Architect Archive
Thread: Are Architects Ruining the Economy?
This issue has been debated and experimented with over and over again in beta. Many different things were tried.
Basically, if we can level by making fewer items then powercrafters will master artisan in about two hours. As it is, right now it takes about 10 hours of screen time and a day of macro sampling.
The compromise was between grinders and sellers. XP from the actual crafting was retained so grinders could advance. XP from usage was increased so some people had an incentive to sell their items. The real concern was that everyone would grind and no one would sell, so that newbs would be running around in their underwear because grinders would craft and delete. Interesting to see that you have belive the opposite has happened.
The problem that you claim is happening is caused by several factors:
1. the listing price on the bazaar is too low (another debate from beta, for a while it was 100). Since it's only 20 creds, crafters put total crap in there for sale (also happened in beta), just look at the resource containers with 8 steel for sale. Look at all the lousy CDEF weapons, very few have even been experimented on. They are just taking up space. Hopefully as time goes on, people will learn.
2. People actually setting 7 day auctions (unfortunately it's the default) for that garbage.
3. Customers don't necessarily know a good weapon when they see one (this will change very fast) so they occassionally buy crap and encourage people to still sell it.
Usage XP is good, it encourages people to build products that players want to use. If there is no usage XP then I would just build it and delete it, regardless of its quality. Why waste my time trying to sell it, I make much more running delivery missions. Which brings me to my final point, why do crafters have to make tons of money? Delivery missions can easily keep you in cash at lower levels. Higher level things such as houses, factories, etc will never be free, it takes lots of resources and time to create them.
BTW, harvesters are not the output of grinders since they give structure XP, not crafting XP (at least they did in beta). There will never be much demand for personal harvesters, most crafters can quickly build one for themselves, and only crafters use them.
I have not looked at Artisan in a while, but I know they can craft consumables, like weapon power-ups. Instead of making weapons, why not make power-ups which are usable for anyone our there?
While this doesn't help Architects, it would certainly help those making full items when they could make consumables instead.
Just my 2C
I think giving away your items if you cant sell them is like poisoning your own food. Destroy them instead. Its a simple lesson in economics .. make the item more rare. Destroying the item is faster than giving them away anyhow.
Please stop giving stuff away for free and flooding the market.
I got to Eng 3 and halfway to 4 just selling generic craft kits and mineral survey devices on the bazaar for 100 credits each on the first day. They usually sold within 5 or 10 minutes of me putting them up. Then I made myself experimented craft kits and survey devices, and a nicely experimented cdef...that got me most of the way to 4.
I ground out the rest of the way to novice architect on craft kits. Would have sold powerups but making them where you have to scroll down is just too griefy on my wrist.
I see people shouting about free stuff all the time, but that's just not the way I do things. If someone ASKS me for some cheap item I tell them to pay what they think it's worth. Sold a few experimentedcdefs that way and made more than I thought they were worth ![]()
Sell what you can, destroy what you must.
hmmm...i guess i didnt make my point...i am able to sell lots things...i have made decent money off of it...when i am making things to sell and not to level..
but now leveling to Novice, i am creating about 100 items needless items an hour...destroying them is just more clicking and i might as well get the UXP...
say 500 people are leveling up for architect on one server...that alone is 400,000 power ups...created in what 2-3 days...but we all now its probablyover 1000 people so that is nearly a million power-ups..add to that the people leveling for the other professions...we should now have enough power ups to supply SWG, Earth & Beyond, EQ and Planetside
The markets are just full of all the cheap crap people are making to level...i atleast am not putting it on the bazaar ( i want to kill the people who put a resource conatiner with 3 units in it...minium should be 50 units but that is anotehr issue)
i just think the higher XP requirements combined with the hyped but useless UXP is just bad...
I think the want to slow advancement but just making us create more items is not the answer..
I agree, about the spamming items, it gets a bit rediculous to buy the same items that they post on the bazaar everyday. Now im an upcoming Artisan getting into Arcutecture, so I don't know how much the bazaar charges to post an item. but if it's the same price (20 credits) to post items on the market, that maybe the problem. If all items are too cheap to post, then people are taking advantage of it. For example. I made probably 10 or so Wooden Staffs and sold them in the bazaar. So I lost 200 Credits for posting but I got 1000 Credits after all was sold. Now either Staffs are hard to come by or what, you tell me. Im still learning this stuff. I think the fee should be more strict to promot intelligent sales decisions.
I have given away nearly 1000 items today because of the 33K GXP needed to level...i cant sell them because i have reached my bazaar limit...dont have a house and they nerfed inventory
I dont like that...it means i have lost 1000s of dollars
it menas people are getting used to "freebies"
Multiply those 1000 items by the 100s of architects trying to level and the markets are flooded...
I also planned to sell harvetsors for about 5K..though in theory we should get 10K for them...i cant sell them for that...the bazaar is full of them for 1K...by the end of the week they will be 500 credits
I really think the devs need to come up with other ways for us to level aside from spam building items and selling our shoddy crap for a few pennies...i personally thik UXP should go away and be replaced with experimentation XP...something to get us to make fewer items...
The entire economy is a train wreck and i give it another two weeks before it is completly deflated...i really pity anyone who starts the game in a month...they wont be able to sell anything for over 25 credits
First, I started by making a few carbines that turned out to have a max damage of 37, which was okay being one point higher then the newb blaster pistol.
So, I figured that I could sell that to other newbs or low-skill people to give them a leg up on range. I attempted to sell them face to face for 200 creds, then 100 creds then 50 creds. Not a single bite.
Everyone just said, "I am looking for 60 dam." ...and they walked away.
No matter what, I couldn't sell a single blaster. I couldn't even give them away. So, no UXP for me.
I ended up destroying all of those weapons and find the whole excersise to have been a tremendous waste of time.
Heck, if destroying them produced a tiny spot of junk, at least I would have something to sell to the junk dealer. Even if it was only for a few creds, that's better then nothing at all...