Merchant Archive
Thread: Do away with Merchant, but let Crafters keep it
This is by no means knocking the rest of you guys in the profession. I just see more fun out there that costs skills, and these Merchant skills I have are mostly wasted.
I no longer care what happens because my account runs out before anything will ever happen to this profession... Sorry, but there is no way any of these changes are coming before JTL/CB/GCW dev time, considering the situation with those I doubt it's worth arguing any point on anything to do with merchant until at least two of those are out of the way...
Oh and my account has five months left on it, I'm not confident.
BountyBlunter wrote:
To be honest, I've been re-examining my position on all this and have come to one conclusion..
I no longer care what happens because my account runs out before anything will ever happen to this profession... Sorry, but there is no way any of these changes are coming before JTL/CB/GCW dev time, considering the situation with those I doubt it's worth arguing any point on anything to do with merchant until at least two of those are out of the way...
Oh and my account has five months left on it, I'm not confident.
*hands Bounty a Jawa beer*
You are wise, and have seen the light. Cheers!
*clink*
DocSavag wrote:
Maybe you'd like a flame thrower and a scatter pistol to use with Pistoleer..we could abolish Commando and Bounty Hunter for you?
Well the problem is that your profession produces nothing, yet you all feel you're the only ones that have a right to make money, Sorry but merchant skills should have been spred thru the master crafting professions or merchant should be able to sell vendors making them actualy do something for thier money. I've read the requests that everyone should offer the items to you on "consignment",I'm sorry butthats a joke. If the dev's would fix the bazaar cap and make auctions not have a cap then no one would be "stealing" your profesions skills. Everyone should have the right to atleast one vendor irregardless of having merchant skills or not. In a real economy the person who produces nothing and does nothing makes nothing, simple economics.
Wow..this is a lot to take in.
I just got where I wanted to be in Merchant. I take a step back to look it and I applaud the game designers.
Not that it is a great profession. It is a skill-point sinkhole no doubt. On its own, it is darn close to useless. The skills you acquire are unimaginative and need much work. I can also imagine that the majority of players do not find only buying and selling goods "fun". Heck, we wouldn’t have to worry about all these Jedi revamps if everyone wanted to play shopkeeper. However…
It plays a very important role in the game.
Crafting Professions take up skill points, which limits the goods in the game…
Merchant Profession takes up more skill points and limits the availability of those goods even more…
This maintains a strong economy while at the same time not having to limit loot drops.
Genius is the way I see it.
Now it stinks to have to give up skill points for the better of the game. Necessary evil or not, I feel a little cheated when I look at what other professions offer. I think if they beefed the profession up some, I would not feel that way. In any case, removing the profession is a very bad idea. It needs to stay…um…and get a little work done to it.
ofim wrote:
DocSavag wrote:
Maybe you'd like a flame thrower and a scatter pistol to use with Pistoleer..we could abolish Commando and Bounty Hunter for you?
Well the problem is that your profession produces nothing, yet you all feel you're the only ones that have a right to make money, Sorry but merchant skills should have been spred thru the master crafting professions or merchant should be able to sell vendors making them actualy do something for thier money. I've read the requests that everyone should offer the items to you on "consignment",I'm sorry butthats a joke. If the dev's would fix the bazaar cap and make auctions not have a cap then no one would be "stealing" your profesions skills. Everyone should have the right to atleast one vendor irregardless of having merchant skills or not. In a real economy the person who produces nothing and does nothing makes nothing, simple economics.
5 stars for you. You're a funny funny man.
OckVofad wrote:
Hopefully we can get some changes hotfixed in.
Handb00k wrote:
as has been mentioned in this and other threads, I would like to see the ability to rent out vendors to other players. From a crafters perspective (chef/doc in this case) I have to have a vendor to sell my wares. With the SP sink I can barely make business 3 for that ugly mean vendor. If I could rent a placed vendor in my Guild Hall from a Master Merchant then I would be very happy. However I would have to have full control over it, so that the merchant can't just up and off with my wares (which under current system can happen too if you trade goods to a merchant to sell on your behalf).
So basically the system I would like to see is :
Merchant : so you want to rent a Vendor?
Player : Yes please
Merchant : 25k per week for a Terminal type, 28k p/w for a NPC type , 45k for a fully customised advertising planet map registerd.
Player : I'll take 1 Terminal and 1 45k full for 1 month please
Player pays 'lease' and vendor cannot be removed for the time of the 'lease' - by either player or Merchant. (Kinda like a real lease).
Player adds anything to Vendor. It is players responsibility to contact Merchant that adds extra 'lease' time to Vendor. After lease expires the Merchant can remove Vendor, and all good potentially vanish/return to owner.
There are expansions to the idea. The Merchant can take x% of all sales (kinda like sales tax but to the Merchant)
and many more, but it's late (early!) and I am tired.
And Merchant ups and quits - crafter then is vendorless and potentially has a LOT of merchandise in danger of disappearing - whatcha gonna do with a ton of items on a wellstocked vendor that's due to expire tommorrow?
One of the most basic problems with any kind of leasing is the transience of players. I've had this happen in my own shop twice with folks that I allowed to place vendors - the problem is even bigger if it's the other way around.
Making vendors expensive (to buy) from the GAME would be a potentially workable solution, but again - you are coming back round full circle to the current system. Uncoupling sales from production as mandantory (i.e., different class) was just not a well thought out propostion. Having it as an OPTION would have been fine, or an initial expense (beyond maintanience) but hooking it to a class is splitting activities that go hand in hand. It's like saying - ok - you can HOLD that gun, but to be able to actually like - shoot something, you have to invest in another entire class.