Merchant Archive
Thread: Merchant limits + no recursive macros =
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DarthBushJr
Sat Aug 07, 2004 6:19 pm
#1
We can see from all the responses that many people will just stop crafting altogether and forget the merchant hassle.
Add in the no recursive macros and see what happens to the economic base. Mastering a crafting prof will be much, much harder with out the use of a crafting macro. The number of Weaponsmiths, Armorsmiths, Tailors, DE's and Chefs will fall to before unforseen lows with no new crafters coming up to replace them and it will be near impossible to get any diversity in quality or price on any given item. Prices will rise and rise with no end in sight, the economy will turnmonopolistic as more and more crafters quit crafting or leave the game altogether.
This is an incredibly bad situation and may make my gameplay unbearable as I like being a crafting doctor with a vendor, I do not like to buff for credits and never have liked it. I much prefer to sell buff packs on my vendor, I like to sell stims, state packs, all other med supplys advanced and otherwise. If this goes the way I see it going, I will probably drop my favorite prof to become another defense statcking loot-stealer sometime before i just decide to quit SWG.
caldrake
Sat Aug 07, 2004 6:48 pm
#2
Indeed, you've hit the nail on the head. These 2 changes will both hurt the game economy, as well as increase the gap between the rich and poor... New players will no longer wish to spend the time to become a crafter or healer, and the existing crafters will raise their prices significantly (thus hurting new players even more).
This will also hurt Sony's real-life economy... This will inevitably result in new players quitting after a couple months of frustration, and in experienced players getting bored with running around to multiple houses just to grab resources to craft a single item, and also constantly having to re-stock vendors... So those folks will also quit.. It should be noted that most of the major crafters in the game run 2 or more accounts, which at $12 per month per account is a big amount of revenue to Sony.. Imagine the fallout if just25 crafters per galaxy quit(I think the number would be much higher). That's a total of625 people with an average of 2 accounts each.. That's $180,000/year in lost revenue, which would mean less money for dev's salaries...
Whyspr
Sat Aug 07, 2004 7:05 pm
#3
Crafters wontbe the only people quitting because of this.....everyone will...decent weapons will be harder and harder to find and will get more and more expensive, Dr.supplies such as buffs, stims and state packs...same as weapons not to mention armor, clothes, food, houses, furniture, and mainly resources....with everything getting more and more expensive unless our crafters harvest thier own resources, which will be harder since we now need the storage of mulitple house, they wont be able to buy the new resources because no resources will be sold in 10k amounts due to lack of room on vendors....so then we will have less and less of the items listed before resources unless we all start lot trading from other servers which causes a bigger mess becuase now these people with the resources can charge insane prices on it....i see this as a way to destroy the game, break us all down till we drop combat and start running around in bone armor because we can kill a few animals and sample all the metal we need with just novice artisan and 1 tree.....the we will all run around beating on each other with reinforced combat poles since we can make that in the same tree so in conclusion this game is going to suck and i am crazy for still wanting to play
please dont make me resort to beating on people with weak sticks devs i beg of you 
Morwen
Sat Aug 07, 2004 7:39 pm
#4
With such harsh vendor limits no one will stock low end goods, it's just not enough bang for the buck. That's just going to hurt the noobs trying to get started.
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