Smuggler Archive

Thread: Merchant Nerf vs. Smugglers Up poo creek without a paddle?

RougeSmuggler
Sun Aug 08, 2004 11:16 pm
#14






JettVega wrote:

Alright, I just found out about the merchant nerf today and I personally was rather upset to hear about it once I read the posts people have written on it. If you want the gory details of what's gonna happen, check the merchant threads and the "Leave your flamethrower at the door" thread on that forum.... so to people wondering what all the fuss is about, basically, Merchants can only have 660 items spread out over 6 vendors (anyone else getting a "mark of the beast" vibe, lol?). Also, empty vendors are deleted in two weeks.


Okay, we're all sick of empty vendors, so thats cool- except that whole twist about someone putting that 9999999 foraged piece of WHATEVER on to keep it up. Well there goes, that idea lol. I posted my ideas on this in the merchant forum on that thread I mentioned so I'm not really gonna go into that here.


The problem this creates for smugglers is that getting certain items is going to be extremely difficult and selling spice is going to be out of the question now. Weapon Upgrade Kits and Armor Upgrade Kits... basically slicing anything altogether. Kiss it goodbye. Very few merchants are going to be willing to put these items up for anything less then a ridiculous price when it is already hard enough for us to make credits with crippled combat skill (all for combat skill mods in the smuggler revamp and smuggler missions b ). Selling spice is also going to become rather difficult... because merchants are going to be trying to put their own items on their limited vendor spaces, they're not going to want to waste their time with spice dealing. There goes our spice tree... I personally have a vendor that sells spices other then Neutron and Muon and I don't know what's gonna happen with that after this.


I do agree that Master Smuggler needs a vendor. That would help alot and I think the same should go for other professions like Tailor, Architect, etc. Merchant is kind of a useless tree besides the whole vendor options thing and it just takes up skill points... skill points are something a smuggler can't afford to lose at this stage being we barely have enough to hold our Master Smuggler title, a few combat boxes, basic medic and scout, and then have a vendor.


Guys, I would highly suggest heading over the merchant forums or the dev forums and sticking up for us smugglersover there by standing against this merchant nerf. There are reasonable alternatives like getting rid of worthless loot drops to make space for JTL.


-Jett Vega, Scum for hire

Blacklight, Kauri






Hmmm, I like the idea of a Master Smuggler Vendor. We could have a black market, that only Smugglers can supply.




-red
JediArashi
Mon Aug 09, 2004 9:56 am
#15

This may not be a popular opinion right now, but I think I'm safe here in the good ol' Smuggler forums...but I like the Merchant change. This is by no means a nerf, and people are to quick to throw that word around. This is somethign that should have bee nin from the beggining. Everything like this should be scaleable. it is what allows the market to thrive.


It gives an advantage to the Master Merchant they didn't have before, and pushes dabblers to pursue more merchant skills to compete. Merchants should be allowed to be merchants without necessarily having a crafting profession on their own. How many products does Toys 'R' Us make on their own...hardly none. They sell the items made by others. This is real world economics. Places like Wal-Mart, make a lot of their own stuff and sell it cheaper, so it will be here.


If I wanted to be a Merchant but not craft, I wouldn't want every crafting profession to spend less skill points to get the same type of results asI do.So I like the change.


Also I'd like to point out a possible boon for us Smugglers with the upcomingpublishes...a spice trade again!!! That's right,I said it, we might be able to sell spices again...at least Muon anyway.With te removal of recursive macros the dissipation of AFK entertainer buff-bots will go away. This may translate into more people looking for other types of mind buffs. I know a lot of Chefs are gearing up to selling a lot more Canape and Brady, so maybe we'll ge ta trickle down of an increase in Muon sales.


Just somethign to think about, sorry for hijacking the thread with the last bit.


-Arashi

Bloodfin



Arashi - The one and only "Agent Zero"

Proud member of the greatest community around....Smuggler for life!
eofowam
Mon Aug 09, 2004 12:01 pm
#16

I have no comment on the merchant nerf.

Butfor auk's, wuk's and grind weapons ever tried talking someone in to making a schematic for the items and getting a stack of reasources. I have masterd smuggler on two charaters and working ona third would never do it if i did not get schematics made.


Only takes a novice ws or as. I pay10k for each 1000 use schematicand use my own resources.

And next time you get training from a master smuggler or slicer ask if he can make you a schematic forclamps. I keep all the resources on a droid with storage and data.


JettVega
Tue Aug 10, 2004 11:03 am
#17

I don't havea problem with a limit, just the limit they chose. That's a good point about Master Merchants having an edge, but all in all, I personally feel like merchant is just another skill points zapper for me that doesn't really do much and kind of needs a revamp. Don't ask me exactly what, but I'm sure there's tons of guys and gals over at the merch threads with some ideas. I also agree that I don't think this patch will go through. Too much fuss about it. I really hope they take the advice on the junk loots.


That's a good idea about the AUK's and WUK's. I would get those two skills if I had any skill points to spare (which I don't). I barely have enough to maintain the smugging skills, scout's mask scent tree and one harvesting block, basic medic, marksmen and brawler essentials, the artisan and merchant stuff needed for an npcvendor, and half the pistoleer tree... but yeah if you're not in my boat and you've got points to burn, go for it lol


Smuggler vendors would be awesome. That's be cool if they made them NPC's that look a little different then the other vendors, more underworld-ish. Don't know if that's gonna happen, but it'd be rockin' cool if it did


-Jett Vega (the girl), Scum for hire

Blacklight, Kauri



100% Real Woman
-Jett Vega, Scum for Hire and Master Smuggler, Starsider

-Ar'dra La-Rynn, Tailor and (former) Fencer, Starsider

-Laera Cass, Master Dancer, and Leader in the "Going-Commando Party Squad", Eclipse

-Zahra Sherae, Bounty Hunter, Specialty: Making Things Dead, Kettemoor

-Lyr' Terei, Rebel Pilot and Spy, Kauri

-Tygris Jayde, Commando and Mercenary, Eclipse
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