Architect Archive
Thread: miners
Many of us in this player driven economy have found ourselves earning our livings hustling resources to architects, weapons and armour smiths. It seems even though architects use their resouces as fast as they can harvest them, however their abilty to make heavy installations that sell for 150k-250k for themselves and mine massive amounts of minerals keeps resource suppliers such as myself scrambling for the scraps with the the prices of resouces dictated by the architects themselves. If there were a mining tree and use of the heavy installations were limited to that tree itwould make things much more competetive economically. Architects would flourish with orders for heavy installations and alsofree up time for them to pursue other endeavorswithout the hassle of tending to harvesters unless they choose to pursue mining also. prices would stabilize because there is always someone willing to sell a little cheaper. Besides SWGsays they are trying to create a realistic rpg, is it truly realistic that architects mine theirresources? With the upcoming addition of player run cities the master architect profession will literallyboom. Resources suppliers like myself shouldbe able to supply the resources for this boom without beingchoked by architect dictated resource pricing.
Outta
outtacontrol wrote:
Many of us in this player driven economy have found ourselves earning our livings hustling resources to architects, weapons and armour smiths. It seems even though architects use their resouces as fast as they can harvest them, however their abilty to make heavy installations that sell for 150k-250k for themselves and mine massive amounts of minerals keeps resource suppliers such as myself scrambling for the scraps with the the prices of resouces dictated by the architects themselves. If there were a mining tree and use of the heavy installations were limited to that tree itwould make things much more competetive economically. Architects would flourish with orders for heavy installations and alsofree up time for them to pursue other endeavorswithout the hassle of tending to harvesters unless they choose to pursue mining also. prices would stabilize because there is always someone willing to sell a little cheaper. Besides SWGsays they are trying to create a realistic rpg, is it truly realistic that architects mine theirresources? With the upcoming addition of player run cities the master architect profession will literallyboom. Resources suppliers like myself shouldbe able to supply the resources for this boom without beingchoked by architect dictated resource pricing.
Outta
To start with I would love to see the mining profession returned. I would rather not have the headache of trying to run harvesters and make buildings all at the same time.
As far as saying that architects dictate resource pricing, I find that to be a rather unfair statement. The normal cost of resources on the bazaar depending on server ranges anywhere from 3cr to 10cr per unit of resource. Do you realize how difficult it is to find someone willing to buy any structure even @ 3cr per unit??? As an example, a medium house requires in the neighborhood of 15000 resources. It's not the exact amount, but close. I still have people balking at paying 45k for a medium house which would only be 3cr per resource which is breaking even. This is the reason why architects are looking for resources @ 2cr/unit or just harvesting their own and selling the extra if they have it. So as you can see the consumer is the one actually actually dictating the prices of resources. It's a rather vicious circle.
The architects are just trying to make a small profit or any profit for that matter and the above figures don't even allow for the cost of maintenence.
Jherril
Novice Architect/Master Artisan
Tempest
Well first the market dictates to us what we are going to pay unless we want to mine it ourselves. Saying your left scrambling for the scraps is at best a pathetic joke, at worst an outright lie. The market sets prices at 3 to 10 credits a resource on the bazaar and most personal vendors. Prices are what they are because of weaponsmiths/armorsmiths that can charge 30 to 600 credits a resource for their products. Architects get 3 to 4 at best a few charge 5 but not very darn many.
We have to mine massive amounts of minerals.. we have no choice when it takes 25k ore to make a deed and it costs 75k to 250k credits to buy it you see where there might be a problem trying to sell this item for 150k or less no??
Adding miners will NOT in any way lower prices on resources they are what they are due to greed. It will also not make us flourish with heavy installation orders since those who mine for a living mostly already have them. You want to sell your resources for large profits do not look to architects we can not pay what you can get elsewhere from a weaponsmith its a fact of reality and your idea would not help at all it would only make things worse.
Outta Control
Actually medium homes use 20600 resources, but who's counting.
