Merchant Archive
Thread: Suggestion: Instead of a Low Item Per Vendor nerf, eliminate the Over Vendor # Limit EXPLOI
1. Make players deactive a vendor to add inventory to a vendor. (I know it adds a step, but bear with me)
Radial Menu Item 3)Take Off-line once off line it would change to 3)Vendor Control. This code is similar to that used on activefactories (Option 4).
2. Once all loadingto vendorinventory is done, the player can click"Re-activate Vendor"on the radial menu. At this point the server can check against the "# of vendors" that character has. If its legal, it re-activates - no harm no foul; but if its an illegal vendor the player gets a nice screen pop-up telling them that they do not have the skill level to activate this vendor AND that in-active vendors are deleted if they are not reactivated within a two week period. (And make it a pop-up tominimize players whining "I didn't see the message now my stuff is gone") The vendor is marked Inactive. In addition the vendor barking is revoked, and the vendor is removed from the world map.
Feel free to add flavor text like : "The Intergalactic Trade Commision has deemed that you do not has the required permits to activate this vendor. You need to acheiveManagement X: Additinal Vendor to do so. You have two weeks to obtain this, or your vendor will be removed. -ITC"
Thats it. ![]()
This combined with the addition of the removal of empty/inactive vendors should greatly reduce the number of vendor in the game AND make theproffession of Merchant more appealing as its own class. Players will then have a need to pick up Bussiness III (minumum 24 skill points), orbe forced to rely on a merchant to sell items to/thru, or have to waste play time spamming in the various chat channels.
-S.Shaw
Mezzellion wrote:
Most players know about the exploit (ie you can give up all merchant skills but can still keep the vendors active including advertising and barking). Some of us may even be using that exploit to have a better adventuringexperiencein game.
I don't really consider this an exploit at all.
Suggestion:
The game needs a way to see if a vendorcan legally be operated by that player.
Why? Instead of having 2 professions that are useful, have one to make money and the other waste sp on merchant?
That in a nutshell is the main problem with the Merchant proffession and part of the economy problem in SWG. The game currently performs a check for "# of vendors" when you attempt to create a new vendor. This code should could be incorporated in a new radial menu for vendors. Here's how:...
1. Make players deactive a vendor to add inventory to a vendor. (I know it adds a step, but bear with me)
Radial Menu Item 3)Take Off-line once off line it would change to 3)Vendor Control. This code is similar to that used on activefactories (Option 4).
2. Once all loadingto vendorinventory is done, the player can click"Re-activate Vendor"on the radial menu. At this point the server can check against the "# of vendors" that character has. If its legal, it re-activates - no harm no foul; but if its an illegal vendor the player gets a nice screen pop-up telling them that they do not have the skill level to activate this vendor AND that in-active vendors are deleted if they are not reactivated within a two week period. (And make it a pop-up tominimize players whining "I didn't see the message now my stuff is gone") The vendor is marked Inactive. In addition the vendor barking is revoked, and the vendor is removed from the world map.
Feel free to add flavor text like : "The Intergalactic Trade Commision has deemed that you do not has the required permits to activate this vendor. You need to acheiveManagement X: Additinal Vendor to do so. You have two weeks to obtain this, or your vendor will be removed. -ITC"
Thats it.
This combined with the addition of the removal of empty/inactive vendors should greatly reduce the number of vendor in the game AND make theproffession of Merchant more appealing as its own class. Players will then have a need to pick up Bussiness III (minumum 24 skill points), orbe forced to rely on a merchant to sell items to/thru, or have to waste play time spamming in the various chat channels.
Merchant isn't really an appealing profession... at all. All merchant isreally is venders to help hold equiptment (IE: storage venders) and sell products. If you have to rely on a merchant to go through and sell your stuff, you run the chance of being ripped off. This is not a good idea by far. It would no longer be buyer beware, it would be seller to the seller beware.
-S.Shaw
Barris wrote:
Mezzellion wrote:
Most players know about the exploit (ie you can give up all merchant skills but can still keep the vendors active including advertising and barking). Some of us may even be using that exploit to have a better adventuringexperiencein game.
I don't really consider this an exploit at all.
Suggestion:
The game needs a way to see if a vendorcan legally be operated by that player.
Why? Instead of having 2 professions that are useful, have one to make money and the other waste sp on merchant?
You don't consider it an exploit to be able to use the skills of class you no longer have. No offense, but stay off the spice.
By your "logic" I could have every ability of of every class in the game, all I have to do is master them once. Thats refered to as broken.
With your build (master CM and master Rifle)you have 4 free skill point so you should not have direct access to a vendor. You should have to rely on someone else (darn social aspect of the game popping up), or if you want to do it all - get a second account.Its the exploiters that are causing this nerf... too bad the devs are taking it out on the rest of us.
-S.Shaw
Mezzellion wrote:
Barris wrote:
Mezzellion wrote:
Most players know about the exploit (ie you can give up all merchant skills but can still keep the vendors active including advertising and barking). Some of us may even be using that exploit to have a better adventuringexperiencein game.
I don't really consider this an exploit at all.
Suggestion:
The game needs a way to see if a vendorcan legally be operated by that player.
Why? Instead of having 2 professions that are useful, have one to make money and the other waste sp on merchant?
You don't consider it an exploit to be able to use the skills of class you no longer have. No offense, but stay off the spice.
Using a vender isn't a skill... the ability to place them is.
By your "logic" I could have every ability of of every class in the game, all I have to do is master them once. Thats refered to as broken.
I never said that.
With your build (master CM and master Rifle)you have 4 free skill point so you should not have direct access to a vendor. You should have to rely on someone else (darn social aspect of the game popping up), or if you want to do it all - get a second account.Its the exploiters that are causing this nerf... too bad the devs are taking it out on the rest of us.
Going through someone else for sales makes for people running away with other peoples property...
-S.Shaw