Architect Archive

Thread: Do new architects have difficulty competing with established architects?

ZenDragonMLS
Wed Aug 11, 2004 9:55 am
#14



Artiman wrote:
So if you put in enough effort and time then you can compete. I think everyone agrees with that?
After enough time we can compete, yes. But the time until we can compete is clearly longer than it was for players early in the game.
How long does it take before you're at the level that you can compete with the established masters?
1 week, 1 month, 2 months, 6 months .. ?
It doesn't take that long to gather enough resources to master the profession... maybe 1-2 months. I am a master now after two months, and almost ready to do my first "real" production run of havestors (If I can just get a decent spawn of duralloy soon). But that is with the help of a second account. After that I will have the funds to compete because I will be able to buy resources to supplement my harvestors. So about 4-6 months to be a competative architect I would think. That's starting from scratch. Not someone who can invest funds up front. For those people it would only take about a month I would think.
How long SHOULD it take?
After mastering the profession? None. The house I make is just as good as the house you make. I can be just as nice as you (well maybe not YOU, but nice enough). My price will be about the same as your price. Is there a reason I shouldn't be competative with you? Does new master rifleman make less on missions than one that mastered the profession six months ago? Does he have to wait longer at the mission terminal for a mission to turn up?





I don't happen to agree that it takes a new architect today longer to compete than it took 6 or 9 months ago.

But you bring up two interesting points:
1. You say "the house I make is just as good as the house you make ... my price will be your price...". Right - so what is the "advantage" that the existing crafter has? They DO have some advantages (otherwise you would not have made the comment about taking longer to compete). Just because you are selling the same house for the same price doesn't mean that people will buy from you. They have to know that you exist and they have to find it easy to do business with you.

2. You compare the "competition" between elite crafters to the "competition" between Master Rifleman. I see this type of thinking all of the time, and it is built on a HUGE fallicy! When someone goes to a mission terminal, they are getting a "contract" from the gaming system. The terminals have an infinite supply of cash (and lairs) and make absolutely no "judgement" on you other than your raw abilities. The crafter, on the other hand, gets their "contracts" from the players. The players don't have an infinite supply of cash and they *do* judge the crafter against other crafters that they know of. The two situations have absolutely NO relationship with one another.



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Casin
Wed Aug 11, 2004 10:40 am
#15

I've just started grinding up, still 6 boxes to fill, then Master and so far have only a few sales, but I'm right where I expected to be at this point, as I work up resource stock, watch for shifts of HQ material, set up factory, build up cash when starting from scratch (I took8 monthsoff, only had 25k credits to start this run...and prefer to not fill vendors with M.Artisan items now with nerf inc)


I don't expect to be very profitable for at least 3 months in my personal case, but until established I'm still able to make custom orders that I get thru having Title visible for some spare cash. The small but noticable amount of tells I get for items just by running around cities with Novice Arch title up do tell me there is still demand to be filled even with a large number of established Arch on Intrepid. (or that people are really too lazy to go look for a vendor :smileysurprised



Odiwo Ko'nel
Master Architect, Master Artisan, Pistoleer
Merchant up in Tombstone, Dantooine
jason67
Wed Aug 11, 2004 11:13 am
#16






Casin wrote:

I've just started grinding up, still 6 boxes to fill, then Master and so far have only a few sales, but I'm right where I expected to be at this point, as I work up resource stock, watch for shifts of HQ material, set up factory, build up cash when starting from scratch (I took8 monthsoff, only had 25k credits to start this run...and prefer to not fill vendors with M.Artisan items now with nerf inc)


I don't expect to be very profitable for at least 3 months in my personal case, but until established I'm still able to make custom orders that I get thru having Title visible for some spare cash. The small but noticable amount of tells I get for items just by running around cities with Novice Arch title up do tell me there is still demand to be filled even with a large number of established Arch on Intrepid. (or that people are really too lazy to go look for a vendor :smileysurprised





More likely they are simply tired of finding empty vendors or vendors that don't carry what they're looking for.



