Architect Archive
Thread: New Crafting Buffs kill all new Crafters?
Yah, I want to see people experiment their couches higher then me!
I don't think crafting buffs will hurt architect much at all really. Little of what we make is experimented. And what we do experiment on is primarily harvesters and its already pretty easy to max the important stat there. It will impact crafting stations I think if implemented as is. But thats a relatively minor part of our overall business.
I think the resource +10% stat buff will have a significant impact on weaponsmith, armorsmith and chef though. It would essentially turn them into profs more like our harvester creation. End result is a defacto max quality and undercutting to compete.
And it will have a big impact on the quality of their product. Every combat person will have uber guns armor and food cause thats all anyone will make. Its right back to like what we had with 80% composite.
If the +10% resource buff goes through as is then it will significantly devalue a lot of high end resources.
Okitaa wrote:
Sales are died a month after CU because people who hadn't played in a while, got back on when they heard about it. Played for their one month they paid for and quit. Because the CU made the game un-fun.
I mean getting on, going to dantooine to hunt stupid bols over and over again in groups with people you don't like is NOT fun.
And plus I don't know how people like BEs sample DNA from high lvl creatures...BE aren't high lvl characters and people will not wait around for you to try and level up on a DNA sampling tree...I don't know sigh
I hated the CU when it first came about but haven't quit....but I will soon. Every patch that has came out post CU has just made the game become less and less fun and just more and more of a hassle
ok ok
/end rant
A friends alt is a BE and he has CL 80, Please don't troll the Architect forum with stuff you know nothing about.
I started my Arch Alt a year ago, and it took about 5 months to build up the resources, the reputation, my vendors, etc. But that is part of the game.
Give a noob assault armor, a max damage Elite Carbine, and let them be instant master in Carbineer, Pistoleer and know what you'll have?
A noob coming out of the nearest cloner ROGL.
Every prof takes time to learn all the little ins-and-outs of the specials and tactics. If you look at the "Uber" combat players, they have been around a long time. Some profs have longer or steeper learning curves, but all profs have them.
We have all had to compete for our business nich, part of the game
Oceaf
MA, MA, MM
Just imagine all the new empty vendors and abandoned vendor tents that will be around a month after this publish. Most players don't do crafting, they'll dabble in it, try and make a quick buck and run to the hills when they realize it's a lot more work than they thought. This publish will screw over most crafters. If a new armorsmith wants to make money and sell his armor, but it's not as good as some elite smith with awesome resources, he sells his armor for less than the elite smith. Simple. the same with chefs and weaponsmiths. There is no law that says you have to sell your wares as high as everyone else, you sell at what you think is afair price and if you're smart, you think fair is enough to cover your costs and put some extra in your pocket.
Mordreth D'Abyss <FOE>
Intrepid
Master Armorsmith
Master Artisan
Master Architect
- Crafters all undercutting driving prices down. Less elite crafters hoarding large % of credits.
- No more hoarding of high end resources by select few since decent will do, not just best of shift. May help cut down on need or want, for harvester farms since more shifts of a resource will qualify for the cap now. Won't apply to arch's and their need for ore unfortunately.
- Newer crafters can craft high end product w/ less commitment to the profession. (spending 2years to collect best of shift, just to compete is kinda sucky.)
Don't know how much time I have to sell off my vendor stock, but I've stopped making any more harvesters and crafting stations for now. As is, I'm looking at a 70M loss cause stuff I have will just be trashed, no one will buy it. There's still the big IF haning I noticed. IF we can up the ber from 13 to 14 on heavies and 14 to 15 on fusions etc. Anyone done this on TC yet?
However, I do forsee everyone and their mother's donkey upgrading their entire harvesting fleets which will be such an insane boost to sales. It'd be like playing the first couple months of the game from release, but already having the operation in place and resources at hand to make tons of harvesters... but still won't be enough to satisfy the masses.
I also thought there'd be a nice boost from CU, since figured change always brings about new crafters etc, so new customers yet month following CU my sales were about dead. Complete opposite from what I thought would happen. We'll see. =)
I don't think the change will kill new crafters at all. It will probably be a boon for new crafters who can put in the playing time and do the right things, because a new crafter without oober resources will be able to compete with the inventory of an established crafter. I see it asmore of a nerf to established crafters with substantial manufactured inventory.
For my part, it probably means that I will get to chuck hundreds of inventoried harvesters and components for them, and hope that I have stockpiled materials good enough to make the new minimum standard, which is to say maximum BER possible. If I'm real fast to get some good stuff experimented and built, I may be able to charge a slight premium before the price collapses.
Saego, Wanderhome.
Pawlin wrote:
...I think the resource +10% stat buff will have a significant impact on weaponsmith, armorsmith and chef though. It would essentially turn them into profs more like our harvester creation. End result is a defacto max quality and undercutting to compete.
And it will have a big impact on the quality of their product. Every combat person will have uber guns armor and food cause thats all anyone will make. Its right back to like what we had with 80% composite.
...
Poldano wrote:
I don't think the change will kill new crafters at all. It will probably be a boon for new crafters who can put in the playing time and do the right things, because a new crafter without oober resources will be able to compete with the inventory of an established crafter. I see it asmore of a nerf to established crafters with substantial manufactured inventory.
For my part, it probably means that I will get to chuck hundreds of inventoried harvesters and components for them, and hope that I have stockpiled materials good enough to make the new minimum standard, which is to say maximum BER possible. If I'm real fast to get some good stuff experimented and built, I may be able to charge a slight premium before the price collapses.
Saego, Wanderhome.
This kind of crafter would have been successful anyway. All this does it allow them to get to that "veteran" point faster. Much fatser. Faster is bad in a subscription-based game. I agree it wont have much of an effect on Architect (except I wont have to use up my really good stuff any more!), but I doubt many of us have only a single crafting profession.
And the worst part is that IF they ever put any real time into improving the crafting game, this system will make it less satisfying then it might otherwise have been. Again, REAL crafters want a challenge. They want to pursue a goal that isnt easy. They want to work toward something. If that goal is moved really close, then the fun of getting there, or living there even, will be diminished. If I am not having fun, I move on.
But, even more significantly, I believe it WILL hurt new crafters. Yes, they will be able to cap out many many things inside of a month. But while they work toward that easy goal, the established crafters will be turning out thousands of perfect items. The Galactic consumers already know most of the established masters, and visit them regularly. When those masters continue to provide perfect things, there will be little incentive to look elsewhere.... unless the newbie crafter is selling perfect items cheaper.
Then we get to a point where the Master and the Newbie get into Price Wars. Who do you think has the staying power?
"That which we achive too easily, we value too cheaply"
The Master has time and experience behind them. They value their skill, and their market. They will not give it up easily. The Nebie will always see those dang skilltapes selling for tens of millions, and end up grinding MBH in a week, leaving the Master to his business, with his costs back where he wants them. The ride was useless, and damaging too.
All that we need is this to be only 1 or 2 percent. That would likely diminish much of the damage it could cause.
Dazzydoodle wrote:
95% of my income is from chairs, houses, guild halls, fish, Alderaan Flora... I simply dabble in harvs when I feel like it.
Yah, I want to see people experiment their couches higher then me!
Officially BMOC for the day! Woot!
Maybe a 99% couch can sit 3 people. ![]()
Fivo Asia