Architect Archive

Thread: The Architect's view of Diversity in our Player Driven Economy.

Anthemion
Wed Jun 08, 2005 9:42 pm
#1

Dvnce has stated the problem with the crafting game and the context in which our issues will be viewed. He did so here: Whats Next?? Getting our Voices Ready... as follows:

Dvnce wrote:

the main problem I see is that SOE is confusing what is the Cause of the true problem... The problem and one of the Few TRUE problems with SOE crafting game is It is Just as easy for me to Make 1000 of the best Versions of a Item as it is for me to make 1000 of the Worst Versions of an Item. Thus there is no reason or market for anything but the best. This is not true in ANY OTHER game.. ANY other game has a market for starter gear and each stepping stone up to the final achievment of the best.

As a result Unless you make the best you dont last long as a crafter. and that is wrong and that makes for a dull bland very Un dynamic market. There is No Niches for people to find their way. This is why we only see really very few crafters of each type. For a new crafter (though it can be done ) it is not easy to enter the market because of (as Cafa Points out) rare spawns that someone has always got a few million units of horded. So there is no way to compete period Unless you are rich and can afford the rares.

As for Our profession there should be a market for BER 7 8 9 and 10 Medium harvesters. Max BER should be an Extreme Challenge to make. This is not the case .. The cause is two fold.. 1) I think the experimentation is too easy. 2) many architects have Millions of units of the Uber resources required to build Max BER for a very long time... I personally bought almost all my resources from hired miners. I recently made 4k medium and heavy harvesters houses and factories.. I can do this probably 2 more time without buying more resourses.. Now imagine if I had a fleet of 100 lot swapped harvesters behind me.... I keep my prices High but if my true cost to product is a fraction of a credit per unit think of what I could do to the market.... I could Price Heavies at 1 cpu and still make a profit. How fun would it be to compete against me if you only had 10 lots and didnt swap at all... That is the problem..

SOE has done good in presenting the ground work for a true Player Run Economy something that is new to the Gaming Industry. Since its new I think the experience in Gaming programing is lacking the experience of truly understanding Economic principles. What needs to happen to make Crafting game in SOE truly Great is introduce a true dynamic Market. Where If you build a crapy gun or a Crappy harvester it doesnt get deleted because there is still someone that is starting out and can use it. When SOE says their is a Hoarding Problem what they are truely saying is there is NO DIVERSITY in the market. You can go from vendor to vendor and really see the EXACT SAME ITEM for sale except for the way the crafter named it. To combat this problem you have to make the quality of the final products fluctuate as much as the quality of the spawn of resources. If all that is available is crap resources then all that should be able to be produced is Crap items. Until a better resource spawns. To make this happen we must drastically reduce how much resources are pulled into the game.. We can Nerf BER or we can NERF the amount of harvesters 1 person can control....

I personally want a market that is Diverse. I want to see crafters not having to Mad Grind to master just so they can make something they can sell.. They should be able to level by playing and support their leveling with the products they can make as they climb the ladder. If it was Extremely difficult to mass produce the BEST then the market would have ROOM for everything else....



I suggest we discuss our views on this issue here.

How do we move toward a diverse economy when there are so many high stat resources in the game and the ease of manufacturing a large quantity of high quality items?

Message Edited by Anthemion on 06-09-2005 12:52 AM




If you seek the truth, you will find it.

If you let someone tell you the truth, you will never know it.
An amusing game called ZeldereX
TK42I
Thu Jun 09, 2005 6:35 am
#2

Not to be a buzzkill, but I think if the DEVs created more non-experimental component parts for each of the master schematics then potentially we could see people making quite a bit of money selling them. I'd seriously buy generators and power cores in bulk if someone sold them at a reasonable price.





Netrix Teth
Tempest Galaxy
Dark Order Player Association
Master Architect, Master Shipwright, Master Artisan

Cafa
Thu Jun 09, 2005 8:09 am
#3


Diversity should not be gained by a nerf to the Architect profession. Make MORE to do, not less. More armors meant Armorsmiths had to specialize. Weaponsmiths were already specializing between regular, heavy and personalized services Weaponsmiths on Tempest for more than two years.


Give me a reason to walk a path, devs. Take the RIS quest and use it as a template to discover hundreds of quests and specialties for every crafting profession, BUT ESPECIALLY ARCHITECTS!!!


