Merchant Archive
Thread: Two types of people opposed to this merchant change
Totally Agree, its an exploit pure and simple and time to return the skills to the class that belongs to it. I was a CH once, why cant i use my graul anymore, oh thats right, i surrendered the skills. I'm definently #1
Message Edited by VarnaxDespin on 08-08-2004 11:07 AM
zukem wrote:
I just realized that there are two types of people that are opposed to this merchant change.
1) legitimate merchants that do not want to see low limits. These people have used the skill points in the merchant tree, and who are really not opposed to this nerf. But they are opposed to such low vendor maxes. If these vendor maxes were increased based on experience, so that higher level merchants can place more items than what the initial proposal was, they'd be happy. (i.e. master merchants get unlimited, merchant 4 gets 400 per)
2) Exploiters. These people are strongly opposed to any kind of change in merchant. These people are those that grinded through merchant, put up vendors, and now have no or minimal merchant skills. They have no skill points invested in merchant. With this new change, they will also eventually lose these vendors. And they will no longer be able to restock the vendor with wares. These people want private vendors at no cost to them.
So the question is which type are you. If you are type 1. Then please argue all you want about this upcoming fix, and what a possible solution might be. This fix is going to happen. It's just a question now of what the limits would be.
If you are type 2. Then really you have no business posting here.Merchant is a profession, and soon to be a very valuable profession. Just like how chef was for a good portion of the game, they are suddenly the profession to be.
So where do I fall in your only two types of people? I am not a merchant on either of my characters. I do not have vendors on either of my characters. I must be some mysterious 3rd type you failed to recognize.
3) Angry. These are the people that are strongly opposed to the reduction in merchant as planned. These people are those that realize that everything in the game that you need to buy will dry up. That the weapons you need will not be arround or if they are it is on someplace like Rori that you never go to and would never think to check. That the meds that some Docs only buy will no longer be sold. That when your armor runs out instead of paying as low as 340k for a set you will see them more like 500k to 600k for a low end set. That instead of just replacing my chest peice you will have to buy a whole new set. That there will not be any interesting items that might just look good in a house out there because it wastes space on a needed vendor. These are the people that do not want a vendor because it costs them credits and they think they are ugly in thier house.
Oh yes I am upset. I am not saying not to fix it but there has to be some middle ground somewhere. They are way too low for them to be worth time. People like doctors that just sell meds to make thier cash will be out of business. I know I can not stand having my doc make the meds I need. I do not want to put harvesters out and pray. I do not want the survey skills as it takes that 15 points for another novice skill. I do not want my fighter to go under because he can no longer afford to repair his armor. He will not be able to find the weapons he needs because it will force the armorsmith to carry just a handful of types. Do I think that someone with not merchant or business skills should have a vendor....not really. But the 6k max cap on the bazaars make sure that no one can sell on there well.
SOE is famous for fixing one problem while nerfing something in it's place. They never seem to think things through. This is what I am upset about. They need to revamp the bazaars, take away vendors from those not qualified, cap the number of items on the vendors but not so low they are useless, and make it so that if you do not pay maint fees the vendor goes bye bye with your stuff. . I am not a merchant and even I see the nightmare that is to come.
PS: Maybe they can get rid of those two vendors that my deleted charcter still has in one shop and house. He has been gone for monthes and I took all maint money out of them so they would decay. Funny they are still there and can not be removed short of taking down the house and shop. (shop is not mine)
zukem wrote:
Now to those merchants out there. Would you be more acceptable to this fix if one of these two things happen? I'm just pulling these numbers out of the air, and they have no validity. Just trying to see the common ground that the merchants can live with. These figures are per vendor, and not for all vendors.
A) Master merchant - unlimited. Management 4 - 400, management 3 - 200, management 2 - 100, management 1 - 50, business 4 - 25
B) Master merchant - unlimited. Management skill boxes +50. All other merchant skill boxes +25. business 4 +25.
Regardless what the number ends up being, any limitation of our main skill is still a limitation. Now Doc has said the proposed numbers will most likely go up... but he is sure they wont go even as high a few thousand for even master merchant.
The issue for me then becomes what is the value of having a vendor and devoting the skill points. I currently have novice artisan (15sp) business 4 (14sp) novice merchant (6sp) and managment 4 (14sp) for a grand total of 49sp spent on being able to have the # of vendors I desire... So 1/5 of my total skill points are now devoted to the abilty to have vendors, or in other words;
I spend 1/5th of my allotted skill points to be able to sellitems over 6kcrin this game.
I could do away with all but 1 vendor if I could keep the unlimited # of items.
I could master merchant again and maintain it if I could keep unlimited # of items. (another 43sp) But that make 37% of all my skill points devoted to just having the same thing I have now using only 20% of my sp.
But I according to our correspondant, who I am sure is working for us as best he can, the unlimted # of items is even being considered by the devs...
DocSavag wrote:
You will not get unlimited items out of this. Its not going to happen. Get it out of your head. We need counter proposals.
So that leaves us with how much of a reduction are we going to face... if the final number does not make it worth my investment of sp I will not retain merchant. If it ruins the games economy I will prob quit.
If vendors are limited from infinite to 100, 1000, or 1mil items it is still to much of a nerf. You cant go from unlimited amounts to very very small finite amounts and expect to maintain any sense of rational perspective.
We only have one skill..the ability to sell items on vendors ....The limitation of that skill does not enhance anyones game play.
Message Edited by VarnaxDespin on 08-08-2004 12:03 PM
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[S] Bofa Treat
[S] Bowcaster
[S] CDEF Carbine
[S] CDEF Pistol
[S] CDEF Rifle
[S] Casual Pants
[S] Casual Shoes
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[S] Fishing Pole
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[S] Generic Melee Weapon Kit
[S] Grip
[S] Mineral Survey Device
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[S] Survival Knife
[S] Ten Sided Dice Set
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[S] Type 1 Firework
[S] Type 2 Firework
[S] Type 3 Firework
[S] Water Survey Device
[S] Wind Current Surveying Tool
[S] Wookiee Hide Jerkin
mhal9000 wrote:
Ah but people are arguing that, just go look at most of the threads that are supporting the removal of merchant as a playable class. I can 95% guarantee that everyone agreeing with those posts have vendors without the necessary skill points.
This is not true. I rightfully have every vendor in my shop. If you look a little closer, you'll see that there is a very large number of people who are saying "I'm a merchant x-x-x-x and....". No, I have no sympathy for the ones saying "But I dropped merchant and I don't have the skill points to pick it back up again. That is the exploit.
The vendor cap as it stands now will completely cripple the merchant crafters (as most merchants seem to be crafters). It will also hit the player base hard as the players will no longer be able to find the items that they want. There is no positive for the players in this change.