Architect Archive

Thread: An Egregiously Indecent Proposal to Mitigate Hoarding

garrac8
Wed Aug 03, 2005 11:58 am
#14

I guess I could see how thats a bit of a problem, but so goes the real world. Larger more established companies always have the advantage over the little guy, its just a matter of the little guy figuring out a way to corner apiece of the market. It's one of the great aspects of this game, the fact that there is a true economy at work here.


And to use that as an excuse to not fix the game...yeah, I'm gonna stop here cause I have nothing nice to say.


Thanks for the info guys...its good to be back.



Garak - Master Artisan/Novice Architect
Dvnce
Wed Aug 03, 2005 4:08 pm
#15






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






Hehe.. See not all my ideas are insane .. actually I have a complete Crafting Upgrade proposal that Ihave tinkered with I am finally caught up at work I will try to revise it and post it here tomarrow or the next day..





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Pawlin
Wed Aug 03, 2005 4:30 pm
#16

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.






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
Akkori
Wed Aug 03, 2005 5:30 pm
#17

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.





Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Poldano
Wed Aug 03, 2005 6:53 pm
#18

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



Pawlin
Thu Aug 04, 2005 12:13 am
#19

Yeah, hording is a natural and healthy function of a free market system.





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
Alukolli
Thu Aug 04, 2005 12:20 am
#20

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





____________________________________________________________________________________ Name: Craminu
Profession: Trader-structure-enginnering
Vendor: 1810 4749 Jackpot on LOK
Vendor goods: Architect Structures-Resources-
Custom orders: yes by mail-Architect/artisan goods
Guild: Charm
Mayor of jackpot
Orzosco
Thu Aug 04, 2005 12:26 am
#21

So, hoarding is a problem caused by architects? Quality is irrelevant in everything but harvesters, so we're hoarding what exactly? I hoarde enough ore to run my next factory run of structure modules and walls, then I hoarde enough to do it again. This is just an excuse to not work on non-combat issues. We can ask for new features or fixes, but the truth of the matter is that we are not as whiny as the jedi (or jedi wannabes) and are barely a fraction of the player base when compared to combat professions. I'm sure we'll be blamed for the ghost towns, burning harvester fields and condemned houses, too...I mean, we made them afterall. Want to reduce hoarding, they should try the purge they've been threatening. Wipe out those harvester fields that are burning, eliminate dead lot trade structures, clear out the ghost towns. I would not doubt that a lot of the people guilty of hoarding would disappear with the purge, because they aren't even active accounts anymore. But no, let's just keep making excuses to not fix something because it's not combat/jedi related. Bring on the purge...flush it all away.



---Orzosco Dosvissi---
Master Carbineer
Ex-Architect
Pawlin
Thu Aug 04, 2005 12:30 am
#22

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.





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
Dvnce
Thu Aug 04, 2005 12:59 am
#23



--------------------------------------------------------------------------------
Pawlin wrote:



--------------------------------------------------------------------------------
garrac8 wrote:

...And what exactly is being horded? Resources? ...


--------------------------------------------------------------------------------

Yeah resources apparently.

I think the alleged problem is that players will horde giant stockpiles of old high quality materials, e.g. OQ 1000 polymer from 14 months ago. This makes it so the new people have a tough time competing since they cant' get ahold of the stuff without paying very high prices and the people who have it can continue mass producing stuff for a long time. Or anyway I guess thats the alleged problem.

Its really not an Architect issue so much as a Weaponsmith, Armorsmith and Chef thing.



--------------------------------------------------------------------------------


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...


This seems great especially if you look at the system while completely tossing out Human Ingenuity and the Human drive to excell. Now add that back into formula and you have people getting YEARS worth of certain resources when they have their uber spawn.. take for example.. Gorath had an Low Grade Ore.. ( was a specific ore that Armorsmiths need. ) well about a 10 months ago we had a spawn that had every stat ( at least every stat that mattered ) over 950ish.. I Have enough of this stuff that I probably could give 10 armorsmiths enough to Never need that kind of Ore again even if they produced the max amount of armor they could produce none stop.


It is true that this isnt really a problem for architects.. Our main problem gating diversity in products is lack of meaningful expirementation choices. But this problem effects us because our products are what bring these resources into the game.



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...




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Okitaa
Thu Aug 04, 2005 5:52 am
#24

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





Okita
Aeschyl + Okita = Perfect
I love you Greg
Poldano
Thu Aug 04, 2005 7:03 pm
#25






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




Page 2 of 2