Fivo Asia

Message Edited by Cafa on 06-09-2005 08:09 AM



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Elyssa
Thu Jun 09, 2005 9:18 am
#4

I eagerly await the "Blue Couch Quest."



------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

Flatfingers
Thu Jun 09, 2005 1:22 pm
#5

Thanks for getting this started, Anthemion.


I have to admit I wish this thread were in the Core Systems forum, since although it certainly does affect Architects (who need so many resources), it really affects all crafters. In fact, it's something that affects all players since it's a fundamental question of how an entire player economy should be structured. Still, no harm done in getting the ball rolling here.


(Note: In what follows, be aware that we're talking about crafted products -- that is, we're only talking about the stuff that crafters have permanent schematics for and can make at will if they have the resources. Sales of loot, quest, and one-off schematic items do participate in the SWG economy but don't determine its form.)


To begin with, let's be aware of the fundamentals. SWG's economy is a near-textbook example of what economists call "perfect competition." By definition, this is a market structure in which:



  • Products are relatively undifferentiated (i.e., they lack "diversity").

  • Price and quality information is readily available for all products.

  • There are many buyers and sellers.

  • New sellers can easily enter the industry.

Every one of these is true for SWG. This means that SWG's economy should show many of the effects -- both good and bad -- that models of perfect competition tell us to expect.


In a perfect competition economy there are numerous producers of a few similar (undifferentiated) goods, and many buyers who do not coordinate on what prices they will pay. This should generate intense competition on price, since -- because there are numerous producers, and few other ways to differentiate goods except on price -- we should expect that no one producer or consumer should be able to leverage their size to set prices. Supply and demand will dictate the average price of every item.


And that's exactly what we find in SWG: lots of similar items at similar prices. (With a few oddballs from people who aren't serious sellers.) In a monopoly or oligopoly, one or a few sellers can set prices and everyone else has to follow; in the perfect competition of SWG, if one seller doubles his price, he loses sales because nothing prevents other sellers from offering the same item at a lower price.


This situation isn't entirely a bad thing... if you're a consumer. Perfect competition such as SWG's is good for consumers in at least three ways: 1) it tends over time to depress prices to their lowest possible level; 2) it allows new players to compete in an established market, which insures a constant supply of price-competitive goods, and 3) it encourages producers to try to make the highest quality items (in order to try to compete on something other than price). If you're a buyer, you have to love perfect competition.


But along with the good, SWG also shares the negative effects of perfect competition. In particular, it makes life hard for producers, and in the exact opposite ways in which it's good for consumers: 1) it limits profits (because you can only chase sales by lowering your prices); 2) it discourages success through innovation (because experienced players can't leverage that experience to create new kinds of goods); and 3) it raises costs (by limiting the resources that can be used and requiring that lots of time be spent in finding and harvesting the "best" resources).


The result is that SWG's economy is extremely customer-driven: If nobody wants it, there's no point in making it. This is great for you if you're a combat player, as there'll always be weapons and armor for you at some price, but it takes a lot of the fun out of being a crafter because it basically makes us indentured servants. (Which may be exactly the balance of power that SWG's designers want... but that's another thread.)


So, all this said, it seems to me that the real question is whether it's possible to make the crafting game more fun for crafters without significantly affecting the perfect competition model that makes SWG's economy so consumer-friendly, and if so, how that could/should be done.


Ultimately it comes down to allowing crafters to differentiate their products. The tricky thing about allowing differentiation us that it can move an economy away from perfect competition toward what's called "monopolistic competition": those who are able to make a unique product are able to set the price for that product, so that price may not be a good reflection of actual value. An example of this in SWG would be if I somehow figured out a way to make T21 rifles that did both heat and electrical elemental damage -- as the only producer of such items in a market of many buyers, I could effectively set whatever price I wanted and people would still buy as many as I could make, even though it wouldn't be that much better than a regular T21. (To be more precise, this would actually be a monopoly situation. If I taught a few other people on my server how to make such rifles, then we'd have monopolistic competition. The effect is roughly the same.)


So obviously that's a dangerous road to travel, no matter how much fun it might be for crafters-as-sellers to be able to differentiate their products on something other than price.


