Merchant Archive

Thread: so what happens to all my 1200+ items on 3 vendors after the merchant nerf?

Buka_Starwalker
Tue Aug 17, 2004 5:06 am
#1



I no longer have artisan (so therefore no merchant) I use (and have had for over6 months) 3 vendors to make sales out of. When this nerf goes live will all my stuff just be deleted? All my composite armors, all my commando heavy weapons, all my rare clothing with experimenation bonuses that I made, all the crates of spices i made as a smuggler, all the foods I made as a chef, all the clothing I made as a tailor, all the weapons I made as armorsmith, all the tissues and petsI made as a BE, all the droids I made as a DE? Whats going to happen to all of this stuff? This is how I make my money ingame!!!


I have one of the most comprehensive product lines across all the craftable productsin this game that there is to offer. I actually made and created with every crafter profession items I intended on selling. WHAT IS TO HAPPEN TO ALL MY HARD WORK? Why did I craft all these items to have them all taken away from me in one stupid patch? WHY are u guys doing something that makes this game suck instead of better?? If you need more server space to accomodate more items that are generated in this game buy more hard drives!!! This is Sony after all, not Joe and Bob's Galaxies!!! Ask Sony for some money, get a truck and go to CompUSA or whever u guys shop for your storage devices and buy more hard drives to accomodate the items we have already created.


Almost 1100 of the 1200+ items I have for sale is stuff that I have meticulously crafted/sliced myself over the past year of mastering every crafter profession. What will happen to all this stuff I have worked bloody long and hard to create and provide items for customers???


Dev's if you delete all the stuff I have crafted and made in one patch thats coming you may as well cut my throat cause I won't play this game anymore. This merchant nerf is a total failure on your part to even remotely feel what its like to hand craft over 1100 items and put them for sale so the community has a place to shop. THIS MERCHANTPATCH IS A GAME KILLER!!!


I'm not the one who created a system that allows players to use vendors and sell items if they don't have merchant skills. This is the way you designed the game and they way I have played it and now in ONE patch you are going to delete 6-8 months worth of items I have crafted/accumulated? Why not have some sort of grandfather clause? Anyone who currently has items on vendors will be allotted 2 months to sell all these items or they will be lost. Having 2 weeks before this patch goes live to sell 1 years worth of goods is OUTRAGEOUS.


What kind of borked system are you guys creating here? I can understand nerfing skills and what not but some of us DO play this game for the mercantile system thats inherint. Just because SOE failed to develop a correct merchant/vendor class that lets non artisans use vendors should not allow you to just rip out all the hard earned work in a single day. Give us time to accomodate to this ridiculous nerfing! Did you guys not foresee the need to accomodate more items that are generated in this game with crafted items, loot drops, etc? Did you guys not look to how EQ has handled this situation after 6 years of being live? Do you guys not see that after playing for a year a player will accumulate more items then someone who is on 14-day trial period? Do the devs not have some sort of system in place to what players will be able to store 3-5 years down the road?

Message Edited by Buka_Starwalker on 08-17-2004 05:10 AM

Message Edited by Buka_Starwalker on 08-17-2004 05:28 AM





_____________________________________________________________
May the force be with you...always


Paradise Shipyardsmerchant tent@ RAID City, Rori (next to shuttleport)
Operated by Vekka - first Master Shipwright on Flurry


Iannyen
Tue Aug 17, 2004 5:21 am
#2

Ooh, I just got my acme translator. Lets see if it works.



Beep boop boop beep tic tic tic beep ding*



Hizorz! I have been exploiting a known bug, now I might lose a bunch of stuff on my exploited vendors! Is this true?



Well, when pub 10 goes through, the answer will be yes. Now, the advantage is, if you gave up artisan, you don't do any crafting. So you have 10 lots on which to place 5 small houses. This will hold 750 total items. You can wear a backpack, that brings it up to 800. Another 100 items in the safe deposit, thats 900! We're almost there! 59 more items on your person, not including worn items, so were up to 959! Hmmm.... maybe dump the 5 houses and use 10 food factories, thats better.


So starting over, 10 food factories in the input hopper give you 1000 item storage! Then add the safe deposit, backpack, and personal items, and you're set, with an additional 9 items that you can loot and save! Happy adventuring!



Iannyen Cap'asin
Offer Vendor: Mith Elaniouth Goodth
Corellia, Junction, 1212 -4809

Selling Top Quality Furniture at Coronet Mall;
Personal Orders are available, as well as decorating services;

Master Architect, Master Merchant, 100% hawt.
Buka_Starwalker
Tue Aug 17, 2004 5:32 am
#3



EXPLOITING??? this is isnt an exploit? this is the way the game was designed? If the devs have no plan to create a true mercantile system and I play the game as it is laid out how is that exploiting? I'm using the game mechanics as they are coded and designed, up until NOW.


Do you HAVE to be an architect to live in house? Do you have to be a crafter to own and use a factory? What if they nerf this ability too? Then how will combat classes store their items? Can a BH not have a side business that sells weapons? This is ridiculous to nerf it so fast since its their design that allowed this. and if it was an exploit WHY WAS I NOT NOTIFIED EARLIER???? Why does it take a span of a 2 week period for me to have to sell 1200 items that I have been selling just fine for OVER 6 MONTHS????


Look I understand WHY they are doing this but its TOTALLY unfair to create a system and we all abide by it cause its allowable in their code and then just yank it out from under us with hardly a warning? I mean I have now like 2 weeks to purge my vendor of 1200 some items. This is absurd. And don't you think there are like 250 other people like me per planet with the same situation?


I'm in the middle of leveling myself as a bounty hunter. What am I supposed to do drop all my investigative tree skills just cause they reverse gears on a system thats been working all along? I'm not dropping 20 days of investigate tree grinding just cause they decide "oh well I guess we havent screwed yet another profession wit a nerf" And whats to prevent further game breaking nerfs like this in the future at the last notice? This game should be improving and NOT NERFING every darn thing that working already.


I have 5 vendors that I earned based on THEIR system not mine. I have one that stores all my weapons about 120 of them total. One storage vendor of crated items used in game play and3 actual vendors that are used expecially for sales only. Everything is working just fine. Why do they need to ruin this? Everything is peachy and they have to go ahead and create more discontent for a game thats already got a broken combat system.


Maybe they should concentrate on creating more CONTENT in this game instead of pissing off more players with unnecessary nerfs like this. But then again more content would mean more loot drops and then WHERE THE HECK DO WE PUT IT ALL?

Message Edited by Buka_Starwalker on 08-17-2004 05:46 AM





_____________________________________________________________
May the force be with you...always


Paradise Shipyardsmerchant tent@ RAID City, Rori (next to shuttleport)
Operated by Vekka - first Master Shipwright on Flurry


Iannyen
Tue Aug 17, 2004 5:40 am
#4






Buka_Starwalker wrote:

EXPLOITING??? this is isnt an exploit? this is the way the game was designed? If the devs have no plan to create a true mercantile system and I play the game as it is laid out how is that exploiting? I'm using the game mechanics and they are coded? Do you HAVE to be an architect to live in house? Can a BH not have a side business that sells weapons? This is ridiculous to nerf it so fast since its their design that allowed this. and if it was an exploit WHY WAS I NOT NOTIFIED EARLIER???? Why does it take a spam of a 2 week period for me to have to sell 1200 items that I have been selling just fine for OVER 6 MONTHS????







Ignorance, willful or otherwise, has never been a valid defense.


You are correct, as a BH, you are free to have a side business selling weapons, or anything else you want to sell. But you have to maintain the relevant skills to do so. Work back up the merchant tree, and get the vendors. Or contract with a merchant to have them sell items for you.






Iannyen Cap'asin
Offer Vendor: Mith Elaniouth Goodth
Corellia, Junction, 1212 -4809

Selling Top Quality Furniture at Coronet Mall;
Personal Orders are available, as well as decorating services;

Master Architect, Master Merchant, 100% hawt.
DocSavag
Tue Aug 17, 2004 5:41 am
#5

Nothing will be deleted.

As of publish 10 if you have vendors that you no longer have the "Manage Vendor" skill to maintain you will be informed of such when you try to put an item up for sale. No items can be put on the vendor either from your inventory or from stock until you have the skills to manage the number of vendors you have. All other aspects of the vendor including its ability to sell your remainaing merchandise should be the same as it was before.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



joiseylaw
Tue Aug 17, 2004 5:45 am
#6

Right you are, really isn't exploiiting just taking advantage of a known bug as alot have done.


But the bug is being fixed and it was one of those things that had to reach the top of the clipboard sooner or later of "things to do" by the devs so yelling "foul" doesn't really fly, you pay your nickle and take your chance's. Haven't been paying super attention to the whole deal but I heard about this possiblity many weeks ago. True you don't need to be a architect to live in a house(although its a pretty funny comparison) but you do need to be a commando to use flamecone 2 so why should you get to use a skill your not qualified for anymore.


Its a good nerf at heart, just hope they don't screw the true merchants too hard or we all pay...............



Losers say "I did my best",
Winners go home and boff the prom queen.

"Fighter at Heart,
Crafter in reality".
Iannyen
Tue Aug 17, 2004 5:54 am
#7

As, I stand corrected. You'll have 30 days to sell your stuff, or find it a new home.



Iannyen Cap'asin
Offer Vendor: Mith Elaniouth Goodth
Corellia, Junction, 1212 -4809

Selling Top Quality Furniture at Coronet Mall;
Personal Orders are available, as well as decorating services;

Master Architect, Master Merchant, 100% hawt.
Buka_Starwalker
Tue Aug 17, 2004 5:58 am
#8






Iannyen wrote:





Buka_Starwalker wrote:

EXPLOITING??? this is isnt an exploit? this is the way the game was designed? If the devs have no plan to create a true mercantile system and I play the game as it is laid out how is that exploiting? I'm using the game mechanics and they are coded? Do you HAVE to be an architect to live in house? Can a BH not have a side business that sells weapons? This is ridiculous to nerf it so fast since its their design that allowed this. and if it was an exploit WHY WAS I NOT NOTIFIED EARLIER???? Why does it take a spam of a 2 week period for me to have to sell 1200 items that I have been selling just fine for OVER 6 MONTHS????







Ignorance, willful or otherwise, has never been a valid defense.


You are correct, as a BH, you are free to have a side business selling weapons, or anything else you want to sell. But you have to maintain the relevant skills to do so. Work back up the merchant tree, and get the vendors. Or contract with a merchant to have them sell items for you.




but since their is no ability to get admin access on anothers vendor they MUST be logged in to accept your items. I would then have to be dependant on someone else to place items on a vendor. What if that merchant goes on a 1 month vacation?If they have merchants the ability to grant non-merchants a limited amount of items they can sell and the proceeds go directly to the seller and NOT the merchant vendor owner then would be a fantastic solution.


I could rent a vendor from a merchant and the proceeds from MYcrafted items go directly to me instead of them and they have to bank tip me and keep track of dozens of email so they know exactly how much I'm owed. The current system needs merchants the ability to grant SELLER RIGHTs to others. THEN we got something good going!


I would then be able to be a full-time crafter and the merchant profession would be the distributor. Everything sold on the vendor would have a slider that can be set to how much of the sale proceeeds go directly to the merchant for the use and maintenance and upkeep of a vendor. EVERYONE WINS and this is EXACTLY how merchants work in the real world.


Crafters craft and the merchant distrubute. But if you have 12 vendors and 6 crafters funneling products to you to sell on em how the heck are u supposed to know which item's sales proceeeds go to which crafter now? Multiply that times 120 items sold and u can see how ths problem compounds itself. The current system is NOT a true mercantile system. It needs this crucial components for item distribution - seller rights and proceed funneling.









_____________________________________________________________
May the force be with you...always


Paradise Shipyardsmerchant tent@ RAID City, Rori (next to shuttleport)
Operated by Vekka - first Master Shipwright on Flurry


Meandra
Tue Aug 17, 2004 6:28 am
#9

In the real world merchants buy the items wholesale and then sell the products. If you don't want to invest the points to be a merchant, sell your stuff wholesale to a merchant and they can then do with it as they please. You probably wont clear as much as you are used to. Aww.


Btw, it's been known for many months that the day would come that those with no skill points invited in artisan would get the nerf. Common sense tells you that it wasn't intended anyway.



Ivey Hawkins
No, I'm not Marshall's alt. I'm much meaner.

Come visit Hawkins Infections and Elixirs (-117 -5796) in South Coronet Mall.
Iannyen
Tue Aug 17, 2004 6:51 am
#10






Buka_Starwalker wrote:




but since their is no ability to get admin access on anothers vendor they MUST be logged in to accept your items. I would then have to be dependant on someone else to place items on a vendor. What if that merchant goes on a 1 month vacation?If they have merchants the ability to grant non-merchants a limited amount of items they can sell and the proceeds go directly to the seller and NOT the merchant vendor owner then would be a fantastic solution.


I could rent a vendor from a merchant and the proceeds from MYcrafted items go directly to me instead of them and they have to bank tip me and keep track of dozens of email so they know exactly how much I'm owed. The current system needs merchants the ability to grant SELLER RIGHTs to others. THEN we got something good going!


I would then be able to be a full-time crafter and the merchant profession would be the distributor. Everything sold on the vendor would have a slider that can be set to how much of the sale proceeeds go directly to the merchant for the use and maintenance and upkeep of a vendor. EVERYONE WINS and this is EXACTLY how merchants work in the real world.


Crafters craft and the merchant distrubute. But if you have 12 vendors and 6 crafters funneling products to you to sell on em how the heck are u supposed to know which item's sales proceeeds go to which crafter now? Multiply that times 120 items sold and u can see how ths problem compounds itself. The current system is NOT a true mercantile system. It needs this crucial components for item distribution - seller rights and proceed funneling.










Now that, while making the mistake of the RL comparison (it hasn't worked for anyone yet) is a valid point. The limits still prevent the ability to market and distribute effectively, but its a game, and limits are something we just have to live with.


I mean, as far as RL goes, if some ninny with a flashlight charges a real bounty hunter, they'll be getting blasted with a tazer or a .45, not a jawa ion rifle, and then get their asses hauled back to the police.



Iannyen Cap'asin
Offer Vendor: Mith Elaniouth Goodth
Corellia, Junction, 1212 -4809

Selling Top Quality Furniture at Coronet Mall;
Personal Orders are available, as well as decorating services;

Master Architect, Master Merchant, 100% hawt.
LadyGrace
Tue Aug 17, 2004 7:06 am
#11






Buka_Starwalker wrote:





Iannyen wrote:





Buka_Starwalker wrote:

EXPLOITING??? this is isnt an exploit? this is the way the game was designed? If the devs have no plan to create a true mercantile system and I play the game as it is laid out how is that exploiting? I'm using the game mechanics and they are coded? Do you HAVE to be an architect to live in house? Can a BH not have a side business that sells weapons? This is ridiculous to nerf it so fast since its their design that allowed this. and if it was an exploit WHY WAS I NOT NOTIFIED EARLIER???? Why does it take a spam of a 2 week period for me to have to sell 1200 items that I have been selling just fine for OVER 6 MONTHS????







Ignorance, willful or otherwise, has never been a valid defense.


You are correct, as a BH, you are free to have a side business selling weapons, or anything else you want to sell. But you have to maintain the relevant skills to do so. Work back up the merchant tree, and get the vendors. Or contract with a merchant to have them sell items for you.





but since their is no ability to get admin access on anothers vendor they MUST be logged in to accept your items. I would then have to be dependant on someone else to place items on a vendor. What if that merchant goes on a 1 month vacation?If they have merchants the ability to grant non-merchants a limited amount of items they can sell and the proceeds go directly to the seller and NOT the merchant vendor owner then would be a fantastic solution.


I could rent a vendor from a merchant and the proceeds from MYcrafted items go directly to me instead of them and they have to bank tip me and keep track of dozens of email so they know exactly how much I'm owed. The current system needs merchants the ability to grant SELLER RIGHTs to others. THEN we got something good going!


I would then be able to be a full-time crafter and the merchant profession would be the distributor. Everything sold on the vendor would have a slider that can be set to how much of the sale proceeeds go directly to the merchant for the use and maintenance and upkeep of a vendor. EVERYONE WINS and this is EXACTLY how merchants work in the real world.


Crafters craft and the merchant distrubute. But if you have 12 vendors and 6 crafters funneling products to you to sell on em how the heck are u supposed to know which item's sales proceeeds go to which crafter now? Multiply that times 120 items sold and u can see how ths problem compounds itself. The current system is NOT a true mercantile system. It needs this crucial components for item distribution - seller rights and proceed funneling.









This is what the merchant gets paid for, and its not an easy job. You actually read your sales mail andkeep records. Export your mail and manage it in a database ... all part of the job. Personally I prefer to buy wholesale and resell, its much easier to look after.


My opinion on your whole predicament is that your options are:


a) Find alternative storage (I'd recommend factories like the person above)


b) Pick up merchant skill or sell your items wholesale to a merchant. From what you said about working on BH, it looks like the second choice is really the only one you'd be willing to take. Might be a loss from what you would get if you sold it directly, but that's the advantage of having merchant skills and the disadvantage of not having them. Better than losing the items altogther.


I personally think that when you are gaining the benefits of a system that is clearly not working as intended, appreciate those benefits while you have them but don't take them for granted. Another example of this is cross server lot trades, they don't specifically say you're not allowed to do them and if they do something to take them away I'm sure alot of people will be annoyed. But reallyyou would have no ground to stand on,you are getting an advantage over the intended lots per server and should appreciate it whileyou can.


