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Thread: Customer class?

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    Default Customer class?

    Well I've been thinking. Lot's of MMORPG's have merchant classes (Silkroad, Ragnarok, etc...), So what if some MMO had a customer class to go along with it?

    A customer class wouldn't be as strong as the other classes, but they would have unique bonuses. Maybe they would have 4x money drops from monsters, and 2x sellback rate for items. And then to make up for their slow leveling, they would be able to buy experience from an NPC, with the cost depending on their level.

    Does anyone else think this would be a good idea or am I just crazy?

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    The 4x drop of money would be cheap for the other class considering that u said that this class would be as strong as the others. Sorry i dont agree=|

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    No I said they WOULDN'T be as strong, as in they would have a harder time killing monsters.

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    Apart from buying exp from npc's, I think it would be a great idea...more of a "merchant from RO" class, that could sell higher/buy cheaper.

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    Well, it wouldn't be like a merchant class though, in fact it would be the oppisite. Because this would be the class that would BUY from the merchants. And the buying exp from an NPC would be only for that class and only cause they wouldn't be as strong.

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    Er merchants are customers too. They buy and sell stuff.

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    Quote Originally Posted by Associated View Post
    Well, it wouldn't be like a merchant class though, in fact it would be the oppisite. Because this would be the class that would BUY from the merchants. And the buying exp from an NPC would be only for that class and only cause they wouldn't be as strong.
    Oooh...sorry. Seems alright...but would anything make em usefull in sieges/gvg or whatever? =X

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    Quote Originally Posted by Ayabi View Post
    Oooh...sorry. Seems alright...but would anything make em usefull in sieges/gvg or whatever? =X
    Well due to their huge amount of money, they could probably upgrade their equipment a lot, or buy huge seige weapons.

    And I know that merchants in most games do both buy and sell, but they mostly make stuff, cart it around, and sell it. This class would specifically buy stuff.

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    Quote Originally Posted by ShadowOp View Post
    Er merchants are customers too. They buy and sell stuff.
    Exactly...

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    wow 4X money and 4X sellback rate

    make a party with friends

    get all the drops that your party doesn't wanna keep sell them for X2

    4X the gold drop for your party aswell

    too much stuff to exploit

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    Quote Originally Posted by chakraflare View Post
    wow 4X money and 4X sellback rate

    make a party with friends

    get all the drops that your party doesn't wanna keep sell them for X2

    4X the gold drop for your party aswell

    too much stuff to exploit
    4x Sellback would be stupid though, you could just buy something and sell it back to npc...

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    Customers would have to have even less sellback than Merchants if their main thing is to buy items. I still don't see the point. Why exactly are they buying items and not making profits off of them? That would be more of a 'Collectors' class rather than Customers.

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    something already exists in rose online
    ur got dealer who can advance into an artisan or a bourgouis
    An artisan is all abouth buying materials creating stuff and selling them back.
    A Bourg get's this skill wich gives him higher amount of etc drops, more chance on better eq , ..... among his skills is also summoning terrorknights
    max amount he can summon is 2.
    An artisan is not pretty strong in pvp but can craft nice eq.
    A Bourg is strong in pvp though because they have alot of con they are one of the better classes against a hawker who has high dodge.

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    A customer class wouldn't work. Merchants work as a class because they can buy and sell. This creates a balance.

    And I know that merchants in most games do both buy and sell, but they mostly make stuff, cart it around, and sell it. This class would specifically buy stuff.
    I don't know where you got this idea, but I suggest you just kill it before people start realizing how ridiculous it is. You haven't actually given any good ideas for a class that focuses on buying things. Why? Probably because it's a pretty awful idea and only a genius could make it work...

    Double Sell Rate: Already done. This involves selling, by the way. You just contradicted the main idea of the class. =P

    Quadruple Drop Rate: Way too much. Games with low drop rates would mean that this is just a ridiculous bonus given to a class that doesn't even need it. Games with high drop rates would make 4x drops give you rare items with every kill.

    Buying Experience: No... Just... No... Why would you even want to play as this class? You pick up a billion items, sell them, then level up. Why? So you can do that for the next year?


    Merchant classes are unique BECAUSE they do different things. These tend to include buying low, selling high, picking up more items, crafting, and more. This makes up for the merchant's often inferior fighting abilities, yet provides and engaging way to level up. They have to be smart with the market, or collect materials to craft items.

    A class that focuses on buying? What are you leveling for? Merchants level to get better crafting abilities and similar skills. Getting to level 100 to craft the ultimate sword in the game sounds like a worthwhile goal for an MMORPG player. Getting to level 100 so that you can buy more experience and get to level 101 without killing a thing does not.

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    It is a good idea, how ever the issue I can think of is most games end level equip and levels is seller based, making much more money from members then the NPC's for selling them. So once one of these members hit the higher levels their benifits would make them farless useful then other classes. How ever I think it could be tweaked to be very workable. Sort of like the idea of members actually owning shops and managing them as a special non-combat class that would be something fun to. Bring MMORPG's more to the simulation side of Online as well. Start combing the two types of online play.

