Merchant Archive

Thread: My proposal for a quick merchant fix.

spacemouse
Tue Jun 22, 2004 2:47 pm
#1

Right now I'm praying everyday to the shrub on tatooine and asking the eyes of mesra if there is going to be a revamp or fix. My problem is:
I'm a master bio enginer, and I love the profession.
To have novice, you need the hunting line in scout. This must mean we're supposed to hunt for our organic resources which is not strange as we need lots of strange and good meats bones and hides. To be able to hunt you'll need a master combat profession (I've been asking around a lot on the different combat prof forums) . After mastering let's say pikeman and bio engineer, there are no skillpoints left for any kind of vendor (if you don't use the 'merchant exploit', lame imo). My dream would be if I could set up a deal with a merchant to sell my wares (no need for any kind of admin rights) just something to make the mails from the vendor also be sent to me (I'll know if he tries to fool me), and then he'll pay me the money made - his profit for selling it (that's how a real merchant makes a living).

I can't really say but I (guess) that it can't be too hard to implement and it would be a perfect way to calm down the people using the 'merchant exploit'. It's hard to be dependant on other characters but that's why you play a mmog right?
DocSavag
Tue Jun 22, 2004 3:01 pm
#2






spacemouse wrote:
Right now I'm praying everyday to the shrub on tatooine and asking the eyes of mesra if there is going to be a revamp or fix. My problem is:
I'm a master bio enginer, and I love the profession.
To have novice, you need the hunting line in scout. This must mean we're supposed to hunt for our organic resources which is not strange as we need lots of strange and good meats bones and hides. To be able to hunt you'll need a master combat profession (I've been asking around a lot on the different combat prof forums) . After mastering let's say pikeman and bio engineer, there are no skillpoints left for any kind of vendor (if you don't use the 'merchant exploit', lame imo). My dream would be if I could set up a deal with a merchant to sell my wares (no need for any kind of admin rights) just something to make the mails from the vendor also be sent to me (I'll know if he tries to fool me), and then he'll pay me the money made - his profit for selling it (that's how a real merchant makes a living).

I can't really say but I (guess) that it can't be too hard to implement and it would be a perfect way to calm down the people using the 'merchant exploit'. It's hard to be dependant on other characters but that's why you play a mmog right?





While I think it is possible to play BE and have a vendor (and I've done the template math to prove it) I certainly support people who want to use independant merchants to sell there wares. My vision is pretty much the same. I want to method for you to be comfortable selling your items on my vendor and getting paid for them either up front or after the sale whichever is convienient to both of us. Right now our tools are weak in that area..hopefully we can get that fixed.




----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Elioi
Tue Jun 22, 2004 3:38 pm
#3

Just ran BE possibilities through my skill point calc.


You can have Master Pike (or any single line combat prof), Master Bio-Eng, Expl 4 of scout (with BE clothing and skill mods you could do passibly well at mask scent then), and artisan Buisness 2.


The build is 1 point off - a BE could have the neccisary skills and a vendor if we had 251 skill points. OUCH.



Doctor is the same way if you want a combat prof as well, you can only get to artisan buis 1.


Combat Medics won't even get novice artisan with a combat prof (although i don't know enough about CM's to know if they need a combat prof, or sell anything on vendors)


Smugglers seem pretty good though - you can master smuggler, Pistoleer (a must for smuggler), the meditation line of TKA, and novice medic with plenty of room for buis 3.


Note all of these except BE exclude any scout including novice.
spacemouse
Wed Jun 23, 2004 2:20 am
#4

I think we all agree merchants needs more tools to sell others wares as well as their own .
Ethalsar
Wed Jun 23, 2004 7:06 am
#5




Elioi wrote:

Just ran BE possibilities through my skill point calc...




I think your worries aren't part of a problem, they're part of the reason SWG is so fascinating. You're assuming that you need to master both BE and a combat prof - but why? The whole system is supposed to be flexible - I want to be Master BE... so I take all of the BE tree, then I take x and y trees from pikeman, but I don't hassle with w or z. Leaves me with enough points to get merchant 3-0-4-1 and run a visible, professional-looking 3-vendor BE store. And I can kick some fairly serious booty out in the wilds.


If I want to be a Master of the Pike, then I have to sacrifce something else, perhaps sell my creatures on to a more dedicated merchant... but this is as it should be.


Personally, I'm planning on mastering WS, getting most of merch and some rifleman skills. Then I'll be in a position to play the game the way it will be most fun for me... and I'll have fungetting to this point too. It's one of the reasons why I love this game... I'm not just a 'wizard' with only one direction to progress!




Aethal Sar, Weaponsmith. Retired from game - probably missing it already!