Response to main post:



Being a new architect but an established player I would say there wouldn't be too much difficulty competing in the market as a new "Master Architect". For architect items there is really not much difference between an established crafter in the majority of items(harvestors being the exception). As for the person that stated it takes longer now I would say to them that it takes less time becuase you no longer have to wait for spawns of specific materials you simply have to buy them(expensive? yes probably, but possible). Like mentioned before a House is a House and there is no difference between a new crafter making one and an established crafter making one. The only area you'll find a major difference is in harvestors where the BER rate will differ based on the established crafting likely having much better resources than are available to the new crafter with out significant costs (still possible if the money is spent to buy the good resources).


The key as mentioned before is simply being well known. People do have to know you exist and people will always go to a place that they know has what they want vs one that may or may not have what they want, usually even if it costs more at the other place. The best way to break into the competition is to find a mall that is in need ofan Architect, or find an Architect that is only a part time crafter that would like to only craft certain items while you craft the others.







HostageH
Master Lightsaber /3003Enhancer /4100Healer /0044Defender
/0044Force Reflexes /Master Force Combat

Arisa
MasterWeaponsmith(125exp/130assembly/25repair/22weapons repair) /MasterArtisan(14pt) /MasterShipwright /4400Force Crafting
Vendor Location 2355, -3922 just outside Coronet
Pawlin
Wed Aug 11, 2004 11:21 am
#17


It looks like the most common thing cited as the main hurdle for "success" as an architect is Establishing Customer Base.


Availability of resources and the time it takes to accumulate a large amount of them is the second most cited thing.


These each are both mainly a matter of time and effort.


Resources are something that most everyone can figure out how to get eventually.


Any of us can figure out how to make a small house. The difference between success and failure is figuring out how to sell the small house. So the real key to success is finding customers and building up a customer base.


Most small businesses in real life fail. And a lot about running a business in SWG is the same as in the real world. SO its not an easy thing to do.


But there are plenty of folks here happy to help. We can offer tons of advice and tips and tricks that have worked for us. So if you're having any difficulty in this area then let us help.


IMHO, if this were too easy it wouldn't be any fun.




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
outsiders
Wed Aug 11, 2004 11:34 am
#18

I think part of it is Location

I made master Architect sometime last week and I've spent every day I've played since just crafting wether it be Custom Orders or an attempt to fill my vendors. In the city I live in there are I believe 3 other architects as well, soooo definitly location location and location



Dane Gerross
ZenDragonMLS
Wed Aug 11, 2004 11:41 am
#19

I do think that the comment about "Master Rifleman" and missions has a large role to play in setting people's expectations.

If I climb my way to Master Rifleman, then I can honestly expect to draw the same level missions and get the same payout from them that one year old Master Rifleman can get. I really *am* equal and can *instantly* compete.

So people who have had combat characters or who just talk with combat characters about their "incomes" get an impression that "all Masters should be equal". And this sets their expectations about what it means to Master a crafting disapline.

Again, put this all in terms of a physical world business. You have a business (Master Rifleman) that is a "service" business *with a captive customer base*. That is, all you have to do is show up at the mission terminal and there WILL be a "customer" for your service. As a crafter you do NOT have that captive customer base - you have to go build your customer base.

I think that that's what it boils down to: mission terminals give you a guarenteed "sale" without you having to do any of the "business" things to obtain that sale.



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Pawlin
Wed Aug 11, 2004 11:49 am
#20

If you want to compare crafting professions to combat professions then I think a better analogy is to compare business success of crafters to PvP success for combat types.


Sure all master riflemen have the same skills. But can they all do as well in PvP?I don't think so. This is where the element of playing with and against other real people comes into play.






