+ Reply to Thread
Results 1 to 11 of 11

Thread: The Merchant (novelty soul)

  1. #1
    Plane Touched Samil's Avatar
    Join Date
    Aug 2010
    Location
    Somewhere sunny
    Posts
    284

    Default The Merchant (novelty soul)

    I did a search for a similar idea but didn't find any so here goes. I'll be updating this over time as I think of more refinements and more people add suggestions and feedback.

    The Merchant

    Lore

    This soul was once one of the greatest traders, and some say smugglers, in Telara. This hero played a key role in the starting and maintaining of supply lines of weapons, armour, crafting resources, and even information to the front lines in the Blood Storm War. Born into poverty in a small village, the hero earned his wealth and power the hard way, progressing from traveling salesman, to store keeper, to the owner of multiple shops. However, what truly led to his eventual influence over supply chains in Telara was his charisma. The hero was able to make others trust him, to build strong connections with both suppliers and customers - connections that would prove useful during the Blood Storm War.

    The Blood Storm War came suddenly, falling upon Telara, and the various races were forced to put their differences aside in short order to counter the threat of Regulos. Few historians, however, chronicle the background of that war, the great logistic coup that allowed the Telarans to succeed. To those who have long memories, success can be traced back to one man - the great merchant. For it was his network of strong contacts that maintained the flow of supplies between the mines, crafters, and fighters; he became a foci of information flows and was able to direct buyer to seller, and seller to resource.

    This power came, however at great cost. The Blood Storm regularly attempted to assassinate the hero or in some way cut the supply lines linked to his base of power, forcing him to hire increasingly skilled bodyguards and raise security astronomically. As the war reached its closing months and the Blood Storm grew increasingly desperate the hero was forced into ever-greater secrecy at the cost of the health of the supply lines. No one knows, however, how the hero died. Some say it was a traitor in his inner circle, others attribute it to a final heroic act of sacrifice. What we do know is that there once lived one of the greatest merchants in Telara, one whom the gods themselves came to fear.

    Overview of abilities

    The abilities of The Merchant focus on two concepts: (1) charisma, and (2) the merchant as a nexus of information and supplies. I have tried to construct the ability tree to include both combat- and trading-focused abilities. At higher levels, the Merchant directly allows players access to auctions and an instant-trading service.

    Abilities

    Branches

    Name: Negotiation
    Ranks: 0/5
    Points: 0
    Description: Reduces the purchase price from NPC merchants by (2/4/6/8/10)%

    Name: Touting
    Ranks: 0/5
    Points: 0
    Description: Increases the selling price to NPC merchants by (2/4/6/8/10)%

    ---

    Name: Human Information
    Ranks: 0/1
    Points: 5
    Description: Inspecting a human mob gives the Merchant information on resistances and special attacks of the mob. Works on mobs 5 levels or less.

    Name: Summon Apprentice Repairman
    Ranks: 0/3
    Points: 5
    Description: Summons an Apprentice Repairman, who can repair equipment up to (1/2/3) times. Duration: 1 minute. Cooldown: 1 hour.

    Name: Auction House Regular
    Ranks: 0/5
    Points: 5
    Description: Reduces transaction fees at auction houses by (5/10/15/20/25)%

    ---

    Name: Swift Supply Apprentice
    Ranks: 0/1
    Points: 10
    Description: Grants access to swift supply lines, which allow the Merchant to send items to other players instantaneously at anywhere in the world, at a transaction fee of 200% of the cost of the item.

    Name: Summon Bodyguard - Rogue

    Ranks: 0/5
    Points: 10
    Description: Summons one rogue bodyguard NPC, (8/6/4/2/0) levels below the merchant.Only one bodyguard can be summoned at any time.

    Name: Summon Bodyguard - Mage
    Ranks: 0/5
    Points: 10
    Description: Summons one mage bodyguard NPC, (8/6/4/2/0) levels below the merchant. Only one bodyguard can be summoned at any time.

    Name: Summon Apprentice Trader
    Ranks: 0/5
    Points: 10
    Description: Summons an NPC merchant anywhere in the world, to whom players can sell wares at (60/70/80/90/100)% of the cost to normal NPC merchants. Duration: 5 minutes.

    ---

    Name: Summon Journeyman Repairman
    Ranks: 0/3
    Points: 15
    Description: Summons an Journeyman Repairman, who can repair equipment up to (4/5/6) times. Duration: 1 minute. Cooldown: 1 hour. Requires Summon Apprentice Repairman.

