Merchant Archive
Thread: Required Merchant Skills?
Barris wrote:I don't think that will change after patch 10, but Doc may be working to make it that way. This is a horrible thing really because of how it gimps templates for people like you and myself... Have to make sacrafices. Something these hardcore merchants that only craft wouldn't know about.
I haven't actually asked about that in a long time but many merchants feel it isn't right that you can continue to maintain your merchant tent as if you were a merchant if you aren't one any longer. This subverts the whole reason for the tent in the first place since it is supposed to indicate that the owner is a merchant of considerable skill.
My personal wish is that they would raise the maintenance on a merchant tent owned by someone who doestn' have the skill to have it by a factor of at least 100.
Message Edited by Barris on 08-15-2004 04:00 PM
Barris wrote:
I don't think that will change after patch 10, but Doc may be working to make it that way. This is a horrible thing really because of how it gimps templates for people like you and myself... Have to make sacrafices. Something these hardcore merchants that only craft wouldn't know about.
Yes I understand your pain about these templates, I really wished I couldve kept all my combat skills after I droped them as well because it plays havac with my crafting template wich Im sure you know nothing about..
Aeja wrote:
Barris wrote:
I don't think that will change after patch 10, but Doc may be working to make it that way. This is a horrible thing really because of how it gimps templates for people like you and myself... Have to make sacrafices. Something these hardcore merchants that only craft wouldn't know about.
Yes I understand your pain about these templates, I really wished I couldve kept all my combat skills after I droped them as well because it plays havac with my crafting template wich Im sure you know nothing about..
Barris wrote:
Aeja wrote:
Barris wrote:
I don't think that will change after patch 10, but Doc may be working to make it that way. This is a horrible thing really because of how it gimps templates for people like you and myself... Have to make sacrafices. Something these hardcore merchants that only craft wouldn't know about.
Yes I understand your pain about these templates, I really wished I couldve kept all my combat skills after I droped them as well because it plays havac with my crafting template wich Im sure you know nothing about..
Combat skills and merchant skills are totally different. One runs the economy. The other is for killing. Keeping merchant skills doesn't make an imbalance that's game breaking, doing that with combat skills does.
And yes I know I can place vendors in a house, but that takes away from location....location is key. I have a prime spot right near the shuttleport...player see me first as soon as they arrive in our city.
I'm a merchat.... maybe not a master merchant but still a merchant. Atleast they can give those of us that can't have MASTER a break. I did my time and got up to that level and am still an active merchant. Should mean something.
So if anyone knows for sure, please let me know. I would hate to drop Eff and pick up more hiring again and turn around and lose my tent and everything in it includig the vendors and all my merchandise.
Thanks to those of you that have taken time to answer my question!! =0)
Barris wrote:
Gray, hate to tell you, but the more venders we had, the more trade, the better the economy. There is no bug in the system that lets you use these venders. It's a lack of thought out programming. The skill is placing, not using or mantaining.
Barris, hate to tell you this AGAIN, but combatants can still participate in the PC economy. You will simply have to sacrafice a few points. You're arguement that it would "gimp" your template is simply pathetic. After we had discussed this in another thread you simply still can't see the futility of your arguement. What you want is another profession's skills and abilities without any cost and risk to yourself. Like another person posted in this thread, when I gave up all my combat skills to become purely a crafter/merchant simply the placement of harvesters in areas full of lairs and high level creatures became a serious "gimp" to my profession. I dare say you don't find any crafter/merchants on the rifleman or TKA forums whining that they should be able to keep their combat skills after they dropped them. That simple fact of dropping combat "gimped" our need to gather the resources required for crafting and selling. And this is just one example.
Its persistant arguements without any sensibility or respect to someone else's profession like this that only make me, the "hardcore merchant" more adament in my position that if people don't want to surrender a few measly skill points to have a basic vendor then its just too damm bad. Get over it.