Merchant Archive
Thread: Does merchant exp get bugged?
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aachil
Sat Dec 27, 2003 5:05 am
#1
I know that it only updates when someone is near the vendor but does this get screwed up ever? I am having great dificulty keeping track of how much exp I'm getting (or not getting dash it merchant exp is as slow as BH and half as interesting).
My problem is two fold: I don't know how many people looked at my vendor, and I cant tell when to start timing my hour because it seems capable of updating two hours at once.
Does anyone have any advice about how to keep track of the exp if I suspect that its not working properly?
I picked up merchant five months ago, when I realised how buged the proffesion was I ditched it but I've had a couple of terminals more or less as decoration in my house. I enjoy the few sales I make.
I was thinking that it could be good to have a discusion about what to do about vendors held when the skill is droped (as its basicaly part of the game for non merchants to have the odd vendor and people would go bonkers if they log in to find their vendors and stock missing I doubt that Sony will simply remove vendors from thoes without the skill). Some ideas:
1) very high maintainance rates on vendors in excess of your limit 60 credits per hour or more. Not a big disincentive.
2) wastage: petty pilfering causes items to disapear from time to time (you'd get an email like a sale to diferentiate it from a bug). Would ensure that only dedicated merchants stocked quality goods.
But then I thought actualy it would be far better to add something to the merchant class that master merchants can do that is in repeated demand (like slicing is always in demand and you can't slice unless your a master smuggler). Here are some thoughts:
1) player bounty - simple concept, allow Master merchants to put player bounties on the BH terminals. OR if player bounty goes into Politician class (seems a more logical place for it) allow master merchants a 'safe house' skill that protects someone from player bounty, perhapse means the BH has a window of opportunity.
2) Quests - allow master merchants to create hunter missions (kill 45 nuna - my vendor at xxxx yyyy is paying 10cpu of Tatooine nuna meat) or artisan missions (make a fishing rod and deliver to my vendor at xxxx yyyy) or entertainer missions (Dance at my cantina xxxx yyyy, 500c and then 500cph plus tips) or Faction missions.
2) city upgrades - The merchant tents are OK but player cities should be a key element of merchant content, allow merchants to have some city specialisations.
My problem is two fold: I don't know how many people looked at my vendor, and I cant tell when to start timing my hour because it seems capable of updating two hours at once.
Does anyone have any advice about how to keep track of the exp if I suspect that its not working properly?
I picked up merchant five months ago, when I realised how buged the proffesion was I ditched it but I've had a couple of terminals more or less as decoration in my house. I enjoy the few sales I make.
I was thinking that it could be good to have a discusion about what to do about vendors held when the skill is droped (as its basicaly part of the game for non merchants to have the odd vendor and people would go bonkers if they log in to find their vendors and stock missing I doubt that Sony will simply remove vendors from thoes without the skill). Some ideas:
1) very high maintainance rates on vendors in excess of your limit 60 credits per hour or more. Not a big disincentive.
2) wastage: petty pilfering causes items to disapear from time to time (you'd get an email like a sale to diferentiate it from a bug). Would ensure that only dedicated merchants stocked quality goods.
But then I thought actualy it would be far better to add something to the merchant class that master merchants can do that is in repeated demand (like slicing is always in demand and you can't slice unless your a master smuggler). Here are some thoughts:
1) player bounty - simple concept, allow Master merchants to put player bounties on the BH terminals. OR if player bounty goes into Politician class (seems a more logical place for it) allow master merchants a 'safe house' skill that protects someone from player bounty, perhapse means the BH has a window of opportunity.
2) Quests - allow master merchants to create hunter missions (kill 45 nuna - my vendor at xxxx yyyy is paying 10cpu of Tatooine nuna meat) or artisan missions (make a fishing rod and deliver to my vendor at xxxx yyyy) or entertainer missions (Dance at my cantina xxxx yyyy, 500c and then 500cph plus tips) or Faction missions.
2) city upgrades - The merchant tents are OK but player cities should be a key element of merchant content, allow merchants to have some city specialisations.
aachil
Sat Dec 27, 2003 5:07 am
#2
Ack, intended to post the bottom half separatly. I'll do that now, silly to have one thread with two things in it.
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