Merchant Archive
Thread: Pleading on behalf non-Merchants
Can't Merchants throw non-Merchants a bone? Let the Artisan Business 3 Bulky vendor stand.
Let anyone who grinds Artisan Business 3keep justone personal,big, ugly vendor with a limited number of items (one page only, 100 items?) as long asthey pay their fees. ...and they can't move it. No advertising or anything else. Just one.
Is there no (weak little) ranged weapon you can use without Marksman skills? I think there is, and if not, there should be. As a non-Creature Handler, I can still call a CL10 pet.
...please.
Message Edited by p4Samwise on 05-07-2004 05:09 PM
You're right. I see I was not very clear. I did mean to keep it after surrendering Artisan.
Good idea about the droid solution. I would hope they could implement that before wiping out all vendors not supported my current skill boxes. They should even let the number of items be based on the number of optional droid modules used.
I'm not married to how it gets done.And I do dislike the abandonedskill benefit keeping (even if the skill is vendor placement, not vendor maintenance).I'm just saying I think that some low level of commerce ability should be granted (with reasonable cost) to the general public. The Bazaar is not enough.
LukeBorgman wrote:
I'm just saying I think that some low level of commerce ability should be granted (with reasonable cost) to the general public. The Bazaar is not enough.
Commission on every sale paid to the vendor would be too expensive, I think. Keeping in mind that an important and valid use of a non-merchant vendor is selling rare loot.
Maybe a droid vendor could require a Merchant-certificate to operate. The certificate could be purchased from Merchants and decay requiring replacement every month or so. The certificate could have levels matching a Merchant skill branch (Hiring?) allowing higher level sales limits, with Master Merchant certificate allowing any price item to be placed for sale.
LukeBorgman wrote:
You're right. I see I was not very clear. I did mean to keep it after surrendering Artisan.
DingoBoi wrote:
LukeBorgman wrote:
You're right. I see I was not very clear. I did mean to keep it after surrendering Artisan.
I give you a bone but i'll shove it up your ass first.
This is an exploit.
I'll give him another bone for when he's done with yours
How about this, alter the system to allow merchants to sell other peoples items for an agreed upon % of the item cost.
For example, I'm a weaponsmith and I want to sell my wares without spending the skill points on merchant. I find a PC merchant, we go to his vendor andthe merchant brings up a "contract" screen (similar to the new image deisgner system) which, if agreed upon, allows me place any item (or maybe specific item types) on his vendor, but for each item sold the merchant gets X% of profit.The catch is that the merchant can onlycreate 2 contracts per vendor (of course, he can still placenon-contract items on any over his vendors at any time). The contractcan be broken by either party at any time.
I think this would add a new, competitive element to the economy game. Merchants wouldn't only be compeating for customers, but for crafters (remember, any cash made from a contract is basicly pure profit for the merchant). In turn, crafters would be compeating for spots in the best vendors... giving merchants leverage to get a better surcharge on items. Merchants who are crafters could still sell their wares, but also complementry items that they can't make,
How about this, alter the system to allow merchants to sell other peoples items for an agreed upon % of the item cost.
For example, I'm a weaponsmith and I want to sell my wares without spending the skill points on merchant. I find a PC merchant, we go to his vendor andthe merchant brings up a "contract" screen (similar to the new image deisgner system) which, if agreed upon, allows me place any item (or maybe specific item types) on his vendor, but for each item sold the merchant gets X% of profit.The catch is that the merchant can onlycreate 2 contracts per vendor (of course, he can still placenon-contract items on any over his vendors at any time). The contractcan be broken by either party at any time.
I think this would add a new, competitive element to the economy game. Merchants wouldn't only be compeating for customers, but for crafters (remember, any cash made from a contract is basicly pure profit for the merchant). In turn, crafters would be compeating for spots in the best vendors... giving merchants leverage to get a better surcharge on items. Merchants who are crafters could still sell their wares, but also complementry items that they can't make,
Does anyone know when/if IDs will be able to work on vendors?
Even though, they may plan to change this feature of the game, currently the skill is for hiring, not maintaining vendors, so since I can't hire/place more after I surrender the skill, it is not an exploit, no matter how much you hope it will profit you to say so.
DingoBoi wrote:
LukeBorgman wrote:
You're right. I see I was not very clear. I did mean to keep it after surrendering Artisan.
I give you a bone but i'll shove it up your ass first.
This is an exploit.
And when you're done with me and that "bone", you can stick it to the whole economy of the game. When the holo-grinding is over,we'll see how many crafters are left when no crafter can sell their items without either giving you a cut or using up precious skill points they could have used to get some combat skills. I'm sorry you don't think your existing skills are worth enough as it is. I can't blame you for playing the part of a good merchant to always go for more. I can only hope that, for the sake of the game, the Devs find some way to mitgate your desire to profit from others labors. The current Bazaar is not enough for non-Merchant commerce. Merchants skills should be value-added, not pure leeching.
LukeBorgman wrote:
Even though, they may plan to change this feature of the game, currently the skill is for hiring, not maintaining vendors, so since I can't hire/place more after I surrender the skill, it is not an exploit, no matter how much you hope it will profit you to say so.
DingoBoi wrote:
LukeBorgman wrote:
You're right. I see I was not very clear. I did mean to keep it after surrendering Artisan.
I give you a bone but i'll shove it up your ass first.
This is an exploit.
And when you're done with me and that "bone", you can stick it to the whole economy of the game. When the holo-grinding is over,we'll see how many crafters are left when no crafter can sell their items without either giving you a cut or using up precious skill points they could have used to get some combat skills. I'm sorry you don't think your existing skills are worth enough as it is. I can't blame you for playing the part of a good merchant to always go for more. I can only hope that, for the sake of the game, the Devs find some way to mitgate your desire to profit from others labors. The current Bazaar is not enough for non-Merchant commerce. Merchants skills should be value-added, not pure leeching.