fun. So I support the new limits.
There you go with that big word that you don't understand again. Please stop using it before you hurt yourself.
Now to adress your almost "point"... those "big" crafters started WORSE OFF than the new ones did. They started with 250 credits. PERIOD. There was no "helper" droid to give them 2500 credits and a free train ride for doing 10 minutes worth of work. They had to struggle up from NOTHING to get where they are.
Today, new crafters to the game can get a bike and a house just for joining a city. If they're wise and hardworking, they can join into a crafting guild and start making money RIGHT NOW via mining. GOOD MONEY.
Are THOSE people the "regular" crafters you're talking about? The ones struggling against the old, established ones? The ones with all the handouts already? You want to help THEM?
Now if there IS an advantage the old-timers have, it's a good supply of high quality resources. But you're not going to solve that by saying they can only sell 7 gunsa day. You solve that by increasing the spawn frequency of rare, named resources.
joined42904 wrote:
Sigrun,
Both are equal. And both would be "fair" in an egalitarian sense.
The unlimited option permits some crafters to acquire a dominant market share.
The Limit of 110 per vendor restricts the market share of the dominant crafters and allows non-dominant crafters to have more customers, thereby making the game more fun for the majority of crafters who aren't dominant crafters or oligopolists. This is a game. I like for regular crafters to have fun. So I support the new limits.
Message Edited by Sigrun on 08-11-2004 03:37 PM
SirMixMaster wrote:
No what im saying is it is ONLY A GAME. Don't get so bent out of shape about a GAME.
Message Edited by Zanholo on 08-11-2004 12:42 PM
joined42904 wrote:
MattPost,
Seems you are only reading the posts of folks who agree with you. I want this "NERF" too. Because I don't really see it as a nerf. I see it as bringing oligopolies under control.
This from the guy whose last bright idea was to bring these mythicalOligopolies under control by requiring certifications to use harvesters and tying them to the Artisan Survey tree...
LOL!
You're nothing but a self-serving, lazy troll. Try putting a little thought and effort into your gaming. You might just find that you can make a few credits and maybe then you'll stop whining about non-existant problems and start focusing on the ones that exist.
Zanholo wrote:
he just wants to see how many times he can use the new word he learned yesterday, "oligopolies", even though he still really doesn't know what it means...