    Name: Humanoid Information
    Ranks: 0/1
    Points: 15
    Description: Inspecting a humanoid mob gives the Merchant information on resistances and special attacks of the mob. Works on mobs 5 levels or less. Requires Human Information.

    Name: Summon Journeyman Trader

    Ranks: 0/5
    Points: 15
    Description: Summons an NPC merchant anywhere in the world, to whom players can sell wares at (60/70/80/90/100)% of the cost to normal NPC merchants. Requires Summon Apprentice Trader. Duration: 30 minutes.

    ---


    Name: Creature Information

    Ranks: 0/1
    Points: 20
    Description: Inspecting a any mob gives the Merchant information on resistances and special attacks of the mob. Works on mobs 5 levels or less. Requires Humanoid Information.

    Name: Swift Supply Journeyman
    Ranks: 0/1
    Points: 20
    Description: Reduces the transaction fee of swift supply lines to 100%. Requires Swift Supply Apprentice.

    Name: Summon Bodyguard - Warrior
    Ranks: 0/5
    Points: 20
    Description: Summons one warrior bodyguard NPC, (8/6/4/2/0) levels below the merchant. Only one bodyguard can be summoned at any time.

    Name: Summon Bodyguard - Cleric
    Ranks: 0/5
    Points: 20
    Description: Summons one cleric bodyguard NPC, (8/6/4/2/0) levels below the merchant. Only one bodyguard can be summoned at any time.

    ---

    Name: Swift Supply Master
    Ranks: 0/1
    Points: 25
    Description: Reduces the transaction fee of swift supply lines to 50%, party members can directly access swift supply lines via the merchant. Requires Swift Supply Journeyman.

    Name: Summon Master Trader

    Ranks: 0/5
    Points: 25
    Description: Summons an NPC merchant anywhere in the world, to whom players can sell wares at (60/70/80/90/100)% of the cost to normal NPC merchants. Duration: unlimited, until despawned.

    Name: Improved Bodyguards
    Ranks: 0/5
    Points: 25
    Description: If 5 points have been spent in a summon bodyguard ability, the bodyguard summoned will be (1/2/3/4/5) levels above the Merchant.

    ---

    Name: Auctioneer
    Ranks: 0/1
    Points 30
    Description: The Merchant becomes an auctioneer. Players are able to access auctions anywhere in the world via the merchant.

    Roots

    Name: Master Repairmen
    Points: 18
    Description: Removes the usage limit for all summoned repairmen

    Name: Great Information
    Points: 25
    Description: Removes the level limit for all Information abilities.

    Name: Important Person

    Points: 30
    Description: Allows the Merchant to summon two bodyguards.

    (more to come!)

    Some Issues

    A key problem with a soul like this is that players can take on this soul whenever they need it. That means that all players will have access to (for example) the 25% vendor discount - they just have to spec for this soul when vendoring items, which defeats the purpose of such an ability since the devs might as well lower all vendor prices by 25%. Therefore if something like this is implemented there will probably need to be some sort of long cooldown, or such a soul can only be equipped once a day, or some other limitation along those lines.

    I'll ponder about this a bit more and refine this accordingly.
    Last edited by Samil; 10-04-2010 at 11:04 AM. Reason: reduced premiums

    Started with EQ, and currently helping out on the Telarapedia while waiting for Rift!

  2. #2
    Shield of Telara
    Join Date
    Jun 2010
    Location
    Georgia USA
    Posts
    754

    Default

    I like your idea! With a few adjustments to the talents, it could be a GREAT novelty soul.
    <img src=http://i35.tinypic.com/25z3xpe.jpg border=0 alt= />

  3. #3
    Plane Touched Ware's Avatar
    Join Date
    Aug 2010
    Location
    Cleveland, OH
    Posts
    282

    Default

    Nice work! I love the idea of leveling non-combat souls (like merchant, fisherman, crafter, etc.) - hopefully something like that will eventually make it into the game.

  4. #4
    Plane Touched Samil's Avatar
    Join Date
    Aug 2010
    Location
    Somewhere sunny
    Posts
    284

    Default

    Quote Originally Posted by Ware View Post
    Nice work! I love the idea of leveling non-combat souls (like merchant, fisherman, crafter, etc.) - hopefully something like that will eventually make it into the game.
    Hmmm... but in creating this soul I realized that a pretty serious problem is that souls can be switched about anytime. That means that a soul with a bonus to buying/selling with NPC merchants (like this soul) will simply be slotted every time the player wants to buy or sell. The devs could always limit such souls to be usable once a day or something, but it still takes out the "novelty" from the soul.

