Merchant Archive

Thread: Dear DocSavag and Devs.

obeewan
Tue Aug 10, 2004 8:54 pm
#1

Good evening all=)

I've been keeping an eye on the boards here, and while I don't fully agree with the vendor holding limits (and yes I will explain why) some changes are long over due.

Lets look at some of the proposed changes, shall we?


#1 Vendors that are empty will no longer be visible on the planetary map (Ctrl-V).
#2 Vendors that have been left empty or abandoned for two weeks will be deleted (owner will receive a warning message prior to deletion).
#3 Email notifications have been added to advise vendor owners of the status of their vendor.
#4 Fixed a bug that caused items to sometimes vanish from vendors.

Now to me, the above is all good stuff. Does anyone have a problem with these four possible changes?

It appears that items on vendors need to be limited on a Galaxy wide scale. Why? I am not sure, but if they added a #5 it would go a long way toward helping this situation.
Here is my proposed #5 (and yes, I hear the screams now)

#5 Vendors in operation without having the Merchant skill tree will be considered empty and treated as in #2 above.

Now, let me add a few things to this.
This is merely my opinion=)

1. Business III and IV is a joke, any declared residence owner should have a structure vendor that comes with the house. Possibly a 25 min. storage/sale vendor.

This would aid those trying to Master a profession for keeping supplies on hand and sales.

It comes with the house and not the merchant line.

Every time you master a crafting profession you get an additional 25? storage/sales inventory space.

I use 25 here as an example, not as a rule set in stone.

Supposedly we can Master three professions...well yes, we can if they are all in the Artisian tree. If not in Artisian we are caca out of luck though.

Suppose a crafter wishes to excel in their profession, does anyone have an idea of how many different resources are needed to be kept on hand for Architect?

How about Armorsmith?

Bio-Engineer?

Weaponsmith?

And for Architects, well, not only do you need each of the resources, you need good and bad ones. You don't want to use fantastic stuff for walls if you don't need to. I'ts hard enough to get good components as it is.

As to my number 5 above, has anyone thought about this before?

All those that ground their ways to Jedi-dom, can you still pull a Bull Rancor out as a pet? Still build a Small Naboo house? Still trip the light fantastic?

I did not think so.

Yet, how many have a merchant from a past skill?

Ah go ahead, hate me, but did you ever think?



Aesop Pecan
*Perfektion Mini-Mall*
CLOSED~(-3947,-772) Corellia, Tyrena Starport
Brilyn
Tue Aug 10, 2004 10:16 pm
#2

< Does anyone have a problem with these four possible changes? >


No, not at all. I can't see why anyone would......


< #5 Vendors in operation without having the Merchant skill tree will be considered empty and treated as in #2 above. >


I think this is a complex change (from a coding perspective).


I think it would be simpler to institute a skill-check whenever you interacted with your vendor. If you didn't have the appropriate skills you could only ineract with the vendor as a non-owner. So you couldn't top up maintenance, or add items, or access the stockroom.


Worst-case scenario: in 6 weeks it dies. Meanwhile (like right *now*) you can't access your 'stored' items.


< Business III and IV is a joke >


I don't agree. Business III and IV costs9 SP, which is just 1 point shy of Hiring I and Management I, and gets you the *exact* same benefits, bar the Sign options.


I mean, it's 9 points. At least I have to *work* for the XP in Artisan.


< I use 25 here as an example, not as a rule set in stone. >


Good, 'cause it's way too low.


< does anyone have an idea of how many different resources are needed to be kept on hand for Architect? >


Very few, actually.


While you do need some moderately good ones for high BER Harvesters, that's *all* you need quality resources for.


You can make *everything* else with junk.


The only stuff that requires specific resources is the high-end furniture.


So, Steel, Copper, Inert Gas, Reactive Gas, Aluminium, Iron, and Ore. Times 2 for good stuff and bad stuff, and there's 80% of your resources covered.



I'm an ex-Master Architect because the profession is so damn boring, and yet so damn stressfull too.



I can't comment on the others, bar 1: Weaponsmith.


I carry roughly 80 stacks of resources on my person, and have about 10 more sitting near my crafting station (in a pack, funnily enough, grabbing them off the vendor takes longer, so it's a waste of effort to put them there).


And they *all* have to be of good quality. In fact, I have to have 2-3 different *specific* resources, because the Kammris Iron I need for a PowerHammer (SR) is no good when I need Kammris Iron for an EE3 (CO and OQ).


I'm pretty sure that Armoursmith is in a similar position, though most of the others aren't.



< Yet, how many have a merchant from a past skill? >


Me. I do.


I have shops in two different locations, and a Merchant tent, so I have Efficiency IV. I'll be chucking Efficiency IV at some point because it's so many wasted points.


I'll be keeping Novice Merchant, as I need the 2nd vendor.



A cap of 60 items per vendor at Novice Merchant is a joke. It's not possible for me to run a weaponry business with that limit.


A cap of 100 per vendor at *master* is a joke. It's not possible for me to run a weaponry business with that limit.



Getting Master Merchant is not an option (I'm a Master Carbineer and a Master Weaponsmith). It would be crap if there was a decent item limit at Master Merchant, because that would be the ***only*** worthwhile thing in Merchant, bar the additional Vendors.



I mean, you don't take Master Weaponsmith ***solely*** to make Powerhammers. That would mean that the rest of the profession was worthless. That's why some people only take a single tree in Weaponsmith. Because it's benefits are varied. Ditto for most of the other professions.


To force all the benefits of high Vendor caps into Master Merchant just proves that the Merchant Profession, as a whole, is worthless.



Brilyn
Master Weaponsmith
Master Shipwright
Main vendor on Naboo, Vagabond's Rest: -1850, 2330
Secondary vendor on Talus, Kyu'mai: 250, -4680
Starsider
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