Links you may be interested in:
The SWG Links Library; the Doctor hunting list; and a summary of resource stat caps.
Scoooter
Wed Jun 23, 2004 7:31 am
#6






spacemouse wrote:
Right now I'm praying everyday to the shrub on tatooine and asking the eyes of mesra if there is going to be a revamp or fix. My problem is:
I'm a master bio enginer, and I love the profession.
To have novice, you need the hunting line in scout. This must mean we're supposed to hunt for our organic resources which is not strange as we need lots of strange and good meats bones and hides. To be able to hunt you'll need a master combat profession (I've been asking around a lot on the different combat prof forums) . After mastering let's say pikeman and bio engineer, there are no skillpoints left for any kind of vendor (if you don't use the 'merchant exploit', lame imo). My dream would be if I could set up a deal with a merchant to sell my wares (no need for any kind of admin rights) just something to make the mails from the vendor also be sent to me (I'll know if he tries to fool me), and then he'll pay me the money made - his profit for selling it (that's how a real merchant makes a living).

I can't really say but I (guess) that it can't be too hard to implement and it would be a perfect way to calm down the people using the 'merchant exploit'. It's hard to be dependant on other characters but that's why you play a mmog right?






Sorry I have no sympathy. Doctors have a much higher skill point issue since they have to master their basic profession. If they use the points to get a vendor they cannot master a commbat profrssion.


BE's however can.


Medic 0004


Scout 0040


Master BE


Brawler 0004


Master Pikeman


Artisan 0030


13 skill points left over. So how is it you cannot have a vendor?


You can even get to Artisan 0040 and noovice merchant to get 2 vendors Or artisan 0033 top get some survey.


Like I said I have no sympathy. Because of having to master medic we cannot get a vendor if we get a master in a combat profession and you can do both. And not mastering a combat profession leaves us out of a lot of content. You can at least do that








Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
DaQuilla
Thu Jun 24, 2004 5:43 am
#7

*shakes head*

It's so sad to read parts of these merchant boards ... almost all I read is merchants negativly ranting about peoples skillsets, doing nothing but calculating skillpoints for others they don't even know and insisting on them having to get merchant skills instead of contributing to a sollution to aid both these players, and above all the merchants themselves.

I mean it's not like I hear everybody screaming they want even more empty or nearly emtpy vendors (which will happen, if everybody has a vendor). So why not help develop a way to concentrate the selling of items to the players that really want to be merchants and giving them tools to have an easy time doing it (it's a game, after all, supposed to be fun ... and a MMO at that, with lots of different play styles) ...

---

Now the "easiest" way would be: a crafter meets a merchant, deals out a % value the merchants gets off of his sales, and the crafter gets "admin rights" to the vendor. This way the crafter can always restock the vendor (evading different playtimes/vacation/accidents/...). Of course you would have to get in contact with a merchant as a crafter - the devs already stated they might add a feature that you can see the owner of a house (not only as mayor) - and maybe you could also find out who the owner of a vendor is, when /examin'ing it.

But this might seem to easy for players who are now putting tremedes work into really playing a merchant (looking for businesspartners, buying, restocking the vendors themselves, addvertising ...). A merchant would be more an /afk profession with nothing to do after getting in touch with suppliers - he could advertise, but why shouldn't the crafter do that too ... he get's the lions share of the profit anyway. What could make the merchant part more fun and intensive?

And another problem I could see is the possiblity of the merchant simply deleting the vendor, or the house. I remember a vendor bug where the devs had all vendor items be transfered to the players inventory, into a bag with infinit filling space (I remember they had to add a "free-shuttle-ticket-option" to the bag in a second patch, because with a full inventory nobody was able to buy a ticket to their home world anymore ) - the devs might be able to do this with items in a vendor being deleted and not belonging to the vendor owner - if somebody reminds the devs of this sollution, since in recent cases with lots of items being transfered they never used the bag again.



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Joost1000
Thu Jun 24, 2004 10:56 am
#8

251 lol how much bad luck can you have
Songe
Fri Jun 25, 2004 1:07 pm
#9

There are tons of posts giving ideas to get a solution - maybe you should look a bit better, and not get upset at people because they don't want to repeat them in every single thread.





------

Novice Lekku Stomper
Andymantium
Fri Jun 25, 2004 1:21 pm
#10






DaQuilla wrote:
*shakes head*

It's so sad to read parts of these merchant boards ... almost all I read is merchants negativly ranting about peoples skillsets, doing nothing but calculating skillpoints for others they don't even know and insisting on them having to get merchant skills instead of contributing to a sollution to aid both these players, and above all the merchants themselves.





There are several discussions going on to that effect...what gets merchants all riled up is that many come onto this forum and post in a tone that screams of a "I-don't-have-enough-skill-points-to-be-uber-or-do-what-I-want-and-still-run-a-vendor-so-I'm-going-to-exploit" mentality. Multiply those posts by about 10 per day, and I'm sure you can begin to understand why most of us don't react well to them.


I'm all for discussion on how to improve things, but when 50% of the forum is filled with the above posts, how are we supposed to focus on anything else?





K

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