But I think there may be a solution. It's twofold:


First, enhance the crafting process to allow crafters some way to differentiate their products on features... but design this new process so that every advantageous new feature comes at the price of a disadvantage. For every benefit, let there be a corresponding and equivalent cost. (Note that you could also allow features that have no benefit -- things like colors and shapes that don't affect utility. These would also help differentiate products, but as they're purely aesthetic they would not need to be countered with a "cost" feature.) I described such a concept in myCrafting: A Blueprint for the Future thread, but there are certainly other approaches possible.


Second, expand the idea of crafting specializations. Currently, any crafter can experiment on whatever attributes are experimentable for any item, but some crafters have more experimentation points than others (humans, for example, which I personally find annoying since that's supposed to be a Mon Calamari species benefit, but never mind). What if this were expanded? Maybe a crafter who learns a particular ranged weapon skill from the Marksman profession gains an additional point of experimentation when crafting a ranged weapon. Maybe learning a Commando skill gives an additional point for experimenting on minimum/maximum damage, while learning a Ranger skill gives an additional point when experimenting on weapon speed. Maybe there's a crafting quest item you can install (permanently) in your datapad that gives a 10% bonus to weapon experimentation but that also imposes a 20% penalty on all Artisan experimentation. And so on.


Between these two changes, crafters would become able to create items that varied on both features and quality, but without allowing any one crafter to automatically become the "best" (and therefore able to dictate pricing). And this would happen because different crafters would make different choices, because these choices would not be better or worse but just different, and because not everyone could make everything.


There'd still be some overachievers who'd feel they had to provide hundreds of every possible combination... but if any individual item could have five or ten or twenty possible combinations, there's no way any one crafter could sell every possible kind of item -- no would merchants remain sane from all the restocking of their vendors they'd have to do. Big PAs that have multiple specialized crafters selling stuff in a mall could come close, but there's no real difference between that and what we have right now, is there?


As far as I can see, the bottom line of implementing these changes is that consumers would get more choice, crafters would have more fun (because the process of crafting would be more interesting), and prices would remain low due to supply and demand forces on different but equivalent goods. Everybody wins, and fiddling with resource amounts or types is not necessary.


Update: the I don't like vendor search from bazaars thread over on the Merchant board has a message from DocSavag (toward the end of the first page) saying (concisely) exactly what I was trying to say here. When there are so many options that no one can hope to be able to make everything, specialization becomes possible.


I would only add thatthiswill tend to raise prices, however, unless alternate products are basically each as good as the other so that no one crafter can monopolize the market for that product.






I expect I've committed some errors of vision or implementation in this proposal; any "grand design" concept is always imperfect. If so, please feel free to point out how you think this idea could be improved, or offer a different idea you think would be more effective.


Otherwise, I hope you weren't too bored. I really get into these Big Picture discussions.


--Flatfingers

Message Edited by Flatfingers on 06-09-2005 05:37 PM

Dvnce
Thu Jun 09, 2005 2:35 pm
#6






Flatfingers wrote:




I think I would Disagree on a perfect model.. We have no Diversity what so ever In fact I would say there is really only a market for less than 10% of what crafters can actually make.. and there is really only a market for the Best Variations of those products that are being made.. I also argue that it is not easy for a new crafter to enter the market. In a perfect compitition model there are two ways to enter the market. Find a niche ... so either a variation or a product that satisfies the needs of the consumer ie ure t21 that does heat and electric dmg solution. Or a different weapon that does similar damage or say less damage but at a faster rate... Something.. (this is not happening in the game we play here ) Or Produce the same product and sell cheaper than the established market providers. Right now selling on price is really the only real easy way to enter the market in SWG.. ( and price wars is not fun for the business builder )


Challenge to you and anyone else... Produce 20 each .. BER 7 , 8, 9, and 10 Medium harvesters... and sell them on your vendor.. report back how that turns out... Grant it the advantage that you can pass on the the BER 7 is ALOT higher Storage Capacity... But can you sell each BER at a fair rate of return? can you price each stage where the Advantage benifits are equal to the expense the Consumer should be expect to pay?


If the SWG crafting game was perfect there should be room in the market for a crafter to produce BER 7 Mega Storage Harvesters and capture an equal share of the market as someone that produces Max BER.. there should be a market for someone to specialize in the Cold Rifle ( cant remember the name but it was the one that My toon always packed until the curb.. ) but that doesnt happen either...


Can the crafting game head that direction? it could... the benifit of a product should have a cost to produce that is equal to the benifit to the consumer..




