Merchant Archive
Thread: Devils Advocate: Why not eliminate Merchant from the game and give merchants to crafters?
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illovich
Sat Aug 07, 2004 1:57 pm
#1
Ok, here's my problem with merchant. It isn't worth the skill points just to be able to sell things that I make as an armorsmith. This is even worse with the upcoming caps. Yes, I currently have skill points in merchant, but they've got to come out eventually unless I want to be an artisan/armorsmith/merchant, which is pretty limiting.
Here's my idea: Eliminate the merchant class, and give 1 vendor to a player when they take Novice of any crafting class and another when they achieve Mastery in any crafting class. Base all other merchant skills on the max number of vendors attribute (i.e you have the first tier skills with 3 merchants, second tier with 4, third with 5, forth with 6 and master abilities with 7), cap the number of vendors at 6 or 7 and be done.
That way the waste of skill points is taken out of the game, people who make things automatically get vendors based on how many things they're able to make, and if a combat class wants a vendor, they can take Novice Artisan and have a vendor for 15 skill points.
What do you think? /em puts on flame-retardant clothing
Here's my idea: Eliminate the merchant class, and give 1 vendor to a player when they take Novice of any crafting class and another when they achieve Mastery in any crafting class. Base all other merchant skills on the max number of vendors attribute (i.e you have the first tier skills with 3 merchants, second tier with 4, third with 5, forth with 6 and master abilities with 7), cap the number of vendors at 6 or 7 and be done.
That way the waste of skill points is taken out of the game, people who make things automatically get vendors based on how many things they're able to make, and if a combat class wants a vendor, they can take Novice Artisan and have a vendor for 15 skill points.
What do you think? /em puts on flame-retardant clothing
Bluude
Sat Aug 07, 2004 3:01 pm
#3
Ok so keep merchant in the game and allow Crafters to get the skills automatically if they go up the crafter trees.
Therefore you would only use the merchant tree if you were not a crafter.
If you were a crafter you would get all the skills automatically at master.
That way the crafters and the fighters are happy and have vendors to sell there stuff on.
Now we just have to get SOE to actually listen to our solution. 
Lotussutol
Sat Aug 07, 2004 4:20 pm
#4
I agree...Merchant is not a class...it is more of a service and not a fun one at that...is being a merchant fun? oooh look at me I am a merchant...I can change signs and dress my vendors????
Merchant SHOULD go away and be included in crafting classes...
Suenr
Sat Aug 07, 2004 6:06 pm
#6
I agree. All crafting classes should have one line that adds vendors as they work their way up. For non-crafters who want a merchant, the merchant line in artisan should remain in place. And let's not forget that crafting classes aren't just the artisan ones, but also BE, doctor, smuggler and any other class that makes a marketable product (although classes which are just partial crafters, like smugglers might not get as many vendors as the classes which are 100% crafters.)
BlackEdge
Sat Aug 07, 2004 6:11 pm
#7
Suenr wrote:
I agree. All crafting classes should have one line that adds vendors as they work their way up. For non-crafters who want a merchant, the merchant line in artisan should remain in place. And let's not forget that crafting classes aren't just the artisan ones, but also BE, doctor, smuggler and any other class that makes a marketable product (although classes which are just partial crafters, like smugglers might not get as many vendors as the classes which are 100% crafters.)
Yeah, sucks it has to go this route if the developers are trying to do this if they're having problem with merchants. I don't see why they can't just elminate it like they did with mining profession (course I actually think mining is more valid the merchant).
Business line won't be useless either... at Business 3 and novice artisan, you get 1 merchant, then at maste artisan you get another merchant, then you get another merchant at novice (put crafter name here), then 1 more at master. That's 4 merchants. I wouldn't mind actually mastering Artisan if needed. This would reduce the amt of vendors to total to 4 (one crafting, one master artisan). Then if someone feels like mastering 2 crafting professions, they can have a total of 6 vendors.
illovich
Sat Aug 07, 2004 6:15 pm
#8
And let's not forget that crafting classes aren't just the artisan ones, but also BE, doctor, smuggler and any other class that makes a marketable product (although classes which are just partial crafters, like smugglers might not get as many vendors as the classes which are 100% crafters.)
Oh, I totally agree... maybe they would only get one vendor per prof instead of two... a master doc would still get 2 vendors, more than enough, I would think. BE is a "pure" crafting profession, I would say. Smuggler might get one at novice and one at master, since none of their prerqs would give them one.
AudioOrgana
Sat Aug 07, 2004 6:21 pm
#9
As much as I don't want to say it, I agree as well.
I can't understand how they eliminated Miner from the game in beta and didn't take Merchant with it. If they couldn't form a profession around mining resources, they can't fill one around stocking vendors, no matter how "hard" (*guffaw*) they try.
AO
I can't understand how they eliminated Miner from the game in beta and didn't take Merchant with it. If they couldn't form a profession around mining resources, they can't fill one around stocking vendors, no matter how "hard" (*guffaw*) they try.
AO
polymorphic1
Sat Aug 07, 2004 7:08 pm
#10
Yes! Give merchant class to crafters. Make it master artisans. Make being an artisan worth a damn.
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