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
Vaashtkk
Wed Aug 11, 2004 11:53 am
#21

I'm playing a crafter casually on Shadowfire. I'm not trying to "compete" with the established masters, but am slowly finding a niche for myself. I take pride in the fact that most of my Arch xp has been from a sale (or something sitting on my out-of-the-way vendor :-( ). (I'm still a long way from master, and am working on WS as well.)
Just like many things in life, you get out of it what you put into it. I don't expect to ever have a multi-million biz because I don't put that level of effort into it. Thanks to the bazaar and the occasional big sale, I don't have to run missions to pay harvestor maint any more. I think self-sufficiency (financially speaking) is about as good as it's going to get as a casual crafter. But that's an accomplishment too, I'm happy with it, and I don't have any complaints about the more established businesses.



Greedo did NOT shoot first!
banakas
Wed Aug 11, 2004 11:53 am
#22


I'm currently 3/3/2/2 in the Arch profession and I'm not going to say I'm having a difficult time competing, cause with the skills that I currently have, I'm not even trying to compete. I'm currently in a small guild and I'm the only aspiring Architect so, I'm always taking orders for the furniture that I can make. The problem with that is, they are getting my wares at a discount rate. There really is no need for Harvestors or crafting stations of any type or size, so that part of the business is dead at the moment. I'm also not producing crafting stations due to my limited skills and bonuses. As far as building houses. That was a challenge the first few I built due to the limited number of resources I had. I had read that I needed to start stockpiling Ore and metals, but it was just so difficult with limited cash, and the personal harvestors that were available to me. One day I finally was able to purchase a heavy and just last night I was able to put some surplus ore on the baazar. I made 60k in about 30 minutes, man was I happy. Finally some cash.


I know that right now, I'm not able to build everything that people want, but I know that will change with all the hard work i'm putting in with crafting structure modules. Once, I start making equipment that can compete, then i'll need to come back and tell you my feelings on competition then. But, right now, I see no compitition or the dificulty in competing with established architects, cause seriously, who's going to buy from me, when I can't even make a max BRE harvestor?


Advertising is a little difficult for me cause 1) I don't have a creative bone in my body, and 2) I'm not the type of person that wants to spam the Auction Channel or camp out in front of the Starport trying to push my wares. I have recently "put our guild on the map" by reaching Advertising III under the Merchant Profession, so passers-by do stop (that's fulfilment when you see a speeder on the overhead map slow down and get off and run in to your vendor). Yesterday, I finally felt established enough to create an "ad" for my signature, so I guess that's a step in the Advertising direction.


Now, with all that being said, I am throughly enjoying my Artisan/Architect professions, now if I could just start meeting clientle and getting those "custom orders". Even though I'm a PvE player, my professions make me feel like I'm playing PvP due to the fact that I'm interacting with other players all the time (don't care much for the combat side of PvP) makes me feel like I've done my part to help the community.
Artiman
Wed Aug 11, 2004 12:07 pm
#23

Maspi is right. It has very little to do with effort or knowledge. It's about the resources.


The simple fact is there are two areas of the game where new players have a harder time than players that started earlier. AXP and the fact that we can't sell anything but resources until we have been in the game for several months. Not because we can't make anything, but because our vendors just aren't worth going to relative to established players. What would be really nice if our 10K small naboo had an equal chance of selling as your 10K small naboo.


I also think that post-grinder new players will have a much harder time. Without grinders to sell resources to and get axp from charity might become the only way to start out.


Artiman
Wed Aug 11, 2004 12:44 pm
#24


So if you put in enough effort and time then you can compete. I think everyone agrees with that?


After enough time we can compete, yes. But the time until we can compete is clearly longer than it was for players early in the game.


How long does it take before you're at the level that you can compete with the established masters?

1 week, 1 month, 2 months, 6 months .. ?


It doesn't take that long to gather enough resources to master the profession... maybe 1-2 months. I am a master now after two months, and almost ready to do my first "real" production run of havestors (If I can just get a decent spawn of duralloy soon). But that is with the help of a second account. After that I will have the funds to compete because I will be able to buy resources to supplement my harvestors. So about 4-6 months to be a competative architect I would think. That's starting from scratch. Not someone who can invest funds up front. For those people it would only take about a month I would think.


How long SHOULD it take?


