Merchant Archive

Thread: Nerfing a Utility Profession, great joke!

DragonScout
Sun Aug 15, 2004 11:30 am
#1

Just like the title says... I find this just hilarious. The merchant profession is nothing more than a utility used by other professions. It can't stand on its own without at least one other profession. It really has nothing to offer in terms of actual immediate usefulness that you can exactly pinpoint. Vendors, the ONLY thing worth the skill point investment in merchant, are nice, but not necessary to sell items, and yet for that utility feature, they want you to invest the full skill point cost of a viable profession. And now... they are nerfing it. It is really kinda funny. In a sad twisted kind of way.

And just think, you have people like Balkstar and Dingoboi and Songe and BountyBlunter to thank for it. Yay them!!! lol.



Zerathi/Shawn -- the grumpy wookiee of Shadowfire
Barris
Sun Aug 15, 2004 3:35 pm
#2

Yes, you should have to waste those skill points if you want to make a living off a profession that aside from the ability to place venders is completely useless! It has no mods to offer for crafters or combat players, but god, we should waste SP into it if we want to sell things for more than 6k!

/end sarcasm


It is very stupid that these hard core merchants, though I don't know why or how anyone can be so hard core on a profession that only pretains to placing venders when it comes down to it, think that everyone should have to use up 50+ SP to keep venders operational. This is horrible for non crafters. For crafters it hardly dents them, since they already have to have artisan for their profession they make money off of. For PvE people it makes a huge dent on what you can have for a template.


Mose of these hard cores are the crafters with the extra SP's that they don't need and chose to keep merchant. The ones that aren't are the ones that realizes how bad it can hurt a template and the inconvenience it causes, since it was working fine with out creating issues for how many months?
Aeja
Sun Aug 15, 2004 5:35 pm
#3

Well I tend to agree somewhat it costs a great deal of points for merchant it is a fairly weak on its own (partly due to the fact alot of people havevendors without the required skill) also its a weak profesion due to the fact vendors dont have all the options that would make it viable to other crafters (like the ability to set up vendors for other payers for an agreed apon % or fee). Thats what the merchant was intended to be, So you wouldnt have to use your skill points and those that choose to spend the points on merchant can offer a legitament service.


As for why you should have to waste you SP for merchant to get the bonuses I feel the same way about combat mods If I gained the ability for a combat mod or bonus I should be able to keep it after I surrender the skill also, I mean I just makes sense to me and Im sure you guys would have to agree.
Crimsonsplat
Sun Aug 15, 2004 5:44 pm
#4

I still say abolish the so-called profession and split the abilities up among crafting classes. Give the "semi-crafting" classes like Smuggler and Doctor lesser abilities. Merchant cannot stand on it's own as it is currently designed, due to human nature. But the Devs want to FORCE their world to look like the "real" world, so they're instituting arbitrary and nonsensical limits.

It's bad enough from a crafting standpoint that I have to waste so many SP in order to be able to sell my product that I'm forevermore locked out of enjoying any combat-type missions with my guildmates, but this makes me so weak I have died to random spawns next to my harvesters.

Then to have the profession nerfed on top of that? OMG, what a joke.

Barris
Sun Aug 15, 2004 6:16 pm
#5

GJ hard core merchants. Don't respond but one star. You can't justify anything, that's why you don't respond.
Iannyen
Mon Aug 16, 2004 6:49 am
#6

Ok, Barris. How many vendors do you think that non-crafters need to sell their ph4t l3wtz?


I'm a hardcore crafter, and I'd much rather give up all my merchant abilities to be able to develop another elite crafting profession, but I can't since the current merchant profession skilltree can't stand alone. I'd love to be able to have a merchant professional sell my items for me, but I can't, because the whole profession is borked.


That dosn't mean get rid of it, it means fix it.



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.
BountyBlunter
Mon Aug 16, 2004 6:51 am
#7






DragonScout wrote:
Just like the title says... I find this just hilarious. The merchant profession is nothing more than a utility used by other professions. It can't stand on its own without at least one other profession. It really has nothing to offer in terms of actual immediate usefulness that you can exactly pinpoint. Vendors, the ONLY thing worth the skill point investment in merchant, are nice, but not necessary to sell items, and yet for that utility feature, they want you to invest the full skill point cost of a viable profession. And now... they are nerfing it. It is really kinda funny. In a sad twisted kind of way.

And just think, you have people like Balkstar and Dingoboi and Songe and BountyBlunter to thank for it. Yay them!!! lol.




Nar, don't thank me man..


Thank yourselves for not having the brains to come up with a decent counter point toourcomments, if you had done a better job in arguing your case this never would have happened, the devswould have agreed with you right ..?


Unless of course we all had nothing to do with it and the devs just decided to do this because it was a glaringly obvious exploit, all we did was post glaringly obvious facts.


Either way I'm content.




Arok K'tah ::Radiant:: Master Doc + Producer of cheap buffs and medical supplies.

Hoz Turner ::Radiant:: Mayor of Avalon + Producer of cheap munchies and beverages.

If I hear one more person say they are cancelling an account, I'll cancel my account !

Cafa
Mon Aug 16, 2004 9:05 am
#8






Crimsonsplat wrote:
I still say abolish the so-called profession and split the abilities up among crafting classes. Give the "semi-crafting" classes like Smuggler and Doctor lesser abilities. Merchant cannot stand on it's own as it is currently designed, due to human nature. But the Devs want to FORCE their world to look like the "real" world, so they're instituting arbitrary and nonsensical limits.

It's bad enough from a crafting standpoint that I have to waste so many SP in order to be able to sell my product that I'm forevermore locked out of enjoying any combat-type missions with my guildmates, but this makes me so weak I have died to random spawns next to my harvesters.

Then to have the profession nerfed on top of that? OMG, what a joke.






2 Master Merchants and 3 3/4/0/4 Merchants.


I agree 100% mate.




- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

obeewan
Mon Aug 16, 2004 10:44 am
#9

I agree also,


My alt is Master Artisian, Master Architect, and Master Merchant.


Now it appears that MASTER SHIPWRIGHT will come out of our skill point pool.


They could up the house storage also. A WHOLE LOT





Aesop Pecan
*Perfektion Mini-Mall*
CLOSED~(-3947,-772) Corellia, Tyrena Starport
DragonScout
Mon Aug 16, 2004 6:00 pm
#10

Sad thing is.. this 'change' does absolutely nothing to fix or prevent vendors from being used as storage.

And, it technically doesn't even fix poached vendors. It does in a way, but only in so far as that it limits how many items you can put up for sale based on merchant level. It is basically a patch in the vendor code so that they didn't have to address removing vendors -- which could cause even more heat if that code was bugged. Fairly smart move on their part. And it works overall, it just also happens to make the profession even more pointless unless you are only using it to sell your own items.

But, the problem is that they haven't 'fixed' the profession. They have just made it more of a mule/secondary account profession. Which, like p4samwise and I used to say, is only in SOE's benefit -- not the players. Oh yay! It now takes the correct amount of skill points to have vendors, yet the profession is still passive and basically unplayable by itself. That is such an improvement.

So you can be content as they nerf a utility profession. That's fine. I just find it incredibly funny. And look forward to seeing how much this 'improves' the game.



Zerathi/Shawn -- the grumpy wookiee of Shadowfire
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