Architect Archive

Thread: Current Experimentation Post rant/rave here

LagWhore
Mon Oct 13, 2003 11:40 am
#27

Well I havent had to chance to experminent yet. Havent even thought about it. I made the mistake of placeing harvestes on some ore that spwaned after the patch. The hopper sizes on these is from 13k-22k so I am spending a lot more time making sure the hoppers dont fill. I can only hope I can pull enough ore to remake my harvester fleet. No word from a CSR on my issues. Guess Im just screwed yet again.


Entcee
Mon Oct 13, 2003 1:31 pm
#28

It is a very sad time for architects.
We can make a medium harvester extract the same if not slightly more than a legacy heavy, but with less maintenance cost. In my opinion that would mean that we could take the opportunity to increase our pricing. Do you think that someone that was willing to pay 100k for a heavy harvester would be willing to pay 110k or even 120k for a medium that has the same extraction rate and less maintenance cost? I think so… At least I would.

While we should be taking this opportunity to increase the pricing of our goods, I see that the pricing has actually gone down. (At least for the legacy extraction rate harvesters.) The pricing for the 6 and 7 extraction rat mediums has stayed where we were selling them before the patch.

I WAS exited about experimentation until I found out it will not impact the price at which we sell our goods.
DToxWeaponsInc
Mon Oct 13, 2003 2:04 pm
#29

Hi Architects, welcome to the real world!


All kidding aside, you guys seem to have a bit of a pricing problem, and are confused as to why your items "overlap" in effectiveness.


As a Weaponsmith, we have plenty of guns that overlap each other. For example, if you're a Carbine user, you probably don't wanna bother with anything other than a Laser Carbine. An Elite Carbine or an E11, simply suck compared to the stats we can pump out of a Laser Carbine, while a Laser can be made at Firearms 4, but an Elite Carbine takes Master Weaponsmith.


You're basically going to end up with an item that has a very good ratio...in our case, it's Damage Per Second, or the average damage of a weapon divided by the speed (delay) of the weapon. In your case, it seems to be Extraction rate over (Maintenance + Power). So, a Medium with 7 extraction rate is going to beat out a Heavy with 7 extraction rate. However, a lot of people will hold extraction rate as more important over Maintenance and Power, so will opt for a Heavy at 10 or more extraction rate, even though their Maintenance is higher, and the ratio is worse. The same thing happens to us with people who choose to have higher damage weapons at the expense of speed (ok, not the same thing, as these guys have skills that offset the speed penalty...of course, there are Merchants out there who can offset the cost of harvesters).


Anyhow, I wouldn't worry too much about it...your customers will end up dictating to you what they want. I myself want the 10+ extraction Heavies...I only have 5 lots available for Harvesters and want the most extraction possible, regardless of cost.


As far as pricing, do what Weaponsmiths have been doing forever...price based upon demand. You were regulated to pricing according to resources because your skill never mattered...now, one needs to find a Master to provide a high quality harvester, thus, there's a certain level of cost above and beyond simple resources. If people are willing to pay 300K for a 10+ extraction rate Heavy Harvester, then that's your price. Don't base your prices on the lowest denominator of customers, though...there's always going to be someone who wants to buy stuff on the cheap, and frankly have no clue what they're asking for. Stay firm on your pricing, and you can pull off a nice profit now that you've got your experimentation working.


I'll leave you guys by thanking you for the info on harvesters that I was looking for...I actually came here wanting to know what was possible now that you guys are able to experiment.




Master D'Tox - "Master Weaponsmith"

"You don't want to be on the bleeding edge of my technology"
Tatooine Vendor locations:
Mos Quito -3370 -6325
D'Tox Auction Drop Off: -3285 -6030
Deoka
Mon Oct 13, 2003 2:29 pm
#30

I agree with Twilahs. My problems with this patch stem entirely from the lack of communication about this change.