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Flatfingers
Thu Jun 09, 2005 3:18 pm
#7

Dvnce, I should clarify: I wasn't trying to say that SWG is a "perfect" game, either in crafting or anything else. (Hoo, boy, would I ever not say that! ) I'm saying that the economic model that SWG most closely resembles is the one economists call"perfect competition." They also refer to it as "pure competition" or "price competition," so maybe I'd have done better to use one of those terms. They all mean the same thing, though -- an economy where supply and demand dictates price.


Which brings me to the second part of my response, which is that even in "pure competition" there's no guarantee that people will want everything you can make. That's the "demand" part of the equation -- ifbuyers don't want a BER 7 harvester when they can get a BER 10 harvester, then prices will reflect that demand, and sellers will provide a supply accordingly.


As for new crafters entering the market, I would argue that it is relatively easy. Is it easy in absolute terms? In other words, can I be competitive my first day or week as a new crafter? Doubtful. But within a month or three or six? Absolutely, which is far better than you could ever hope to do in RL (which is not a model of pure competition).


But in the end it sounds like you and I are in agreement that more differentiation in the things we can make would make crafting more enjoyable for crafters. And I have, can, and will argue that that's something we're long overdue for. The only question is what that enhanced differentiation looks like when it's implemented... which is one of the things this threadcould help usdiscuss.


--Flatfingers

Pawlin
Thu Jun 09, 2005 3:25 pm
#8

Are we talking about JUST the Architect profession or crafting in general?


Architect is a bit unique in the products that we make.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
TK42I
Thu Jun 09, 2005 4:15 pm
#9



I've seen dozens of posts after Fan Fest how the DEVs say some of their limits to making changes are the complexity of the code. I think Tiggs said, "Miles and Miles and Miles" of code.I bet that is still true when you take out all the nested if statements:



If %player%Pawlin% enters;

{

Do Server Crash;

}


Kidding aside, my point is that maybe we seperate our suggestions with things that are relatively easy tofix and those that will require a fundamental change in the code.


Message Edited by TK42I on 06-09-2005 07:18 PM

Message Edited by TK42I on 06-09-2005 07:19 PM



Netrix Teth
Tempest Galaxy
Dark Order Player Association
Master Architect, Master Shipwright, Master Artisan

-Vorticus-
Thu Jun 09, 2005 5:40 pm
#10

we need more things to build!!



Bloodfin's Finest

- I support bring back the Tef riding/killing system If You Want, You Can Too!!
Dazzydoodle
Thu Jun 09, 2005 10:15 pm
#11

Flatfingers, you are brillaint.




Why do people pay to play a MMORPG but not want to interact with other people?
Why, SOELA, why? Did the entire management join a cult, and at the same time perform home lobotomies?
It takes less time to look at the stickies than to ask a question and wait for sarcastic replies. So please oh PLEASE ask the same question many times. I enjoy the sarcastic remarks.
Master Archy / Master Carbineer / Master Clone Victim
The One Man GANK Squad

Anthemion
Thu Jun 09, 2005 10:39 pm
#12

Pawlin, I was thinking we'd focus on, but not limit ourselves to, architect issues.

The only item I can see in our schematics that we can differentiate or specialize in are the crafting stations. For that you need a master artisan and master droid engineer to make the best possible stat. This is some level of specialization that sets your product out among the rest. In my view, this is our only departure from
Flatfingers perfect competition model, with the possible exception of creatively named furniture. It is relatively easy to make max BER on the installations and for the rest of the items there is no experimentation.

I would like to emphasize that interdependencies between professions in the crafting process will improve the diversity of products in our virtual market. This gimmick can be used to both encourage crafter interaction and specialization

For the beginning architect there seem to be three products:
  • Houses
  • Furniture
  • Components

Components are not viable since you can only sell them to more experienced architects who would rather have a crate of wall modules than a bag of individual items. Furniture doesn't have a good market for the beginner as far as I can tell. You'd need to be an interior decorator in that case. Houses seem like the best option and somewhat feasible with the new bazaar listings. I would like to see the ability to stack unique items with no useful stat or quality (structure modules, walls, and gen turbines for example.) so the beginner can make them for experience and have items worth selling.

