Architect Archive

Thread: Miners are greedy

Bbay
Thu Jul 31, 2003 10:42 am
#1

Seriously. They want to sell thier resources at ridiculous prices on the bazaar, and then pay less than 20k for an MMI.

20k for a piece of equipment that can easily make 10k per day, and lasts forever, is not unreasonable.
Philomorph
Thu Jul 31, 2003 10:59 am
#2

Hmmm...A medium harvester on a 60% spot can pull in over 3k resources a day. If you sell at 3cr/unit, that's 9k. It'll cost you 1500cr/day to run it, plus what, 800 power? Assuming you are producing power at .5cr/unit, that's a total running cost of under 2k/day. So you're going to make a 7k profit per day, assuming you are actually able to sell all your stuff, which shouldn't be too hard.


Your point is exaggerated, but valid. However, not everyone sells their resources. For the low-level crafter, coming up with 20k for a single medium that is then going to cost them 2k a day to run may be a bit tough. But if they are going to become miners it's certainly worth it.




----

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- Robert Wilensky
Bbay
Thu Jul 31, 2003 1:59 pm
#3

Not an exaggeration at all. Resources sell on the bazaar at 6cr/u, and they do sell. Especially when you play the market well by holding until the next resource change.

Anyway.. the point I'm making is that 20k for a medium harvester is an investment well made in my book. Hard bargaining below this point is annoying from someone who's responsible for setting the prices on the bazaar in the first place.

I guess that the underlining issue for me is that I don't forsee a time when I can stop mining and rely solely on income from architecture. It would be nice if I could sell what I produce at a cost that reflects what the resources cost on the open market, plus a little for having mad skillz.

Ah well, it could be worse, I could be a droid engineer.
Matic3d
Thu Jul 31, 2003 2:21 pm
#4

The point youre making is a valid one and needs to be given serious consideration.



The sad fact is, often raw resources are selling for more than the price of items crafted from them.



This is a result of grinding. People are spending huge sums of money buying resources at 6 to 10 credits a unit in order to level faster. This is leaving the people who seek to play the game as craftspeople in the dust.



There are a number of changes which might have good effects on the economy -



1) Require survey skill to operate harvesters.


2) Disallow sharing of harvesters. While all of us do it, the sharing of lots is creating 2 classes of players... those to whome huge amounts of resources are plentiful and cheap, and those who are desparate for resources and willing to pay ridiculous prices for them.


3) Add a "suggested value" to every item in the game, based on it's resource requirements. That way any player can see on examining an object whether it is of value or not, and provides a guideling for pricing.


4) Create more craftable items, house types and in particular furniture types. These act as money sinks and also provide more potential areas in which players can concentrate their sales.


5) Create an actual "mining" skill tree which enables (and requires) players who wish to generate sums of resources to expend skill points to pull up the higher quality stuff.


6) REMOVE THE PRICE CAP ON THE BAZZARS - as long as resources can be sold on the bazzar craftspeople need to also be able to price and sell items made from them on the same venue... people are paying a high premium for convenience on resources and the prices are high as a result.


7) Create a NPC "inflation control" vendor. When items become too scarce, prices soar. When they become too common, prices drop. So create an automated vendor that sells items which are too hard to find, and buys items which are too common. Base this on item counts during server-up perhaps.


8) Another similar idea is to create a "banker" npc which converts between resources and money using exchange-rate formulas used in real-world banks. Right now resources are essentially currency, and the game currency and the resources need to be tied togehter at the front-end (since they are already tied at the back-end... ALL crafters, architects in particular, are essentially converting resources into money, and our problem comes down to exchange ratesbeingout of whack)



I cant stress this enough - Architects are a class of player in the business of converting resources into credits and buildings. Resources, Credits and Crafted items are all forms of currency and HAVE to be in balance, or the architect (and everyone else) will suffer from too much of one and not enough of the others.

ZeckAzuenden
Thu Jul 31, 2003 2:45 pm
#5

Nothing say the crafter that is going to use them can't be a miner for one resource shift and have those harvs pay for themselves.



Zeck Ravenclaw
BH,day one player, Eclipse

MagusAlbertus
Thu Jul 31, 2003 4:27 pm
#6

600k for 2 fusions and 4 larges isn't to low a price... not great, but not TO low.
Rath
Thu Jul 31, 2003 5:02 pm
#7

The hell if you could get me to make someone 2 fusions and 4 heavies (of any kind) for 600K.



Drase Rancor - Rodian
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RedKindred
Thu Jul 31, 2003 5:53 pm
#8

Well I usually don't have time to play every day and will usually sell my resources in the bazaar to pay for my harvesters. At really cheap prices just to cover the cost.


It has worked out so well I am thinking of making a business out of it.Sure beats having to click all day. *grumbles aboutuseless droids*

toolman70
Thu Jul 31, 2003 5:59 pm
#9

Man you got that right 4 large alone would net you 500k with a 4 house discount . But those fusion generators are a pain in the arse to make . Everything is Identical lol

Numen
Thu Jul 31, 2003 11:59 pm
#10

2 Fusions and 4 Heavy Water Extractors for 600k.



Anyone ever look at one of the water ones? A medium house takes more that one of those. I even think a Med Chem/Gas harvestor takes more.




Amandil Morier - Tempest - Master Chef
Bbay
Fri Aug 01, 2003 1:01 am
#11

Matic3d, looks like I spoke a bit too soon, in fact I would be in favor of removing the price cap on the bazaar. A galaxy-wide marketplace for all kinds of items can only benifit everyone in the long run.
menacekop
Fri Aug 01, 2003 3:22 am
#12

ok think about this miners are greedy what makes them greedy? Is it that they sell there stuff for an out rages price for 6c/u? i mean think about it UES WHAT YOU MINE! dont just place a mine and sell your stuff over priced. i mean you can make more $$ selling stuff like house deeds, new weapons and armor, guild halls than selling it on the Bazzar. if you not making any thing but yet you have a mine Y BOTHER WITH IT its just a wast of money that you could use for other things. y pay 1k on all your stuff wich can add up to be a lot and put power in them and every thing.
so what im trying to say is that use what you mine and if your going to sell it do put it so expencive its a lot harder for the lower lvls to get a hole bunch of what they need if thay cant get it.
Bbay
Fri Aug 01, 2003 4:25 am
#13

"dont just place a mine and sell your stuff over priced. i mean you can make more $$ selling stuff like house deeds, new weapons and armor, guild halls than selling it on the Bazzar."

While this is true of weapons and armor, it is demonstrably not true in case of architecture, this is the very problem that we're discussing. The house that sells for 10k costs 3000 resources to produce. The weapon that sells for 10k costs, what, a couple hundred?

"so what im trying to say is that use what you mine and if your going to sell it do put it so expencive its a lot harder for the lower lvls to get a hole bunch of what they need if thay cant get it."

I have no idea what this means. Are you recommending that we starve the lower level architects of resources? I'd probably come out against this.
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