Architect Archive
Thread: An Egregiously Indecent Proposal to Mitigate Hoarding
Hehe.. See not all my ideas are insane
Cafa wrote:
Dvnce wrote:
I would love to see a smeltering type structure.. I would probably cert it for Master Artisan.. I would work it similar to the formula BE's Have for making pets and how that pets stats are determined.. .. you would have to put in as many Units of resources as there were stats for that resource.. so where Low Grade Ore has 7 stats you would have to place 7 units of resource you could use 1 kind or 7 different kinds.. Once the "smeltering pot" was loaded you would "asseble" which would have a roll of success. Depending on the level of success would dictate the final outcome of blended stats..
so in our low grade ore example with 7 stats and 7 slots each slot would represent a stat so in choosing a resource to fill that slot we would want a resource with a high corresponding stat for that slot. Difficulty of success would increase based on how close the average of all stats were to 1000.
the next step would be
The Higher Level of success would create a "schematic" with a max producable units . for an amazing success max units produced would be 10k for a failure 100k and all other levels of success somewhere inbetween. the schematic would require 1 unit of each resource used per 1 unit of finished smoltered resource. So once we made our "schematic" then this structure would work similar to a factory..
there would have to be some other balancing issues addressed with this as well.. It would have to be Very rare and Hard to get a perfect success where you got the best stats of each resource type.. and In the Low grade Ore example.. if you used all Ostrine Ore.. the final Ore would be Ostrine.. If you used different types of carbonate Ore the Final Ore would be Generic Carbonate Ore.. If you used Different types of Low grade ore the final would be generic Low grade Ore.. but thats direction I would go...
/drool
See !!! See !!!
This is the type of innovative content that would drive achievers nuts!
Fivo Asia
Yeah I like Dvnce's additions to the smelter structure.
Making it more like a mini game would add something new and interesting to do.
Why bother posting anything if the Devs never use it. Although I have to give them a small amount of credit for trying to communicate with us these past several days, I am sure its just a phase brought about by Tiggs vacation. Not that their small effort at communicating with us affected Architect in any way... ![]()
My biggest fear is that Architect will experience whatDE did a few patches ago.... DE got a bunch of new stuff, maybe 2 things that ended up being "okay", and the rest a bunch of stuff we didnt ask for and ended up not working or being useful at all. It was all because the Devs refused to TALK to the DE community.
In response to some of the responses to my original post:
1. When using recycled materials, the conversion ratio is probably never going to better than 4:1, even at 100% conversion efficiency. That's because people are unlikely to convert to anything without at least one 800 (and 990+ is much more likely). An 800:200 ratio reduced to a 4:1 ratio the last time I was in fourth grade, but that was admittedly a real long time ago and I could have forgotten some of the details.
2. Fudge the maximum efficiency rating all you want, that's OK. Also remember that efficiency and speed trade off, and those tradeoff curves can be very steep indeed. My intention was to make refinery production much less cost-effective than mining raw materials, but not so much so that the market would be uninterested.
3. The proposal will not address the hoarding of old high-quality resources. As a matter of fact, it might actually make them more valuable. However, it would make any future 30K resource vet reward something that can be turned into an infinite supply of a previously available uber resource, for ahigh production price.
Now, in response to the hoarding issue in general:
The devs clearly are on to the old maxim that bad money drives good money out of circulation. The rule evidently applies to any commodity with an indefinite shelf-life. Hence, the obvious fix to get rid of the hoarded good stuff is to reduce the shelf life. I believe history is full of examples of kings trying this, in one way or another,whenever their war debts needed "consolidation". I don't think they are nearly as concerned with the newbie crafter as they are with the fact that the game economy is evolving differently than they want it to. This is an issue that deserves general discussion across the interested members of the player base, and not just in this forum.
Saego, Wanderhome
Yeah, hording is a natural and healthy function of a free market system.
i dont seem to find this hordang an problem.
i started game 10month ago, only had 1k credits when starting. and somehow i find an way to make more cash and more cash. there were other crafters having much better resources then me. and i still make an nice buck, and still do. ya riht hoarding resources are the main problem. fix our bugs that the main problem. player enjoy game when they can craft something good.
and for some resources that spawn evry 6month. and they dont wanna have us hoard it. lol then up the stats on all resources to they spawn much more. then you can stop hoarding. lol ![]()
I guess it goes like this:
Hording is a problem with some crafting profs. SOE doesn't want to change stuff for us cause it could impact that hording thing. Like if they increased BER rates that would allow people to mine more and therefore horde more.
NOte we're really just guessing here. Its like trying to figure out why your toddler does things.
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Pawlin wrote:
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garrac8 wrote:
Well.. I think that the intended issue and this is why they even had resources that shifted in the first place was that we would see the quality of finished goods shift similar to the shifting paterns of the resources.. (not such a short term shift but one that if you plotted it out you would see rise and fall of quality...
I don't see hording as an issue.
This is why. I'm a small time crafter, trying to make it as a someone big time crafter.....and the biggest crafters on my server put out a heck of a lot more stuff than I do---people buy a lot more from big time crafters because they stock a lot more often...but this is because they spend a lot more money than I do harvesting/buying materials.
They work harder, they deserve more money.
Getting established is pretty hard, but doable
Okitaa wrote:
I don't see hording as an issue.
This is why. I'm a small time crafter, trying to make it as a someone big time crafter.....and the biggest crafters on my server put out a heck of a lot more stuff than I do---people buy a lot more from big time crafters because they stock a lot more often...but this is because they spend a lot more money than I do harvesting/buying materials.
They work harder, they deserve more money.
Getting established is pretty hard, but doable
Well said.
I don't think you are going to find much disagreement in this particular forum.
Saego