Smuggler Archive

Thread: Master Smuggler Should Have a Vender!

akdonkey
Sat Aug 07, 2004 8:37 am
#1


Why not, as a Master Smuggler you craft Molecular clamps. For that matter any profession that does any kind of crafting should get a vender at Master or even better 2. There would still be the Merchant class that would have all the best selections and perks. Think about it that would be fair. With all the new "CONTENT" as in 200k ham NPCs you need all the combat class you can get just to get by.

If SOE goe's threw with this I will be done. Yes I have a vender with no merchant and was prepaired to take up merchant again if needed. This nerf how ever will destroy my business. The item limit that is.

If you agree that Master Class's that do any kind of crafting should have a limited number of vender types or even Just the option for the little bot guy Post it every where! We got to get every attention on this matter. So if you are any kind of crafter that makes items to put up for sale then Scream now before it is too late. Doc's, Bio E, Smugglers you just name it.




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Strikker74
Sat Aug 07, 2004 9:00 am
#2

Their response (if they ever decided to respond, which I doubt) would be that Master Smugglers who want to peddle their wares (clamps, spices, etc.) should make friends with a Merchant to sell on consignment, or to have merchants buy the stuff from Master Smugglers and sell it at a mark-up. The game has gotten so solo-oriented with buffs that I think to give anyone else vendors takes away from the Merchant class.


Jonath

Master Smuggler - Eclipse
Roscannon
Sat Aug 07, 2004 9:01 am
#3

That would be great if you guys got a vendor. However since they are being nerfed, what's the point. Go read the Merchant forums on the upcoming changes and /protest!!!


Andoro



andoro.salamanca·rifleman·bounty.hunter·rebel.ace.pilot··········storm's.end
tau'wen.rai·jedi.knight·privateer.ace.pilot······························oasis
fleaze·artisan·armorsmith·merchant······································naboo
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jbezorg
Sat Aug 07, 2004 9:45 am
#4

I think that someone said before that smugglers should get a 'Fence' in underworld...


It would be cool if it kinda worked like the Jedi secret trainer....


  • One NPC is designated as the smuggler's fence where other players can go up and buy the smugglers goods.

  • The same Fence could work for multiple smugglers ( after all, they have to diversify ).

  • Novice smugglers (or underworld 1) will get NPC vendors in places like Moenia. Masters get places like Theed and Coronet

  • They are never on the map... the only way you find out about them is word of mouth.

  • The Fence appears as NPC with the ( i ) icon, and gives out normal missions


    • Has an additional question you can ask them. "I'm looking for something..... specical".

    • The NPCthen prompts with a "Oh yeah? who sent you? I don't know what you are talking about...."

    • The player replies with the smuggler's first name (popup, /whisper [name] in spiatial would be cool )

    • If the name is one that the Fence works for... up pops a vendor window. NPC replies.. "Step into my office..."

    • If not, the NPC replies, "I really think you need to go away...... " or some such.

  • Smugglers would access their products the same way. Only the initial question may be "I have something that may interest you... "

  • Just for fun, tring to buy something from a fence with a Storm Trooper nearby causes an immediate scan and failure. The NPC could reply "What are you talking about... you are not trying to buy something illegal are you?... Officer!... OFFICER!!.... "






"There's one, frag her ass" - What the Storm Trooper who spotted Leia should have said
/panicshot - "You have succefully delayed the smuggler revamp 10 seconds"

ProVOne
Sat Aug 07, 2004 10:12 am
#5

i'm master smuggler/merchant and i don't think smugglers should get vendors just because they can craft stuff that sells. the business colum and marchant proffesions are strickly business. i don't think that artisans/ws/as should get lvl 60 creatures to help with combat and people without business or merchant shouldn't get vendors. how many merchants would we have if everyone get vendors.



ProV-One Konobi
Master Smuggler
4/0/0/4 Merchant
0/0/3/3 Pistoleer
jbezorg
Sat Aug 07, 2004 10:46 am
#6






ProVOne wrote:
i'm master smuggler/merchant and i don't think smugglers should get vendors just because they can craft stuff that sells. the business colum and marchant proffesions are strickly business. i don't think that artisans/ws/as should get lvl 60 creatures to help with combat and people without business or merchant shouldn't get vendors. how many merchants would we have if everyone get vendors.






Your points about weaponsmith, armorsmith, etc. are valid but we're talking about the selling of illegal goods here.... Something that doesn't quite fit well as a shop in a mall.


You need a Fence and Smugglers should be the only ones capable of moving items to the Fence.


I would love to see imperial sweeps of vendors removing all sliced items and Imperial sweeps of the intergalactic bazaar. I mean, If I can look on the planetary map and see a vendor called "Spices & Slices" or "Smugglers-R-Us", don't you think TK-138 could do the same?





"There's one, frag her ass" - What the Storm Trooper who spotted Leia should have said
/panicshot - "You have succefully delayed the smuggler revamp 10 seconds"

KefkaQ
Sat Aug 07, 2004 4:33 pm
#7






jbezorg wrote:

I think that someone said before that smugglers should get a 'Fence' in underworld...


It would be cool if it kinda worked like the Jedi secret trainer....


  • One NPC is designated as the smuggler's fence where other players can go up and buy the smugglers goods.

  • The same Fence could work for multiple smugglers ( after all, they have to diversify ).