After mastering the profession? None.Thehouse I make is just as good asthe house you make. I can be just as nice as you (well maybe not YOU, but nice enough). My price will be about the same as your price. Is there a reason I shouldn't be competative with you? Does new master rifleman make less on missions than one that mastered the profession six months ago? Does he have to wait longer at the mission terminal for a mission to turn up?


Does it take much longer if you're a casual player than if you're a dedicated player?


Nope. We both have to wait the same amount of time for resources.


Maybe some peoples expectation / desireis that they should be able to hit the "successful crafter" point sooner than they can?


Maybe. I don't think it's that bad in the architect profession. I think WS/AS is a entirely different story.

jason67
Wed Aug 11, 2004 1:48 pm
#25






ZenDragonMLS wrote:
I do think that the comment about "Master Rifleman" and missions has a large role to play in setting people's expectations.

If I climb my way to Master Rifleman, then I can honestly expect to draw the same level missions and get the same payout from them that one year old Master Rifleman can get. I really *am* equal and can *instantly* compete.

So people who have had combat characters or who just talk with combat characters about their "incomes" get an impression that "all Masters should be equal". And this sets their expectations about what it means to Master a crafting disapline.

Again, put this all in terms of a physical world business. You have a business (Master Rifleman) that is a "service" business *with a captive customer base*. That is, all you have to do is show up at the mission terminal and there WILL be a "customer" for your service. As a crafter you do NOT have that captive customer base - you have to go build your customer base.

I think that that's what it boils down to: mission terminals give you a guarenteed "sale" without you having to do any of the "business" things to obtain that sale.




while there are many good points here and you are probably correct in the statement as to what people expect, there are a few things to note here.



A newmaster rifleman is not always equal to a long standing master rifleman. It will depend on their equipement(what stats on their weapon/armor/etc..). A long standing Master is much more likely to have a high damaged T21 and 90% base armor meaning that he will kill faster and take less damage(less down time) than a new rifleman.


For Crafting professions our equipment is simply "resources" instead of weapons. The person with the best resources/weapons will generate more cash typically (assuming they use their equipment well). Does that mean a master rifleman using a base T21 at 420 damage is the same as a long standing master rifleman that's using a nice krayt or looted damage sliced T21 at 900+ damage. Clearly these two are not equal. Well.... you say he can simply buy a good T21 and they will be equal. Yes... that's true and a crafter can simply buy good resources and they'll be equal as well... it's simply a matter of money and both take significant amounts of money. We currently have a looted T21 sliced un-puped selling for 75mill at the moment(roughly 1000damage 13mind cost or something insane like that). So you can clearly see that good weapons are not always significantly cheaper than resources for those that would make that argument.


So in the same manner as a new master rifleman is equal to a long standing master rifleman the same is true with crafters.





HostageH
Master Lightsaber /3003Enhancer /4100Healer /0044Defender
/0044Force Reflexes /Master Force Combat

Arisa
MasterWeaponsmith(125exp/130assembly/25repair/22weapons repair) /MasterArtisan(14pt) /MasterShipwright /4400Force Crafting
Vendor Location 2355, -3922 just outside Coronet
ZenDragonMLS
Wed Aug 11, 2004 1:56 pm
#26

I didn't mean for the comparison to be taken too far. My major point was that people running missions for cash have a *guarenteed* "sale". They go to the terminal, and there is a list of jobs that they can do and what they will pay. That is 24/7 - you could be the only one on the server and you'd have the opportunity to run missions for cash. The total amount you make depends on a lot of factors (as you point out) but you are basically dealing with a guarenteed customer base who has *unlimited* funds.

A crafter has to sell to other *people*. Those people have more limited funds (although their buying habits are much different than in the physical world) and they make *judgements* on what good/service they will buy from the crafter. There are finite other people in your galaxy.

All I'm saying is that if I hit Master Rifleman I can expect to draw level XX missions paying YY credits, so that creates an "illusion" that all Master Rifleman can expect that level of payout. The crafter that arrives at Master level *must* put a lot of effort into marketing and sales if they are to be successful, and those skills are not inherently "built" on their path to Master. So their "path to success" really has just started.



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

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