Smuggler Archive
Thread: Poll: Contraband on Vendors
Vodo-Kai
Fri Mar 04, 2005 1:17 am
#314
What if you're both? I'm a combat smuggler and I love selling spice/clamps/knifes. I'd have to say my favorite lines in smuggler are underworld and spice. I'm master smuggler/master brawler/master swordsman and I have a friend sell my spice on a vendor he made for me.
Would this require me to give up master brawler?
I don't think I could make that sacrifice. I sell 100's of items. I have grey gabaki, scramjet, yarrock, zyopolene droid lubricant, thrusterhead, booster blue, muon gold and neutron pixie all on my vendor... at least 40 crates of each at a time. I also have tons of mol clamps and laser knifes.
If I was forced to get a vendor and not rely on my friend... I don't think I'd do it. I think I'd just stop selling spice/clamps/knifes all together. It would be too much of a pain to go around trading crap to people.
It would take away so much of what I do when I play and lets face it.... having smuggler doesn't help out my combat too much, being that I’m a swordsman.
I love underworld line... helps my guildmates and I get bases up fast and the new changes has made this very easy and nice.
Slicing line has always been good too. I don't make much money off of it being that I only charge 2k a slice but I give a nice cheep service where most charge 10k a slice.
Now the spice line... I do not know... I kind of have a view on it that's different then the majority. I've always been for being able to experiment on spice; it's never happened... kind of disappointing really. I also feel that selling spice on vendor is still the best way to go.
If anything happens I think there should be new set of spices that can only be attained from actual smuggling and these select few powerful spices should only be tradable... no vendors for them and no factory runs.
I'd also like to see the old spice line stay... maybe a few improvements like the ability to experiment on them and the spice line also should give you smuggling bonuses. That way the title "fence" still fits instead of giving up the underworld line (I’m all for some changes to the line though as long as we get to keep most of the skills that are in there now).
Anyway, that’s how I feel and if this doesn’t happen I’m fine with it. I’ll probably still go on smuggling and I’m sure any changes will be good. We’ve been ignored far to long.
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Well, after reading a ton of reasons on voteing A and looking at the two "in concept" post about smugglers, I've changed my mind on my above views as a smuggler. The above veiw would be a change that wouldhave been good a year ago but, lets face it... we're ready to actually smuggle not be some lame version of a chef.
I feel this new change should and will be very good for us and I hope to see it implemented.
I change my vote to A !
Message Edited by Vodo-Kai on 03-13-2005 03:18 PM
DragonSnack
Fri Mar 04, 2005 2:01 pm
#316
Impasse!
We have 2 schools of thought
1.Those that want to ban illegal items rom being siold on vendors. Apparently these people want to sell the stuff personally.
2.Those that want to sell thier stuff through vendors. Apparently these people don't want to selll their stuff personally.
How about:
Replaceing the underworldline with a pusher/supplierline.
Replaceing the underworldline with a pusher/supplierline.
Pushers get enhanced selling skills and the ability tocarry around tons of items
Suppliersget enhanced ability to cary artound tons ofitems and the ability to sell the stuff.
This has degenerated into an argument thatis not winnable byside.
I don't want to have to resort to sellijg everything I do one piece at a tiem by hand andothers don't.
Skelestoner
Mon Mar 07, 2005 9:20 pm
#317
OMG $0 X!+3D d@+ 1 MU$+ p0$+ M@ny AAAAAAA!1
aaaaaaaa
AAAAAAA
AaAaAaA!!!!!
poned///
jbeck
Mon Mar 07, 2005 10:00 pm
#318
A.
What vendor in his right mind would stand to carry illegally modified weapons and armor and spice for only 9cr a day wage?
Many weapons/armorsmiths have taken up smuggler alternate characters. There is no market for "street slicing" anymore. Everyone isbuyingsliced items off vendors.
This will do a lot for giving the smuggler profession back to legit smugglers (rather than weaponsmith and armorsmith alts).
WesBelden wrote:
There has been a resurgence in debate recently concerning merchants and their vendors. Along with this there has also been some discussion over contraband being sold on vendors. So, please choose one of the following options (and if possible, don't add in other options, such as Smuggler Vendors®):
A.Contraband should not be sold on vendors; it’s illegal and as such should not be so easily available, nor as easily identifiable by the authorities.
B.Contraband should be able to be sold on vendors; this is a game and I want to be able to sell/buy stuff easily!
In my mind removing contraband from vendors would be a step towards actual Smuggling; Smugglers would be required to take spice to their customers and customers would be required to take their weapons/armour to Smugglers. This would create a greater sense of illegality and general Star Wars immersion in my opinion.
There would of course be draw backs to such a change; I guess it’s up to every individual to decide whether those drawbacks would be worth the extra immersion.
Get voting!
Message Edited by jbeck on 03-07-2005 10:40 PM
ViperPenguinX
Wed Mar 09, 2005 7:31 pm
#320
In the endI do see this as a black and white question. I also see the logical answer to the question to be A if you are asmugglerbecause you want to BE a smuggler and are not just using the skills to boost your bank account.
I have been a smuggler and dropped it many times sinceI started playing SWG.I have found there is no real street value in being a smuggler. There isalmost no way to make money as a smuggler if you don't have an alternate character that has mastered merchant and weaponsmith or armorsmith. From whatI have seen, the real smugglers all vote A so that they can actually BE a smuggler, while the ones just using smuggler to boost their income, or are just lazy and don't care to actually be a smuggler, vote B. In my opinion anyone who would drop smuggler because they actually had to play a smuggler falls into the B voters.
I am aware that this is just a game and that many folks just want convenience so it is easier for them to grind as much money as possible and be as skilled as possible. But thelast timeI checked this was considered an mmoRPG, andI think any change, in general,that promotes roleplay is a good thing.I also consider any changes that make a smuggler more of a smuggler and not a dabbling profession to be good.
On the note that this could potentially anger merchants,I do not think that matters much for a couple reasons. First, this is not a forum for merchants. Second, merchants will not be affected very much, if at all. A master WS/merchant can still sell his wares, as can an AS/merchant. Merchants will still be able to set up their vendors and list items. If they lose a few potential sales so that another profession can be more viable, thenI would say it is worth it. And there is precedent in the game for such a change - the chef revamp drastically cut into the smuggler's sales of spices. Chefs were made more viable at our expense.
Option Aalso fits into the game's story, as well as adding roleplay potential to the game.
My vote is A.
JTGAlpha
Wed Mar 09, 2005 7:34 pm
#321
Yes but what about SMUGGLERS who are merchants? We're the ones getting our template invalidated.
ViperPenguinX
Thu Mar 10, 2005 1:12 pm
#322
In the end whaat template you wish to have is up to you. But even being a game, it is not logical to have illegal objects placed on a public vendor, not only does it go against the story, it also negates the point of making the items contrband in the first place. This changes actually adds some smuggling to the smuggler proffesion, granted it is a small change, but a start.
ViperPenguinX
Thu Mar 10, 2005 5:29 pm
#324
As i said you choose your template, the devs as past shows have no problem changing professions and screwing up peoples templates for the "betterment" of the game. and it would add smuggling in the sence of roleplay. if folks are to lazy to bring the business to a customer or even to just request aa smuggler to come to them, then it isnt my problem. but the "monkies" as you put it are people actually playing there profession instead of just running a factory or grinding out a few slices to put on a vendor and then make money while not playing.
I
ViperPenguinX
Thu Mar 10, 2005 5:31 pm
#325
Buggy forums. continued from last message. I would rather be able to play my profession without either grinding weapon smith armor smith or merchant. Voting B only keeps it convient for those who dont want to play there profession.