Architect Archive
Thread: Let the pricing wars begin, SOMEBODY IS UNDERCUTTING ME now!
Instead of having decay make a house disappear, have it increase the maintainence cost, and have decay repairable through a Structure Repair Kit made by architects.
Maybe even break it down into 4 different kits, available as you advance on the Construction Branch
I Housing Repair Kit (fixes houses)
II Industrial Repair Kit (fixes factories and harvesters)
III Municipal Repair Kit (fixes PA halls and municipal buildngs)
IV Fortification Repair Kit (fixes faction bases and turrets)
Seriously. Weaponcrafters on my server massively price gouge, but no one calls them on it. People are happy to bend over when it's a new gun, but if it's a house or harvester, forget it.
We need some serious changes fast.
If they release the structure repair kits or whatever they were talkin about it would be interesting.. I dont think more ppl will take arch skills as most ppl are dropping skills to get others and as more ppl max their skills out an find their combo's we will find that thre will be demand for master archs who will be much fewer as a lot of ppl dont really like to mine an just look at schematics of Guild halls...as the game is only a few months old we are getting a bit ahead of ourselves.. all will settle in a month or 6...
McBuntah
Bria
I think that if they put in decay on a structure they also will need to put in a way to stop decay on a structure. Whether that stop is a kit that is made by architects - It would need to have charges if not its just another one sale item in our line up, or a skill for architects that would allow us to repair houses.
Decay would have gradually rise so that a personal harvester would decay fairly quickly but a heavy would take a long time.
As it stands we already have a hard time justifying to customers the reason to charge even market rate credits per unit for large items. The reason for this is 95% sticker shock. Large items are rarely impulse buys. Furniture is the only line that we have that might be an impulse buy. Everything else is a decision. If we add the possibility of decay on top of the required heavy pricing due to resource use, that descision just got much harder. Why pay 100k for a large house that's going to decay in xxx number of days? The consumer will want prices to drop. The price cutters that already sell for whatever they need to in order to get the sale will continue to do so and continue to drive down the market.
I'm all for decay, as long as it is implemented in a very well thought out manner that covers all bases. If they add in fast irreversible decay theywill have to also lower the resource requirements.
puttin decay on structures screws all architects except masters. the same thing happens with weaponsmith and armorsmith and im totally against it. the reason were poor and other crafting skills arent is because we can all craft the same things
tahts a good thing. i hate seeing novice weaponsmiths that cant sell a dime till they make master. it happens to my guild member, same goes for my armorsmith guild member.
all you gotta do is put a radial sell window that wont allow you to sell any deed for under 3cpu of the total deed. that is it. we all make money and anyone from novice to master can profit outta the class.
in this scenario master still makes more because he can craft more structures.
The only thing that scares me about structure decay and experimentation affecting this is where the heck am I going to find 40k of high quality ore all the time. I think they would need to up the relative percentages of ore concentrations for that to not kill us. As it is now, its tough to find ore over 60%, and most of the ore I find has a pretty low quality. I like the idea of having decay and better structures with experimentation, I just dread the idea of having to pick and choose what ore I'm mining.
And miners would have a field day with us. I see good weaponsmith metals going for over 10cr/unit. Imagine we had to pay that to build an 80% PA hall or something? Id have to charge 10mil a hall, and I think I would need therapy every time I had a crit fail.
Orders would be a nightmare too. If a customer wanted to order a X efficiency structure, it would be left to chance that you could provide a fast turnaround. You would pretty much have to stop taking orders for a whiile, make 10 of everything, and then figure out how to price each one. It seems like there would need to be several changes to things outside of the sphere of architecture to make this a viable possibility for architects.
It still amazes me that people complain about a little competition. That is what business is all about. The otherperson tries to distinguish his or her goods/services from everyone elses. It could be based on price, quality, services, etc.. Think about it from the consumer's point of view - if you can buy an identical item (quality, services, etc.)for 5k or 10k, which would you buy? Would you really care how much it cost themanufacturer to make?
Profit = revenue - expenses
Technically, you could sell your items for 0.000001 times the resources and still make a profit, although it would be a very small one. It's really a matter of how much profit you determine that youneed to live comfortably.
Except of course, that the first time you crit fail a PA hall you are totally bankrupt becauase you aren't making enough money to absorb the hit. The same thing that happens to RL businesses all the time, when something bad happens, and you don't have sufficient infrastructure and capital to deal with it, you go under. SWG has a somewhat forgiving system since costs are not fixed. If you run out of money, you can run missions or shut down a few harvesters. But that doesn't mean you should turn into an idiot and have a .0001% profit margin.
When you are making so little profit per building, crit fails on wall modules become a HUGE hit to your bottom line, because it takes twice the sales to recoup that loss. Even moreso when you are making larger products like fusion generators and heavy harvesters.
The shortsighted people that run around going "I charge2 cr/unit, and I'm making money" are the ones that will fold or quit the profession, but not after ruining the economy and player expectations in the meantime.
Why is it so many newbie architects fail to see the inherent value of a product that never ever goes away. Those of you who sell cheap are simply looking at you costs, not the value of an item. How much do you think weaponsmiths would charge if every weapon they built never decayed?
I, for one, don't much care for entire buildings to decay. With decay comes a lower value of a product while costs remain the same...actually, costs would rise because we would not be imune to decay either. The only people who would benefit from this are those who do not see the value in their own profession.
I prefer a replaceable module items...make it in construction 3 or something like that.
Still, as it is now, I could care less about the bottom dwellers. People ask me how much for a building, I tell them 6 cpu, they ask me when I can have it ready for them and I tell them 10 minutes...they ask for an hour. Talk about a 'I'm happy, they're happy' situation. If you sell for 2 cpu, you have to sell 3 of the same building to match my gross profit, and 3 more to match my net profit...have fun on your harvester runs.
I don't know I'm still backordered a week to two weeks. I used an interesting sales aproach, I tell them my price and tell them they should buy from the lowest bidder who isn't me tell them my price and some of the recent prices I've seen. This usually provokes the reponse why are you so much higher. It is at this point that I explain what it takes to make what ever item they are asking about in terms of raw material. They usually ask me if I would match the other price I tell them no it would be silly of me to spend the time to make an item for them when I can get more for the raw materials. The will generally ask me why the other fellow is so low, I usually give them 3 options,
1) he's skilling up at a loss,
2) he stupid
3) he's duping and cheating so he doesn't worry about materials.
I always point out that they work hard for their credits and reguardless should try to get the most for their money. I will say that I find it personally refreshing the number of people who don't want a roof over their head if it was put there by an idiot and the number of people who won't buy from a cheater. I'm not exactly running a small opperation either I've got 25-30 heavies going and buy 15-20 walls a week so the market is there if you don't sell yourself short.