    Started with EQ, and currently helping out on the Telarapedia while waiting for Rift!

  5. #5
    Prophet of Telara nefermore's Avatar
    Join Date
    Jul 2010
    Location
    Seattle WA
    Posts
    1,041

    Default

    Wow that's very nicely done, I can see you really thought this out. I have no idea how the economy system is going to work so that's about all I can say

  6. #6
    Plane Touched Azuman's Avatar
    Join Date
    Aug 2010
    Location
    Las Vegas, NV
    Posts
    198

    Default

    Very good....

    I honestly was not interested in novelty souls what so ever.

    But if we get something like this I will be pleased.

    Having a skill set for city sitting would be nice.

  7. #7
    Plane Touched Samil's Avatar
    Join Date
    Aug 2010
    Location
    Somewhere sunny
    Posts
    284

    Default

    Quote Originally Posted by Azuman View Post
    Having a skill set for city sitting would be nice.
    I agree that it would be nice and unique, but like I alluded to above, having a soul with abilities that enhance vendor returns or something like that really defeats the purpose of the ability. That's because players will simply take on the soul when they need greater vendor returns, so the devs might as well do away with the soul and increase selling price across the board.

    Possible solutions include making such city-centric abilities have long cooldowns, or making these souls equippable say once a day. *ponders*

    Started with EQ, and currently helping out on the Telarapedia while waiting for Rift!

  8. #8
    Telaran Balagar's Avatar
    Join Date
    Aug 2010
    Posts
    54

    Default

    I like your idea Samil. I think there are ways in allowing this and other such souls to be included without limiting the usage
    1. Make the soul part of a loyalty reward program (EQ2 had something similar as a 3 year loyalty reward) The soul will become available after a year of game play?

    2. The soul could be very rare and you can only achieve the soul by maxing out faction/s with certain of the merchant houses. This could form part of a chain quest event only centered around non-combat events such as harvesting, crafting, etc.

    3. This soul could only be achievable once a year at a special event called 'Harvester's Ball'. The event held annually would involve certain rituals to be performed in honour of the good harvests obtained by the farmers in Telara. The rituals around the summoning could be another chain quest and rewards could range from nice house items (Hoping for housing in the near future!) to the ultra rare soul, The Merchant.
    I am sure there are other ideas out there but they certainly are doable with today's technology.
    Meat Shield of Recursion

  9. #9
    Sword of Telara CyclopsSlayer's Avatar
    Join Date
    Jun 2010
    Location
    Minneapolis, MN USA
    Posts
    794

    Default

    I have to admit that I have felt that not using the Soul system for crafters was a mistake. Souls like that Merchant could be decent indeed.

    Maybe even a Guild Leader soul. Must find/buy one first before creating a guild.

  10. #10
    Rift Disciple Nemesis's Avatar
    Join Date
    Jul 2010
    Location
    In the Shadows
    Posts
    107

    Default

    I like the idea, but I would reduce the percentage raits on the buing and selling of goods to some thing along the lines of
    1-5% or no more then a 10% maxium.

    This soul could also only be useable at small towns or trading posts instead of large cities.

    I see no reason why it can't be equipped at all times on a secoundary template along with a crafting and harvesting calling.

    Other then that it seems to be a well thought out soul.

    I think it could be a vary usefull soul. It just needs some adjustments on the percetage rates under certain areas.

    Nemesis

  11. #11
    Plane Touched Samil's Avatar
    Join Date
    Aug 2010
    Location
    Somewhere sunny
    Posts
    284

    Default

    Quote Originally Posted by Nemesis View Post
    I like the idea, but I would reduce the percentage raits on the buing and selling of goods to some thing along the lines of
    1-5% or no more then a 10% maxium.
    When I first read that, the first thought that came to mind was "oh, the devs will balance that in beta"... Until I remembered that I created this soul.

    But yeah, I was wondering if 25% maximum is too much, and in particular how much is too much. I would think that absolute maximum should be roughly the amount a player can get by selling it on the auction house (assuming the item being sold isn't vendor trash), and it should ideally be far lower than that. From my memories of AH prices in LOTRO, AH prices tend to get very close to vendor prices when supply outstrips demand.

    So... yup. I agree. The premium needs to be lowered to max 10%, maybe even 5%. I'll change it to 10% for now. Thanks for the suggestion!

    Started with EQ, and currently helping out on the Telarapedia while waiting for Rift!

+ Reply to Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts