Merchant Archive
Thread: Proposed Vendor Exploit Fix
Intro:
A quick read through some of the post here and I get the feeling Merchant despise anyone who keeps a vendor around without having the skills. Perhaps rightly so, but there are a number of reasons people do this. The pitiful lack of storage in the game. The ability to only sell items for 6000 credits on the bazaar (3000 was even worse). No trade channel in game. The fact that a lot of people only dabble in buying/selling - this is a combat oriented game after all. But, to be able to keep the best part of a skill tree without maintaining the skills necessary to achieve this in the first place makes the profession useless. So, here goes my proposal - what I think is fair to both Merchants and the general community.
Part I: Hit them where it hurts
I've seen calls to destroy all vendors people don't have the skills for. This is bad for many people who didn't know it was a bug. Not everyone reads the forums. I can only imagine the number of CSR tickets raised if this were to be implemented. Lots of angry people.
So, part I of this proposal is to increase maintenance fees for vendors which people can't support. I'll start with a kill_off_the_vendor_factor of 2, but if this is not discouraging enough then a factor of 3,4,5,etc could be used.
- If a player loses the skills to maintain a vendor, a vendor may be chosen a) at random or b) based on number of items on the vendor (we want to get rid of the vendor so choosing the one with fewest items makes this easier for the player to do) and an email sent to the player saying "Vendor [name] is no longer covered by your employment agreement. Maintenance rates have been raised to [base_maintenance x kill_off_the_vendor_factor] for this vendor".
- Factor of 2 you say? Not very much I hear? No it isn't. Please keep reading, it'll be addressed.
- For each vendor out of maintenance, the cost of that vendor increases by the kill_off_the_vendor_factor. So if 1 is out of maintenance, it costs [base_maintenance x kill_off_the_vendor_factor]. If 2 are out of maintenance, it costs [base_maintenance x kill_off_the_vendor_factor ^ 2] per vendor.
This boils down to the equation:
Total vendor cost = number_of_vendors * [base_maintenance x kill_off_the_vendor_factor ^ number_of_vendors]
- Becoming costly to maintain all those vendors yet? But! I hear you say, what's to stop someone putting all there items on a single vendor? And so comes part II.
Part II: No room at the vendor
- Any vendor which is no longer maintained also suffers a distinct problem holding items. Max item limit is 100-200. This would have to be implemented not to destroy items though (angry people) and so would only prevent restocking items until under the limit. This would force people to either a) re-take the skills or b) live close by and restock the vendor constantly. The max item limit could of course be altered if too large.
I hope the changes outlined would make the Merchant profession useful again without making large sections of the community angry - any comments are welcomed.
Whilst this is a nice solution, I think it overcomplicates the issue. The issue is more simply solved by the following
When you try to place an item for sale on a vendor :-
If Num_of_my_vendors > Num_allowed_with_MerchSkills then
MESSAGE BOX "SORRY- YOU CURRENTLY ARE RUNNING MORE VENDORS THAN YOUR SKILLS ALLOW, YOU MAY ONLY RUN X VENDORS, YOU WILL NEED TO REDUCE THE NUMBER OF VENDORS BEFORE YOU CAN ADD ANY MORE ITEMS. ITEMS WILL WILL CONTINUE TO BE SOLD ON YOUR CURRENT VENDORS, HOWEVER AFTER 28 DAYS THESE AUTOMATICALLY COME OFF SALE..... SO YOU'D BETTER SORT IT OUT QUICK... OH AND WHEN YOUR VENDORS REACH 0 MAINTENANCE THEY WILL DISAPPEAR - HONEST!!!! - NO SLOW DEGREDATION FOR YOU AS YOU DITCHED YOUR MERCHANT SKILLS SO YOU COULD GO AND CAMP OUT IN SOME CAVE FOR HIGH LEVEL LOOT"
Problem solved, nothing disappears, you get fair warning.
Another solution would be to allow players to drop skills, but not pick them back up until a certain amount of time has elapsed.
For example I drop MasterRifleman to get some Merchant skills. I get my Merchant skills and set up my vendors but cannot pick up Master Rifleman for (for example) another 30 days, even if I have already dropped the merchant skills again.
This will seriously make people reconsider whether they *really* need to sell things themselves or whether they should employ the services of their local Master Merchant in order to sell things (which in my opinion is how it should be...) Can you live without your lifeblood skills in order to gain the benefits of Merchant? Those of you that say "No" should consider taking Merchant the permanent way...