Merchant Archive
Thread: Question on dropping Merchant and still running vendors
http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=17551
It is the response to 5. Note this is a post that was authorized out of the Coor. forum.
Haruspex77 wrote:
Do you have a reference for that? This has been a major issue for a long time, and the devresponse has always been that it is too hard to do. I think it even had something to do with why Marqie left as correspondent.
Really big news if true!
Marqie left because she was leaving the game. As to why she made that decision it wasn't about vendor issues it was about game issues in general, but she was one of the early proponents of preventing people from using vendors they didn't have the skills to use.
I think myself personally, along with a lot of others in this profession would love to see the day when you actually have to keep merchant to keep your vendors. I like to PvP, so I purchased a Merchant character and a combat character. It was a sacrifice that I made, but others don't make that sacrifice and are able to keep their vendors.
I would love to be able to still use my flamethrower now as a BH after I gave up commando![]()
GrinInc wrote:
I think myself personally, along with a lot of others in this profession would love to see the day when you actually have to keep merchant to keep your vendors. I like to PvP, so I purchased a Merchant character and a combat character. It was a sacrifice that I made, but others don't make that sacrifice and are able to keep their vendors.
I would love to be able to still use my flamethrower now as a BH after I gave up commando
I did the same thing. 7 months ago I made fun of people who said they were buying 2 accounts..My house now owns 4 boxes... for human players
DocSavag wrote:
GrinInc wrote:
I think myself personally, along with a lot of others in this profession would love to see the day when you actually have to keep merchant to keep your vendors. I like to PvP, so I purchased a Merchant character and a combat character. It was a sacrifice that I made, but others don't make that sacrifice and are able to keep their vendors.
I would love to be able to still use my flamethrower now as a BH after I gave up commando
I did the same thing. 7 months ago I made fun of people who said they were buying 2 accounts..My house now owns 4 boxes... for human players
![]()
Draznar wrote:
http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=17551
It is the response to 5. Note this is a post that was authorized out of the Coor. forum.
Hmm, that says: "We would like to see some suggested changes that would address this
situation. We agree in principle that Merchant Skills should not be surrendered without the loss of the benefits of those skills." It reads to melike an inquiry about something they haven't decided to do rather than a clear plan on their part to implement the claimed change.
The claim did include a good suggestion that could keep people from dropping Artisan business 3, but it is a lot harder to specify feasible rules that affect skills above that level.
It might seem easy to check whether it was even possible for the player to have the type of vendor given his skill level, and lock a protocol droid to a novice Merchant, or an NPC to a non-Merchant. But the vendor type data may not be available in the dialog box code.
Similarly, the total number of vendors the player has may be really hard to check. And then what do you do, permenantly lock the first one opened and then not count it again (requiring write access to the countdata)? Or perhaps you just let it lock all of them until the player deleted one or regained the skill.
If you select a race for your vendor, does it get flagged for lock if you drop that skill, but a random one does not? If you drop Ad 3, is the system supposed to search all the planets to see if you have a map entry?
I see a lot of development work here, and no consensus on how it would work.Many commentors seemed to think either no change was needed or that the contents of the vendor should be lost. "Too hard to do" isas mucha matter of deciding on a feasible set of requirements as it is the actual coding.
BTW Doc, Marqie wrote "The breaking point for me was GM, and the whole 'because we do not know how to fix it, it is not an exploit' I then relized merchants were a throw away class, and will never have a life of thier own until the merchant skill backout is fixed." in her farewell post.
http://forums.station.sony.com/swg/board/message?board.id=merchant&message.id=13460#M13460
I would bet on Merchants getting certs for combat droids first. That would keep folks from dropping the skills.
Haruspex77 wrote:
BTW Doc, Marqie wrote "The breaking point for me was GM, and the whole 'because we do not know how to fix it, it is not an exploit' I then relized merchants were a throw away class, and will never have a life of thier own until the merchant skill backout is fixed." in her farewell post.