  • Novice smugglers (or underworld 1) will get NPC vendors in places like Moenia. Masters get places like Theed and Coronet

  • They are never on the map... the only way you find out about them is word of mouth.

  • The Fence appears as NPC with the ( i ) icon, and gives out normal missions


    • Has an additional question you can ask them. "I'm looking for something..... specical".

    • The NPCthen prompts with a "Oh yeah? who sent you? I don't know what you are talking about...."

    • The player replies with the smuggler's first name (popup, /whisper [name] in spiatial would be cool )

    • If the name is one that the Fence works for... up pops a vendor window. NPC replies.. "Step into my office..."

    • If not, the NPC replies, "I really think you need to go away...... " or some such.

  • Smugglers would access their products the same way. Only the initial question may be "I have something that may interest you... "

  • Just for fun, tring to buy something from a fence with a Storm Trooper nearby causes an immediate scan and failure. The NPC could reply "What are you talking about... you are not trying to buy something illegal are you?... Officer!... OFFICER!!.... "








....I like that idea, a lot



-------
Misume Tyrae - Master Snuggler - Master Smuggler of DOOM! Bwhaha my precious....
Corbantis Galaxy
Making a deal - short story - updated 9-10
Jedi Jedi Jedi! Cheeseburger cheeseburger! by Karamak.
Alts: Lomea - Kettemoor, Caranthir - Starsider, Tyrae - Scylla

BalMaethor
Sat Aug 07, 2004 7:16 pm
#8

Merchants can get there own tent right...well i think that all professions should be able to have their own style of shop...so the smuggler shop would look like it was a black market stall Weaponsmiths and Armoursmiths like, well a smiths....its an idea atleast. I think that giving each profession their own vendor might be a bad idea, what use would Merchants really be, but i do agree that the item limit is going to ruin businesses, i am going to have to keep only 10 of each item on my vendor with Business 3 and i would pick up merchant except for that i dont have any spare points and will probably end up getting a merchant to run my vendor for me.



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dorsai78664
Sat Aug 07, 2004 8:31 pm
#9



I think smugglers should not get a vendor. Merchant ties up a lot of skill points for some and giving other professions merchant skills devalues the skillpoint investment in my opinion.My alt is strictly merchant / doc so I could actually save money if I had a vendor but I don't think it is a good idea unless they get rid of the merchant profession entirely.


The item limit is another story. I see no good reason outside of database storage why there should be a limit on items. The limit they propose is much too low to be useful for most. I tend to hover at about 100 items but I can easily see how that would be a problem for people that carry many varieties such as tailor, chef, the AS and WS, and even loot hunters.

Message Edited by dorsai78664 on 08-07-2004 10:31 PM




COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187


ProVOne
Sun Aug 08, 2004 1:49 pm
#10



jbezorg wrote:


ProVOne wrote:
i'm master smuggler/merchant and i don't think smugglers should get vendors just because they can craft stuff that sells. the business colum and marchant proffesions are strickly business. i don't think that artisans/ws/as should get lvl 60 creatures to help with combat and people without business or merchant shouldn't get vendors. how many merchants would we have if everyone get vendors.


Your points about weaponsmith, armorsmith, etc. are valid but we're talking about the selling of illegal goods here.... Something that doesn't quite fit well as a shop in a mall.

You need a Fence and Smugglers should be the only ones capable of moving items to the Fence.

I would love to see imperial sweeps of vendors removing all sliced items and Imperial sweeps of the intergalactic bazaar. I mean, If I can look on the planetary map and see a vendor called "Spices & Slices" or "Smugglers-R-Us", don't you think TK-138 could do the same?






good point, i agree.



ProV-One Konobi
Master Smuggler
4/0/0/4 Merchant
0/0/3/3 Pistoleer
Sheeb
Sun Aug 08, 2004 9:37 pm
#11

You should be careful, when the game was first released artisan, business 1-4 and Engineering 1-4 was part of the requirements for Smuggler.





***Rebel Colonel SHEEB***

Retirement is never an option just an excuse for a more devilish plan!


djtorre
Mon Aug 09, 2004 3:17 am
#12

i was just thinking about this post about smugglers having a vendor¿?


well actually that would be rigtht if our items would sell,but im master smuggler and come on guys besides the knifes and clamps we cant sell anything more becuase the drugs were like a fad everyone uses buffs,food and drink no drugs unlees maybe they are in a tight spot and its a matter of life or death.



what i do like is the of like having a "special place" like a home with a vendor but off maps and ctrl-v.more like a place ou hear about and its like lol how can i explain my self im to hangover i cant think properly hum????

YES like an underground rave,you have to ask around for directions and have a password to be able to buy from that vendor


pav-eel
Mon Aug 09, 2004 5:18 am
#13

I think instead of having vendors, your toon should become a vendor. Once you reach master smug, you get a smugglers bag, and put anything in it you wish too sell, ie anything smuggler related. Once you have done this you get an option to begin trade mode, much like eq bazaar, people could then jsut come up too you and click+buy like current vendors.


However with the talk of the smuggler bounties flying around atm this could be quite good. After standing around for awhile on trade mode you could gain visibilty and have the empire after your blood, and get tefs any imp npc's if you still stay in trader mode after that, say somewhere where there are few imperial npcs, you get on bh boards..


That qould be quite fun then
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