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    It may be one of those funders for your broken-but-expensive kind of characters.

    Think Hermit in maple. If you are gonna tell me that Hermits can earn money on themselves, I KNOW THEY CAN. But just giving an example. Poorer but Stronger race.


    And a better money earner would just farm for your broken characters. IMO I don't really like it when people do it. But it ownz =/

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    Well, I think that, no that is a completely idiotic idea for a class in an MMORPG. A customer class? Every class in an MMORPG is a "customer" class. They all need to buy stuff to get anywhere in the game, so there you go, your customer class. The idea of a merchant class is a bit different though, someone that buys and sells and trades etc. which makes sense, because it has more then one job. The only thing a "customer" does is buy and ***** (at the employee's >.<), so what use would it be to have a class devoted to buying stuff, when you can just have a class that is set on buying selling and trading?

    Also, if there was to be a customer class this, in my opinion, is how it should be:
    They would get more money (probably just like 1.5x the amount) from monsters. They would be just as strong and use the same weapons but would lack alot in skills. They would be able to buy cheaper from vendors (because of the "Bitching" skill where they ***** the seller to death), but of course not get reduced price on other player sellers. I have no idea what else really, I mean what kind of skills would a "customer" class logically have?? There are none really except for cheaper items, maybe faster walking to get around.

    All in all I think it to be a silly idea.

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    I like it, let's make an mmorpg

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    How bout.. a custom class D: like in oblivion best premade classes eva.

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    How about a cash shop buyer character.
    They pay equip and stack exp potions to gain fast levels and best gear without much effort at all and look 13373R that the rest of us who play Free MMORPGs because that's all we can afford.

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    eh... sounds almost like a ... what is it in l2 a treasure hunter i think. Its like a rogue. This is seen in alot of games ive played. The character has chance of better drops / more money drops. Is fairly common in games but now you hardly see it. But still the name "Customer Class" how appealing is that

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    A "Customer" class might work out if executed right. But the problem is what use it has in a MMORPG.

    First, what would it do?

    Basic outline of Customer: The Customer class uses a variety of price-lowering skills, similar to Merchants, while also being proficient in ranged combat and buffing.

    Major skill: Wondrous Prices: This skill will temporarily make the whole party be able to buy items cheaper (Only works on NPC shops).

    Major Weapon Skill: Concerned Bullet: This skill will target any party member and shoot them with a healing bullet (Heals for 500 HP).

    (All Major Skills work only once, and recharge in one hour.)

    If you have stuff like that, while still balancing stats, it would be a great job.

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    I don't think its really necessary, every character is a customer, and the money bonus in turn would just create them as the gold farming class.

    Merchants in RO already get a great customer skill - Over Charge, selling crap to NPCs for more then its worth.
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    Quote Originally Posted by Lord Mog View Post
    Basic outline of Customer: The Customer class uses a variety of price-lowering skills, similar to Merchants, while also being proficient in ranged combat and buffing.
    The price-lowering skills make sense. However, ranged combat and buffing has nothing to do with being a "customer". This is why a pure customer class would not make sense. You simply can't make a character that only focuses on buying things. He HAS to heal, damage, sell, or do SOMETHING to advance in order to avoid being completely useless. There is no reason to make a class that buys to level so that they can get better at buying to level. Grinding is one thing, but this is bad on a completely different level. With grinding, at least there's some room to move in. You can add flashy skills or interesting battle dynamics. With buying to level, there is nothing that you can do besides stick in different items to buy.

    If you were to make a class that has a "customer" class in the form of side-skills, then you would have something going. Merchants are the closest you'll get to a customer class in most games, which is GOOD. Being able to buy and sell, get more items, craft, etc... That's what makes the class exciting, not just being able to buy. The only other classes that this would suit are rogue-like classes, pirate classes, etc... Splitting the class off would make it useless. It's like giving a class that ability to hold a sword, then giving it no way to use that sword. You can pick up The Sword of A Thousand Truths, but you can't swing it around no matter how hard you try. This means you're leveling to get things that you have no use for.

    Sticking these skills with a paladin wouldn't make any sense, but it's really up to the developers to do that or not. I would find that silly, though.

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    Quote Originally Posted by Mac2492 View Post
    The price-lowering skills make sense. However, ranged combat and buffing has nothing to do with being a "customer". This is why a pure customer class would not make sense. You simply can't make a character that only focuses on buying things. He HAS to heal, damage, sell, or do SOMETHING to advance in order to avoid being completely useless.

    If you were to make a class that has a "customer" class in the form of side-skills, then you have something going here. Merchants are the closest you'll get to a customer class in most games, which is GOOD. Being able to buy and sell, get more items, craft, etc... Is what makes the class exciting, not just being able to buy. The only other classes that this would suit are rogue-like classes, pirate classes, etc...
    That was my point, it would be totally useless in PVP / Sieges / GvG / PvE. ^^

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