Merchant Archive
Thread: merchant bug/exploit
Architect: Build yourself a fleet of harvestors drop the skills you still have the harvestors.
Sorry but that's one
You can trade and sell harvestors. Can you trade and sell vendors?
PrimaDonna wrote:
Architect: Build yourself a fleet of harvestors drop the skills you still have the harvestors.
Sorry but that's one
PrimaDonna wrote:
Architect: Build yourself a fleet of harvestors drop the skills you still have the harvestors.
Sorry but that's one
Harvestors don't require a certain skill level to operate..they can be operated by anyone.
Try the same thing with a Scout Camp, or a musical instrument, or a stimpack. All of those items are craftable by their professions. If you give up the profession you still have the item but guess what..you lack the skills to use it. Really vendors should be exactly the same.
Premise: People who drop merchant skills should not keep vendors.
Issues: Which vendor goes away if the player drops from 4 vendors to 3 with the loss of skill?
What happens to all the items in the lost vendor?
Certainly it would be a big problem for SWG to quietly delete all vendors and their contents when you drop a skill box. So now vendor-related would skills require a special check or warning (on top of the "yes" box to drop skills) that no other skill areas require. In effect, a prerequisite (removing vendors and moving stock elsewhere) before droppingthe skill.
Although I am a Master Merchant, I don't have a problem with people who take just enough Business to put a vendor down, then drop the skill. It encourages player-driven economy and lets the Master Doctors and Smugglers sell their high-end creations without having to keep 24 skill points tied up in Artisan->Business III.
Once SWG provides a better option for "resellers" than the current Offer scheme, maybe this can change.
ideas wrote:
Premise: People who drop merchant skills should not keep vendors.
Issues: Which vendor goes away if the player drops from 4 vendors to 3 with the loss of skill?
What happens to all the items in the lost vendor?
Certainly it would be a big problem for SWG to quietly delete all vendors and their contents when you drop a skill box. So now vendor-related would skills require a special check or warning (on top of the "yes" box to drop skills) that no other skill areas require. In effect, a prerequisite (removing vendors and moving stock elsewhere) before droppingthe skill.
Although I am a Master Merchant, I don't have a problem with people who take just enough Business to put a vendor down, then drop the skill. It encourages player-driven economy and lets the Master Doctors and Smugglers sell their high-end creations without having to keep 24 skill points tied up in Artisan->Business III.
Once SWG provides a better option for "resellers" than the current Offer scheme, maybe this can change.
And it cheats a merchant out of sales. Sorry this logic is just not a good one. Because you don't feel the reseller functionality is good enough (which I agree it isn't) it is ok if they take away my business by using the benefits of skills that they don't have? By that logic I should be able to take medic and doctor and then give them up but still be able to make the stims so I can sell them. If the development team had intended EVERY artisan to have a vendor they would have made them a Novice Artisan skill. If they had wanted every player to have one they would have granted that skill to every player. It is limited to people who have Business III and IV and Merchants. Currently you can cheat the system because it doesn't prevent you from doing it, but it isn't fair to merchants or even those artisans who play by the rules. The devs are fond of saying something like: part of the challenge of the game is making decisions about skill point allocation. This means you can either sell your merchandise on the bazaar, through a merchant, or you can expend the 24 skill points to get a vendor and do it yourself.
Premise: Merchants who drop vendor-related skills should lose vendors.
Issues: Which vendor goes away (assuming you still get to keep at least 1)?
What happens to stock in the vendor?
What happens to OTHER PEOPLES' OFFERS in your vendor?
Certainly SWG can't just quietly delete one random vendor and all of its stock and offers. At best, they would need to provide a special prevention when attempting to surrender a vendor-related skill, a check that no other skill in the game requires -- a "prerequisite to drop skill" (in this case, the prerequisite would be firing a vendor). It won't be easy to make such a change.
Although I am a Master Merchant, I have no problem with people getting just enough Business to drop a vendor (24 skill points, btw, for non-Artisans), then losing the skills. It helps support the player-driven economy and lets people like Smugglers, Bio-Engineers,and Doctors sell their high-end wares without the Bazaar limit or the hassles of Offer to Vendor. These people can't register their vendors, dress them, or have them bark ads unless they go pretty high up Merchant, and those who get there and then back off can't change any of these features anyway.
Betterwould be to simply addmore and easier ways for Merchants to act as resellers or agents, so that others can list and stock their items above 3000 credits without needing their own vendor. With such a change, fewer people would bother to get their own vendor in the first place. Examples of how to accomplish this:
* Allow Merchants to grant Admin. rights to a vendor they own and create.
* Allow Merchants to activate "reselling", where someone can place an Offer on a vendor and that Offer becomes publicly viewable. No need for the Merchant to buy and re-list, less risk for the merchant (if no one wants the item0, etc.
* Allow Merchants to "transfer" a vendor to a person in the same way that DEs and CHs transfer droids and pets. Let all non-Business peopleoperate 1 vendor, and Business III is the minimum skill to create one.
I really can't support any solution that gives the right for non merchant (and non businessm people) to own a vendor and cut the merchant out of the transaction. That just dilutes the economy for the merchants.
I will support any solution that makes it easier for merchants and artisans and other suppliers to conduct business.
Admins for vendors are fine but they only allow someone to assist in the running of a vendor. They do not replace a business relationship. They shouldn't allow a non merchant to become a merchant. They really should be used for merchants to assist each other in their businesses..especially a Master Merchant and a Novice Merchant.
Consignments this is the most promising. Essentially it would allow the supplier to input an item, set a price. And allow me to set my percentage of the sale. My portion goes to me his portion goes to him. That is my understanding of it. The tricky part is how that all takes place? Could you live with that if it had to be done on a per item basis? Otherwise we are asking for a fairly complex system of supplier management tools.
Other ideas that would help imo:
1. Sales Report (filterable for dates and vendors and such) This could get complex in a hurry
2. Include Bank Transfer Fees in the list of things that are discounted in the effiency line. It is a deal breaker to have 5% of your 10% profit eaten up by every bank transaction you do if you don't meet face to face.
3. Remove or Raise the limit of offers tremendously. 24 items is just not enough especially when items in your available tab count against it