Merchant Archive
Thread: Unlearning Business Question
I have a quick question. If I gain Business III, place a vendor, then unlearn Business III, will I still be able to use that vendor as usual?
Thanks.
Rabenwolf
This gets asked (and answered) about three times a day.
Take a look at some of the other posts for your answer.
Sorry ... no coffee yet and in a cranky mood ![]()
Well, I thank you for the responses, I think.
I did happen to look through the boards for the past couple of days prior to posting, looking at any subject that seemed likely to have a similar question (New Merchant, Vendor questions, etc.) Maybe it was too late/early and I missed them.
Anyway, sorry to clutter your boards with aquestion - I'll ask one of the merchants in game if I can't find it here. If it's asked and answered three times a day, that does make it seem like a common concern. Such bitterness can't be good for business, you know. I'll not pretend to have kept up with Vendor concerns that your class may have had, but it seems that if learning Business III, placing a vendor, and unlearning Business III and keeping the vendor is thought of as an exploit, then giving a skill mod to Business III (Vendor +5) and requiring Vendor skill => 5 to operate vendor should solve that, I think. Again, I'm sure that something similar or far superior has been suggested as a fix.
And one last note, regarding the comment about an exploit by Ehecu. If I learn Weaponsmith to craft my own Grenades because I'm interested in Commando, make a bunch of Grenades, then unlearn WS, is that an exploit? Or WS for WUK to grind out Slicing exp. Or any number of combinations of professions. The concept is the same, and if one is wrong, then all are wrong. The benefits, whether it is in credits or in new abilities and experience, are kept whether one retains the skills that helped them get there. Slippery slope, that is.
Rabenwolf
HouseCadinsor wrote:
Well, I thank you for the responses, I think.
I did happen to look through the boards for the past couple of days prior to posting, looking at any subject that seemed likely to have a similar question (New Merchant, Vendor questions, etc.) Maybe it was too late/early and I missed them.
Anyway, sorry to clutter your boards with aquestion - I'll ask one of the merchants in game if I can't find it here. If it's asked and answered three times a day, that does make it seem like a common concern. Such bitterness can't be good for business, you know. I'll not pretend to have kept up with Vendor concerns that your class may have had, but it seems that if learning Business III, placing a vendor, and unlearning Business III and keeping the vendor is thought of as an exploit, then giving a skill mod to Business III (Vendor +5) and requiring Vendor skill => 5 to operate vendor should solve that, I think. Again, I'm sure that something similar or far superior has been suggested as a fix.
And one last note, regarding the comment about an exploit by Ehecu. If I learn Weaponsmith to craft my own Grenades because I'm interested in Commando, make a bunch of Grenades, then unlearn WS, is that an exploit? Or WS for WUK to grind out Slicing exp. Or any number of combinations of professions. The concept is the same, and if one is wrong, then all are wrong. The benefits, whether it is in credits or in new abilities and experience, are kept whether one retains the skills that helped them get there. Slippery slope, that is.
Rabenwolf
Grenades can be used by Non Weaponsmiths so it is a bad example.
Vendors cannot be attained by or traded to non merchant/business II users. Using one after you no longer have that skill is more like trying to use your LLC after you give up Commando..you can but you have severely limited abilities. In other cases (scout camps, musical instruments) you can't use the item at all once you have given up the skills (EVEN IF YOU CRAFTED IT YOURSELF) becuase the item requires a skill to operate. Most merchants maintain that merely obtaining a vendor isn't the skill that you get in the merchant lines. You learn the skill of hiring and managing vendors. If you give up that skill the NPC's should all quit and your droids should break down because you lack the skill to keep them employeed and operating.
It isn't a lie, as far as I know. Some of the merchant skills can be dropped without losing the benefits, but by all accounts, dropping business three means the vendors disappear. The artisan forum is really the one to look for answers in though. They've tested it I believe, whereas we've mainly tested dropping merchant skills.
Ehecu wrote:
Liar. Even if it is an exploit, they desirve to know the truth. Nothing gets fixed if it isn't openly acknowledged....
In all honesty, I find it insulting that so many people say "Well what about crafting?". Listen, I don't give a crap. You don't technically "craft" vendors like you do weapons. If you could sell them on the market and trade them, then sure, I wouldn't have a problem with dropping Business III and using one. However, that isn't the case. Only merchants and frickin Business III people can use vendors. If anyone were suposed to be able to use 'em, then they'd not only be tradable, but all over the market as well. Do you're research kid