Merchant Archive
Thread: Do away with Merchant, but let Crafters keep it
You'd be right. Merchants aren't crafters.
Priall wrote:
And here I thought crafters had some of the more civil boards
OckVofad wrote:
Ok, here's something for you to pick apart.
If you just took the basic requirements for merchant (the merchant artisian skill line) and Master Merchant would you be able to play the game effectively? (In other words if Master Merchant was your only profession)
If the answer is No then merchant is just a skill point sink.
/dodges eggs
Unless by doing so, it crashes my computer and I am no longer able to log in.
Playing the game "effectively" is a subjective term. You can't assume everyone's goal is to play whack-a-mole 24/7 or PVP.
Samwise, you are getting more and more irrelevent in your arguing. It's obvious your counting skills still need some polishing. I'll be sure to buy some educational Sesame Street toys from Toys 'R Us that will expand your capacity to count past one, because you are completely ignoring a VERY LARGE population of Merchants that are tired of listening to Wire3K's, Dragonscout's, and your trolling.
p4Samwise wrote:
Fixed.
Balkstar wrote:
DragonScout wrote:
Lol. How exactly did I get into this conversation Balkstar? I havent posted here yet as far as I can remember. But.. since I was dragged into this.
You are a focal into everything thatI amfighting against.
Balkstar wrote:
You are a focal into everything thatI and my anatomically correctmuppet friendsare fighting against.
Sorry, forgot to take your "educational toys" (nudge nudge, wink wink, we all know where you got those "toys", Balki) into consideration. Fixed.
Jabba_Lackey wrote:
I am a Master Droid Engineer and master Artisan (which is nearly required for DE)with my own shop and two vendors. To get the vendors I'd like for my shop I only have 4 0 1 0 in Merchant. This brings in a nice profit for me, and keeps my shop visable and looking nice. I really have no need for the other skills in merchant, but I like them and can see how they would greatly help selling products etc. However I would still like to be able to take on other professions along with DE (without having to buyanother account)and still be able to make a profit. However to take more skills means I'd have to lose the merchant skills. Thus a dillemma.
My thoughts are this: Merchant isrequired for any type of crafter to make money from their products, but takes up valuableskill points. My solution would be this, why not combine merchant skills in with the elite crafting professions (ie; Droid Engineer, Weaponsmith, Chef, Armorsmith, etc etc)? Sort of the way creature handlerskill mods are spread thoughout the profession. With each crafting profession you'd get your same craftingpoints, as well as Merchant skills and points. In the end, by the time you master a crafting profession you are also a master Merchant.
Now some would complain that this would stop non-crafters from havingvendors. So? What does a non-crafterhave to sell? Loot? That's what the Bazaar is for, and thereare still thevendors you get with business4. Perhaps they could make personal vendors have admin rights the way houses do, and make it so the money and email goes directlyto the person selling it. Something like that. I feel that Merchant is important, but not so important that it should take up so many skill points. As a DE I shouldn't have to take 3 professions to be able to make some money, and then have to get a seperate account if I actually want to have a combat profession.
Wire3k wrote:
Excuse me son - I HAVE a master merchant - merchants without supporting craft skills area tinyminority. Very few people take it up thinking it's a standalone profession. Just cause you are loud, obnoxious and prone to throwing tantrums doesn't give you more than one vote - sorry bout that.
I've offered tons of constructive items that could add meat to the merchant class while you want to stay up there on the cross and weep about poor lil ole you. Come on done hon, someone needs the wood.
Merchant should never have been a class - but it is. It either needs to be gone - or fixed, but not at the expense of the other 99% of the playing population in the process.
Maybe you should remove your head from your posterior long enough to realize that in a multiplayer game there are other points of view to consider besides your own.
You keep wanting to don the cape of the merchant crusader - well dear - I AM a merchant - and you couldn't be more wrong, and you certainly do not in any way represent MY viewpoint on anything.