Jherril wrote:
As an example, a medium house requires in the neighborhood of 15000 resources. It's not the exact amount, but close. I still have people balking at paying 45k for a medium house which would only be 3cr per resource which is breaking even.
outtacontrol wrote:
...the greedy ass weaposmiths are a problem and should have been included in my comment.
Actually this is not entirely true. The demand for weapons is so great that as a weaponsmith if you sell less than market value you're only hurting yourself. I read one weaponsmith post thatpretty much called it The Clown Law, which states this. "The price of my wares is set to a point where some clown won't come in and buy up all my stock".
If you want to blamesomone then blame the architects. The problem is two-fold.
- There is no expirementation so a grinded factory is just as good as someone who took the time to find the best stuff to build their factory.
- There is no decay so a demand for our wares will not grow or continue to be the same. Furthermore 90% of the player base demands weapons while only 20% of the player base probably has a home.
Due to these two issues PA architects set the price at such an absymally low level that now the only way to recover is everyone to stop selling at that price. This is wishful thinking at best.
Speaking as an architect, some of my structures are only priced at 3-4cr per, and that's with me mining my own resources, usually ore, dumping thousands in maintenance and power, on a mid-40s vein of ore.
Consider the skill and time and critsit takes to make a structure, and it's practically selling at cost.
Paying anything more than 2cr per for a resource simply doesn't make sense.
Tempest wrote:
Well first the market dictates to us what we are going to pay unless we want to mine it ourselves. Saying your left scrambling for the scraps is at best a pathetic joke, at worst an outright lie. The market sets prices at 3 to 10 credits a resource on the bazaar and most personal vendors. Prices are what they are because of weaponsmiths/armorsmiths that can charge 30 to 600 credits a resource for their products. Architects get 3 to 4 at best a few charge 5 but not very darn many.
There is a very obvoius disparity here. Perhaps when the resources that are required
to make certain guns and armour pop they should be in considerably lower veins.
LGO is lucky to find at 65%+ and so to a miner/reseller that ore is taking a lot of his potential to mine and he wants 3-4 cpu for it.
Grind Metal he may find a 90% vein for and could make the same profit per harvestor if he sold that metal at 2 cpu.
If, for example, Plumbum Iron (for WS) was to only appear in veins of 40% or lower then we would have miners actually considering whether to put a harvestor on the Plumbum and sell at 5-6 cpu or put it on the LGO and sell it at 3 cpu. It is a no-brainer atm whether to mine 65% LGO or 80% Plumbum Iron isn't it? Even 65% LGO vs 65% Plumbum is not a competition.
Nice template, but I would not do the master Ranger, instead opt for artisan xx41 plus at least Novice merchant - if you plan to make your business selling materials you will need a Vendor (artisan xx3x bare minimum for 1 vendor / 100 items), you'll also have some spare points if you don't bother with the ranger camping etc skills, you really only need the tracking tree which gives the harvesting bonuses.
-Redux- wrote:
All you are going to do is mine?
I would suggest you go for an overall harvesting template, both creature and harvester mined.
You could go:
Artisan 0-0-0-1
Brawler 4-0-0-0
Master Scout
Master Ranger
Teras Kasi Master
Message Edited by Handb00k on 11-06-2004 03:57 AM
Handb00k wrote:
Nice template, but I would not do the master Ranger, instea opt for artisan xx41 plus at least Novice merchant - if you place to make your business selling materials you will need a Vendor (artisan xx3x bare minimum for 1 vendor / 100 items), you'll also have some spare points if you don't bother with the ranger camping etc skills, you really only need the tracking tree which gives the harvesting bonuses.
-Redux- wrote:
All you are going to do is mine?
I would suggest you go for an overall harvesting template, both creature and harvester mined.
You could go:
Artisan 0-0-0-1
Brawler 4-0-0-0
Master Scout
Master Ranger
Teras Kasi Master