Merchant Archive

Thread: Regarding the Skillpoint Requirements Needed for Mastering Merchant...

ArclightX
Sat Aug 13, 2005 11:00 pm
#1

I'm sure this point has been brought up before, nevertheless...


Is
it possible for the correspondent to put forth the idea to the devs, be
it an item on the wish list or however you want to do it, such that the
skill point requirement for merchant is adjusted in such a way that ppl
would be able to be a master artisan, 2 elite crafting profession (e.g.
Armorsmith/Tailor) plus Master Merchant.


With
the reality of the cu it is less likely that ppl will simply dabble in
merchant as they were once able to pre-cu, hence merchants and master
merchants are by an overwhelming majority dedicated crafters/sellers.
Simply put a combat character is only effective if they are a
completely dedicatedcombat character as dabbling in a combat
profession isn't nearly as effective as it was pre-cu (I was a
rifleman/merchant pre-cu and didjustfine, post-cu it's all
but worthless), hence the decline in merchant dabbling.


Again,
andperhaps this is a bad comparison but, I see master merchant as
being a very nice rounded fit with artisan and 2 elite crafting
professions much like all the entertainer professions are coupled with
the ID profession and Master Entertainer.


Anyways,
this is a serious request that I'd like to see put before the devs or
whomever the decision makers are. I know for a fact that I'm not the
only and certainly not the first person who's expressed this concern.



In
light of this not likely happening in the near future, (or perhaps
ever), currently by mastering artisan and 2 elite crafting professions,
this only leaves you with enough sp's for 2 complete trees and 3 boxes
in a third tree from merchant. What are the typical trees that ppl who
are in this situation select? 4430 Merchant?


Thank-you

Message Edited by ArclightX on 08-15-2005 12:02 PM

Message Edited by Virrago on 08-15-2005 02:59 PM



Girls with Guns
Ahazians Love the NGE You can Too
ArclightX
Sat Aug 13, 2005 11:17 pm
#2


By the way....


Just so we're clear about the facts so no one goes jumping to any "end of the world" conclusions. Currently, we're only 16 skill points away from achieving this goal that I outlined in the main thread post, only 16.


1 skill point reduction in the all the main tree boxes would basically do it. I don't see anything terribly unreasonable or game breaking by making this adjustment and I hope that we as merchants and crafters and get behind this move in a constructive and positive way.


Thanks again.




Girls with Guns
Ahazians Love the NGE You can Too
Pappi
Sat Aug 13, 2005 11:38 pm
#3

the "merchant skill value" issue is being addressed in the top 5. most merchants seem more concerned with gaining more useful skills than skillpoint reduction.




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
hoffabee17
Sun Aug 14, 2005 1:00 am
#4

this sounds like a great idea, andi would definitely support thechange.




Eeklo: 12pt Elder Weaponsmith&12pt Master Armorsmith
Oobi Doobi-Binoobi: Master Commando (Elder Swordsman - his legacy)
Vessik: +25 Engine & +21 Weapon Systems Exp. Master Shipwright
Zharyn Vestane: 14pt Master Artisan & 12pt Master Droid Engineer
..
Museum of Weaponry & Historic Rarities / Vendors: (752 -5306) Shadow Valley, Talus
«Serving Ahazi since: June 26, 2003 »
Proud Member of Ahazi's Resource Co-Op -- Chronological Top Resources List


Coban Bochry wrote: "I made a pretty bad spy when I was one...when told to go spy on anchorhead I ended up finding a tailor shop and spent my time there browsing clothes."

ArclightX
Sun Aug 14, 2005 12:44 pm
#5






Pappi wrote:
the "merchant skill value" issue is being addressed in the top 5. most merchants seem more concerned with gaining more useful skills than skillpoint reduction.





That's cool and all but most merchants/crafters that I talk to on Ahazi are more concerned with being able to master it outright to complement their 2 crafting professions rather than having to pick and choose which skills to go without since they lack the extra 16 skillpoints needed to just finish off the profession.


Can this still be passed up the chain please?





Girls with Guns
Ahazians Love the NGE You can Too
JediNg
Sun Aug 14, 2005 12:56 pm
#6




Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
ArclightX
Mon Aug 15, 2005 11:01 am
#7

Sooo I take it this request/post is going to go largely ignored pretty much?


Am I missing something? is there a reason why the merchant forum is for the most part a haven of apathy? Is it that there is simply no one who is here? or is it like I suggested that everyone simply has an apathetic attitude towards the profession?


I put forth a suggestion that would benefit the merchant profession and to a larger extent all crafting professions as a whole and it basically gets a whimper of a response, not even a mention from the correspondent herself who's job I thought was to act as a conduit of information between the members of the profession and the devs.


I realize the merchant forums may not have the glitz and glamour of the jedi/bh forums, but nevertheless this is a profession that matters in my eyes and is central to all commerce that occurs in swg as a whole.





Girls with Guns
Ahazians Love the NGE You can Too
Zymm-N
Mon Aug 15, 2005 11:15 am
#8

I'm guessing you expected a 'flood of support' for this revolutionary idea within a few hours of you posting it?

Give it a few days before you start insulting the people you're appealing to for support.



Zymm Nietow [Corbantis]
Akkori
Mon Aug 15, 2005 11:26 am
#9


I would rather they make the SP we invest worth it. There is a LOT of stuff they could do to make this a better profession. Right now many people still viewMerchant as a "burden". They only take it because they want to sell everything personally. Or because touseany other method of selling is ridiculously hard and insecure.