For general diversity of products I feel we need products which require a trade off when creating. Or possibly make the max BER harder to make requiring quest components, making good resources harder to obtain, or requiring interaction with other professions.
An example would be you could have progressively more challenging requirements gate the various BER rates. I will use Med Harvs as an example.
  • Ber 7 would only require good materials and experimentation
  • Ber 8 would require a master artisan component
  • Ber 9 you'd also need a master DE component
  • Ber 10 a unique quest item (no factory runs).
I'm rambling, I should go to bed.




If you seek the truth, you will find it.

If you let someone tell you the truth, you will never know it.
An amusing game called ZeldereX
Pawlin
Thu Jun 09, 2005 11:23 pm
#13

Basic points:

More demand will help us overall.
Non-Masters could use some quest oriented item that can improve some basic items.
Masters could use some high level 'end game' content similar to RIS armor.
It would be best to make harvester production harder and make their stats more differentiated.
New improvements to add experimentation and stats to our other items.


Long winded version:

If we had ongoing demand for our products that would help quite a bit. We actually have a ton of schematics that are useful items. Just nobody to sell them to. Decay is the main way that crafted items have repeat demand. Some form of decay is really necessary to breath new life into our profession. If thats not going to happen then new things like new Bestine museum paintings, furniture color or new house styles would help some. My favorite, preferred new thing would be to give us some role in making structures for the GCW. They've done it for Armorsmiths with faction armor so I don't see why they can't do someting GCW related with us too.


Personally I think the non-Master game for Architects is pretty healthy (except the lack of demand). The non-Master will always be faced with the problem that they do not have the experiment points of a master. So they are at a disadvantage when making items with stats. IMHO this is normal and acceptable really as is. Masters should have a skill advantage over non-Masters. You get skills with skill points by definition. What non-Masters need are some useful commodity items that they can make and sell. Architects do have those: houses, factories, furniture and even crafting stations.


They *could* add some additional schematics or change some items so that a non-Master can put in a bit of work and get a 'good' item. This would give non-Masters some reward for making a 'good' item but not have it be impossible to compete with masters. The item quality would have to directly relate to the amount of in game work put in rather than the amount of skill points or resource quality. For example, you could have an improvement to any house schematic that would reduce the maintenance cost by 5 credits / day. This improvement could be optionally stacked and you could use up to 10 of them in a single house deed. But to get the improvement you have to do a quest. Its not a really hard quest but it takes a bit of time. So an enterprising non-Master would do this quest 10 times and get 10 of the items and make a small house with -50 cr/day maintenance cost. Or they could sell the items to a Master for cash. Or maybe they could make a new special garden schemaitc that requires 5 individual pieces that you get through a quest. So you have to do 5 parts of the quest just to make one of the gardens.


For Masters, first and foremost I'd like to have new high end content. Something like the RIS quest for armorsmiths. New and cool stuff is best. BUT at least some of it should be difficult. It should be end game level stuff that requires a bit of good work and is an appealing thing people will want.

For masters they really need to make our crafting a bit more complex so harder work results in better product. Right now its just too easy to make a BER13. So theres not much setting apart one master from another.


They could revamp harvesters to make it harder to make and give them a wider range of point. Instead of having a BER rating give us a rating that is a daily extraction maximum rate. So instead of BER 4-13 we'd have daily extraction rates of 1000 to 20000 with all points inbetween. That would make the new max about 13.88 BER. This gives us more range of diversity. So one guy might have heavies at 17300 and the next guy might be 18500. Then they could add some 'Advanced' components like an 'Advanced ore mining unit' in addition to the OMU we have now. The standard OMU would get you maybe 2/3 of the way to the max but you'd need the Advanced OMU to get the highest rating. The AOMU would require rare materials taht are constrained by requireing hands on harvesting. By hands on I mean something that isn't mined by a harvester. Hides, meat, fish and asteroid minerals are the 'hands on' things. For us it would make most sense to use asteroid minerals. Or maybe you could use some organic as a 'natural gear lubricant'. Just something that means its hard to get large quantities and makes it so we're not able to do large factory runs.

BUT that still makes it so that eventually you end up with the good resources, max the BER and you're done. Ideally they would implement some form of harvester decay in order to give us some form of ongoing demand. If they did that then they could also implement a third line of experimentation for the harvester condition. Or they could maybe implement a line that could decrease power consumption. So you'd face a trade off between power use and output. You could get a 20000 output / 2000 power use or maybe a 15000 output / 1000 power use.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
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