Jabba_Lackey wrote:
I am a Master Droid Engineer and master Artisan (which is nearly required for DE)with my own shop and two vendors. To get the vendors I'd like for my shop I only have 4 0 1 0 in Merchant. This brings in a nice profit for me, and keeps my shop visable and looking nice. I really have no need for the other skills in merchant, but I like them and can see how they would greatly help selling products etc. However I would still like to be able to take on other professions along with DE (without having to buyanother account)and still be able to make a profit. However to take more skills means I'd have to lose the merchant skills. Thus a dillemma.
My thoughts are this: Merchant isrequired for any type of crafter to make money from their products, but takes up valuableskill points. My solution would be this, why not combine merchant skills in with the elite crafting professions (ie; Droid Engineer, Weaponsmith, Chef, Armorsmith, etc etc)? Sort of the way creature handlerskill mods are spread thoughout the profession. With each crafting profession you'd get your same craftingpoints, as well as Merchant skills and points. In the end, by the time you master a crafting profession you are also a master Merchant.
Now some would complain that this would stop non-crafters from havingvendors. So? What does a non-crafterhave to sell? Loot? That's what the Bazaar is for, and thereare still thevendors you get with business4. Perhaps they could make personal vendors have admin rights the way houses do, and make it so the money and email goes directlyto the person selling it. Something like that. I feel that Merchant is important, but not so important that it should take up so many skill points. As a DE I shouldn't have to take 3 professions to be able to make some money, and then have to get a seperate account if I actually want to have a combat profession.
Here is the deal. A pre-req is a minimum requirement for a profession.
Crafters are not required to sell things themselves. Crafter requirements are to craft.
Anyone can sell anything, not just crafters and yes there are lots of loot vendors out there because combat types want to sell loot and the bizarre is lacking to say the least.
The ability to control a merchant hs nothing to do with crafting.
Ok I worked it out. You can master DE and any of the elite combat professions that require one line in either brawler or marksman and have 66 points left over.
With htat you can add bus 3 and survey 4 and still have 43 points left over to get a vendor. Whats the issue. You can even move up business and partially up in merchant to get more vendors.
I dont see an issue here. Even if you you feel that you want complete independence and not want to find a master artisan to help you with components you can also master that and take some merchant.
How is it you cannot also have a combat profession. Or is it you are upset that you cannot have both great crafting and great combat skills and a great ability to sell things.
You conception that merchant is a requirement to crafting is incorrect. This game is a MMO, you are supposed to have dependencies on other people. It's part of the game genre that you not be able to do everything. You need to make your choices to what skills assist in your immediate enjoyment of the game and interract with other players to fill the gaps.
OckVofad wrote:
The point is Scooter that the large majority of Merchants do not sell other crafters goods as was intended. Therefore becoming at least 3/0/0/0 Merchant IS a requirement for a crafter if they want to effectively sell goods.
You talk about interdependance in a MMOG but what if there is no one to be dependant on?
As I noted before, in its current form Merchant is not a stand-alone profession. Therefore it either needs a revamp or the basic merchant skills should be disdributed among the elite crafting professions.
Well DE is not a stand alone profession either. I would challenge you to name one stand alone profession in this game.
There is a revamp planned, when it happens.
One thing that causes the PERCEPTION that merchant is not a stand alone profession is the fact that currently people can drop it and keep their vendors. This has been a bug that has been there since launch and the devs have stated officially by the devs to be a bug and that it was never the intent to have people keep vendors without retaining the skill.
And nolook at what a requirement is. The only requirements to crafters pertain to the immediate profession..crafting. Now crafters like to make money selling what they craft. For that they must take additional skills or make deals with those that have vendors, or they can use the bizarre (not practical really).
Your analogy is similar to a commando saying they should be able to heal themselves because they cannot be bothered to go in a group with a medic or doctor. Is healing damage in combat a requirement or a "nice to have". But guess what this game gives you...choices..you can use your excess skil points however you like and interract with people for the gaps.
Look at RL for a moment. Do all manufacturers sell their goods directly, or do they sell to and make deals with department stores etc. Some manufacturers sell their own products but not all.
Until the bug is fixed that allows people to keep their vendors after dropping their skill we will not know the impact will not be known. I know a lot of master merchants myself. Many are preparing for the upcoming fixes.
And I agree no one is using merchant as intended, however merchant currenty does not work as intended either and the bugs that exist cause it not to be.