Merchant Archive
Thread: What will the CU do to med vendors?
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Aurelius_Pendragon
Thu Mar 31, 2005 5:49 am
#1
My primary role in this game has been making and selling meds. That is obviously going to change very much under the CU. Most meds will disappear, but if I understand correctly current meds in inventories and vendors will morph into something useful in the new system.
I have three vendors in a tent, one selling stims, one selling other meds, the third selling combat meds. After the CU one will probably be enough....presumeably I will remove some vendors that sell things that no longer exist. I will also probably want to change the name of vendors to reflect their new wares.
Currently the only way to do that is to empty the vendor, destroy it, and put up a new one. Aside from the hassle of removing maybe hundreds of items, what happens to the clothing I've carefully placed on my vendors? Do they just disappear?
It would be better if the devs gave us the opportunity to rename our vendors, if not on a permanent basis, at least for the CU transition. Combat players will get to reallocate their skillpoints, so giving a similar perk to merchants wouldn't be a stretch.
I have three vendors in a tent, one selling stims, one selling other meds, the third selling combat meds. After the CU one will probably be enough....presumeably I will remove some vendors that sell things that no longer exist. I will also probably want to change the name of vendors to reflect their new wares.
Currently the only way to do that is to empty the vendor, destroy it, and put up a new one. Aside from the hassle of removing maybe hundreds of items, what happens to the clothing I've carefully placed on my vendors? Do they just disappear?
It would be better if the devs gave us the opportunity to rename our vendors, if not on a permanent basis, at least for the CU transition. Combat players will get to reallocate their skillpoints, so giving a similar perk to merchants wouldn't be a stretch.
Kryxal
Thu Mar 31, 2005 5:55 am
#2
I'd expect your stims vendor to remain for the new potion-equivalents. I think any other "enhancers" may fall in the "nice to have but not critical" and might require some changes ... but we'll see.
DocSavag
Thu Mar 31, 2005 7:29 am
#3
Hard to tell what will happen to the market as a whole. I find it difficult to believe that anything will replace the millions spent on buff packs and the organics used to make them. I see the economy taking a hit there (will actually increase inflation in the short term I think becuase people will have a ton of excess credits from buff packs) I don't expect doctors will be able to charge 10-15k for buffs any more either considering they will be doing them without packs and the effect of them will be greatly reduced. We'll see.
Stim packs will be more in demand than before most likely. The question is what will be the supply. With the crafting moving from Doctor to Bio Engineer there might be a short term availability issue with med items in general. That could cause prices to start higher than they are now.
I'm not sure what will happen to existing buff packs and meds that aren't used in the new system. We'll have to wait and see.
Stim packs will be more in demand than before most likely. The question is what will be the supply. With the crafting moving from Doctor to Bio Engineer there might be a short term availability issue with med items in general. That could cause prices to start higher than they are now.
I'm not sure what will happen to existing buff packs and meds that aren't used in the new system. We'll have to wait and see.
bluejanus
Fri Apr 01, 2005 4:43 am
#4
Yeah I have a nice storehouse filled with stims and to a lesser extent buff packs. I hope it can be useful in the new system. I wonder if pet stims will be useful again. CU might make CH more popular.
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