At least you get a warning so you can organise alternative storage / sales methods. You should also probably withdraw and relist everything just before the patch so that you have the full 30 days to get sorted out.




Adrianna
v Grace Industries v
-3171 5939 Tranquility Naboo
Imperial Faction Sales
Rebel Faction Sales
Buka_Starwalker
Mon Aug 23, 2004 4:59 am
#12

thank you all for the great replies you have all made especially LadyGrace and DocSavag. I have a much better understanding of what I can expect from patch 10 and I already have used (wasted) 40 skill points to get +1050 storage units for the 935 items I still have left to sell. So unless I either A) destroy these items or B) find a merchant that wants them (which is all but impossible and you will all realize this since most ppl DO NOT play merchant), at least I know what to expect.


At least I won't loose these items but my bounty hunter build is SERIOULY gimped due to having to waste 40 Skill points to maintain an inventory of over 935 items I have crafted for the past 9 months that still have not sold. Once I sell 190+ items, give or take, I can drop Management 1 and gain back 5 skill points and finally be able to Master BH.


People who have crafted numerous items and are left in this situation are NOT exploiting but using the system as was developed and be so punished when you are trying to provide goods to customers is a tragedy.


BTW: only 49 of those 935 items are on a personal storage vendor. Hardly a huge amount of stuff that was being stored by so certain ppl who call thisan "exploit". The overwhelming majority of my vendor items are real products to be sold to customers. But since the devs have no allowed crafters the ability to store their resources and whatnot people are forced to use the system as is implemented. Shame on the devs for this ridiculous patch =(





_____________________________________________________________
May the force be with you...always


Paradise Shipyardsmerchant tent@ RAID City, Rori (next to shuttleport)
Operated by Vekka - first Master Shipwright on Flurry


Fred75
Mon Aug 23, 2004 5:53 am
#13






Buka_Starwalker wrote:

thank you all for the great replies you have all made especially LadyGrace and DocSavag. I have a much better understanding of what I can expect from patch 10 and I already have used (wasted) 40 skill points to get +1050 storage units for the 935 items I still have left to sell. So unless I either A) destroy these items or B) find a merchant that wants them (which is all but impossible and you will all realize this since most ppl DO NOT play merchant), at least I know what to expect.



BTW: only 49 of those 935 items are on a personal storage vendor. Hardly a huge amount of stuff that was being stored by so certain ppl who call thisan "exploit". The overwhelming majority of my vendor items are real products to be sold to customers. But since the devs have no allowed crafters the ability to store their resources and whatnot people are forced to use the system as is implemented. Shame on the devs for this ridiculous patch =(





No, people do play merchant, BUT, there's always a but. You arent going to be able to sell them to the merchant for going rate. You'll HAVE to work more in quantity then anything. This will mean a) having an item that people WANT, and b) at a price that the reseller can sell it at the going rate. If you have something that the going rate of it is 100,000 credits, you'll have to sell it to the merchant for the 10-20% discount (I'm guessing at least, and honestly that 100k PROBABLY didnt 'cost' you more then 50% of that to make, if it did maybe you should check where you are buying things at). So you'll need to find a reseller and see if thay can pay you 80-90K for the item, and get a fairly quick turnaround on the sale. And there is a thing called 'offer' on vendors, now I'm not saying you should randomly plaster stuff in offer boxes, but the person doesnt have to be online for you to sell stuff for them. Yes you will have to wait, but that's no different then shipping something COD, you still have to wait a few days for the stuff.



As far as the BTW part, as has been said in MANY MANY posts the last couple of weeks, this game is about choices. You have 250 points worth of choices to play with. That's how the game is designed, and twist the words however you want, the way the game is working ATM is NOT what was supposed to happen. They said back a while that you should not be able to use a merchant once you gave up the skill to manage a vendor (or 'place') as a lot of people are trying to argue. No matter how you argue it, in SWG 'placing' a vendor is the same as running it. If you dont have the skills, you shouldnt be able to use it.



Now if you'd do a little more reading, you'll see that MIOST merchants are NOT against some sort of 'vendor' for non merchant people. BUT, it should be either crafted and sold to players, or if it's part of a house or something, will cost much higher amounts to run then a 'real' vendor. BUT, you wont get much sympathy from people that have actually spent the time and points getting merchat skills coming in here yelling 'nerf'. You may not like it, but it's a fix, not a nerf.




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