But it doesnt matter anyway. Until the Devs stop obsessing on jedi and combat, we wont be seeing anything we want.




Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Ani_cul
Mon Aug 15, 2005 1:03 pm
#10

and there is the mentality of we must do it all


There is also a large percentage of people who are Merchants as a profession, not as a side to crafting.


And to have sooo many people think the must have two crafting professions is a fault in their own thinking not of the skill point system


If you chose to have two elite crafting profs then you made the choice not to have master merchant, want master merchant, drop other skills and learn the boxes.


It really is that simple.


This is an old arguement, one that flooded the forums right after the 'merchant publish' came in, and everyone lost their 'free' vendors


Tons of people argued Merchant is not worth the skill point and crafters should be able to master it above any other


so it is on our list, it has been submitted, and we still want more for our skill point then less skill points for what we got.






stop looking at me
ArclightX
Mon Aug 15, 2005 1:44 pm
#11






Ani_cul wrote:

There is also a large percentage of people who are Merchants as a profession, not as a side to crafting.





Yep, so that was me for the longest time (notice the resource vending sig), which do you think represents the bulk of who participates in the merchant profession? dedicated non-crafting related merchants? (e.g. resource vendors/loot sellers) or crafters who have merchant skills on the side as you put it?


The fact is, whether you like it or not, that a larger percentage of ppl who are merchants in one form or another are primarily crafters. Do these ppl hold no voice in your mind? unless they passyour strict inspector 12 tests their opinion should be null and void?









Ani_cul wrote:

And to have sooo many people think the must have two crafting professions is a fault in their own thinking not of the skill point system





So this exact line of blasphemous thinking has already been thought about and decided by the devs to be ok and reasonable regarding the entertainer professions. Granted you are vehemitly apposed to it and consider it a personal insult to your character, the fact remains that it's already been done, not to spite you, but because some where amongst the decision makers of soe they felt this was a good idea and so they implemented it.


Having said that, extending this line of thinking into the merchant profession Isn't breaking new ground, It's already been done, whether you consider it to be right or wrong, it's already been done in one genre of professions.






Ani_cul wrote:


This is an old arguement, one that flooded the forums right after the 'merchant publish' came in, and everyone lost their 'free' vendors





Again, this statement tells me that you haven't actually tested out your theory regarding having ppl who have no interest in selling anything getting enough of merchant for the sake of storage thus lessening true merchants and the profession as a whole. Have you actually tried pve or pvp as anything less than a lvl80 combat character? Do you not notice that when ppl advertise they are starting grinding groups that they only want ppl who are lvl80 or very close to it to send them tells for an invite? Have you ever considered there's a reason for that?


Dabbling in merchant unlike pre-cu times simply isn't an option now, so maintaining your holy grail of a profession has been more solidified post-cu than it was pre-cu. And you're right many did cry when the "merchant publish" came in, gone was the free storage in one fell swoop, and when did that publish happen? pre-cu, when dabbling in merchant or picking up business4 then immediately dropping it was a viable option. Now it isn't and to be honest it hasn't been for over a year, digging it up and rehashing it isn't going to make it any more valid.







Ani_cul wrote:

we still want more for our skill point then less skill points for what we got.






Yep, again, that's all good and fine, I'd love to see that too, but everyone holding their breath for 2yrs hasn't seemed to get a whole lot besides the vendor search function, feel free to correct me if there has been a whole truck load of merchant content that I've forgotten about and neglected to mention. Again, I just see this as having the best opportunity to make use of the existing content for ligitimate reasons, that being to do commerce, not for personal storage which hasn't been an issue since the "merchant publish" of over a year ago and which was all but killed off completely by the cu.



Girls with Guns
Ahazians Love the NGE You can Too
QuiJonOz
Mon Aug 15, 2005 1:48 pm
#12


Reducing the point cost for Merchant, which may seem like a great idea, is really a two-edged sword.


Pros:



  • More crafters would be able to go Master Merchant

Cons:



  • More dabblers diluting the profession

  • Merchant considered less important and less worthy of Dev resources since it costs less

  • Doesn't fix the fact that a lot of our skills are broken or of minimal use

The only way I see this as having potential to be good is if it is required to have Master Merchant to get the cost reduction. It reduces (well really just prevents an increase in) dabblers and makes the MM box really worthwhile.





No decay + uber loot = /spit on crafters

Fix the economy and give crafters their $$$ worth... give us real revamp.

Remember... to Cancel you have to go to Register Expansion in the Launchpad.

ArclightX
Tue Aug 16, 2005 12:08 am
#13






Akkori wrote:


...But it doesnt matter anyway. Until the Devs stop obsessing on jedi and combat, we wont be seeing anything we want.







And that's exactly my point, Don't get me wrong I'd love to see added merchant "content" or functionality or what some have refered to as added worth. Having a mile long wish list is all good and fine, but I tend to be more pragmatic. The reality is that it took over 2 years for the devs to give us the vendor search function, and I'm not even sure if that can be considered "added content or worth".Apart fromthat I'm hard pressed to find any added merchant content that's been added since release, perhaps some one else can chime in with what they've noticed has been added to merchant in the past 2yrs.


Having said that, I'm not holding out hope for revolutionary changes to the profession, I'd just like to utilize the existing content and functionality as best as I can as an artisan with 2 elite crafting profs.


Just my opinion...



Girls with Guns
Ahazians Love the NGE You can Too
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