I need to know:


1. Is this change sticking around?


2. If it is, we need +100 experimentation at master asap. The guys with skill tapes are killing me.


3. If it isn't, will any uber-harvesters made now get reverted to "normal" stats or will they be "grandfathered" in?


I would love to charge extra for experimented harvesters but in good conscience I can't until I know if they will be reverted or not. It's the not knowing thats the worst thing about this change for me, even though I was not a big fan of making experimentation work in the first place.





**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Fuss
Mon Oct 13, 2003 3:11 pm
#31

Defintly like the change that has been made. I do thinnk the Experimented Heavys need to have their output capacity moved up some, or the mediums down some. I can make 85-90% Effiency parts for the harvesters right now. I'm getting 8 effiency Mediums and 11 effiency Heavys. I can see possibly leaving it like this. But I'm not sure if Mediums were meant to be the most effiency Output vs Upkeep and energy costs.



Fuss Bango (Chilastra)




SPACE PVP 000 DEEP SPACE

Fuss Bango (IA) Imperial Ace Pilot/Elder Shipwright Chilastra

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Ndainye
Mon Oct 13, 2003 3:49 pm
#32

I like the experimentation but it doesn't solve our problems it's just one step in the system and it was implemented out of place. Skill mods should have come first and need to be in place before additional changes to experimentation are done. Until we have the skill mods we don't know the caps and can't judge our product lines.


The gap between medium and larges is too small a medium should never or at least rarely be able to take the place of a heavy. Especially due to the minor resource useage for a medium mineral the extra extraction rate on them will "I believe" skew the resource glut even further. It is way too easy with mid level materials to make a medium that is better (due to combined maintence/power and extraction rate) than a heavy. Increased extraction rate should also increase maintence imo.


It hurts the novices and the part timers but I'm not troubled by that. Architect was one of the few crafting professions with literally no learning curve making it way too easy to get into the business.


With the increased demand for even more harvesters to replace old ones we will be doubling (in many cases) the items with no decay that architects create in the database. Decay and or /salvage /recyle needs to be implemented to get the old items out of the database to make room for future products.




Ndainye Wyndwalker  Master Architect Shadowfire
Ndainyes Architecture, Brenn Naboo
/Waypoint 2971 3267

StPhil
Mon Oct 13, 2003 8:00 pm
#33

I didn't want this change because I didn't trust Sony to do it right.


I still don't want this change because I still don't Sony to do it right.


I fully support moving everything back the way it was, as I'm convinced forcing architects to get the BEST quality resources at the REDICULOUS quantities that we need will kill the solo crafter and only allow multi accounts and big guild architects to survive.



-Phal




-Phal (Froggie Power!)
Fuss
Mon Oct 13, 2003 9:03 pm
#34

I was really reluctant to make this post, and was thinking of just going to make my killing. But I really dont want to run the archs down on my server. Basicly I am faced with the following problem.


I have a +25 Structure Experimentation Tape


My harvs are so much better then everyone elses its not even close.


I could hire every miner and a few other archs and just mass produce my harvs, and corner the market on my server.


Or I could just make the parts and sell them for outrageous amounts, ie fluidic drilling pumps, ore mining units, ect...



Now in keeping with the fact that I want everyone to have a good time, and I really never wanted to own a server. I already did with having the best crafting stations on the server 43.63, another reason my harvesters are the best because I have an incredible selection of resources.


So my question to my fellow archs, is if you were going to selling fluidic drilling pumps, and the other effiency parts to the othe archs. How much would you sell them for?


Fuss Bango




SPACE PVP 000 DEEP SPACE

Fuss Bango (IA) Imperial Ace Pilot/Elder Shipwright Chilastra

Hord (INQ-14) Privateer Ace Pilot Kettemoor

Gla1ve
Mon Oct 13, 2003 9:20 pm
#35

I like the fact experimentation has been added. What I don't care for, is there has been no communication yet whether or not it was intentional. If it was intentional, it was done out of order IMHO. We should've gotten, and still need experimentation +100.


Until the +100 happens, experimentation is going to hurt us even more. I just hope they don't try to "balance" us before fixing it one way or the other.




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
Wargfang
Mon Oct 13, 2003 9:51 pm
#36

I love the new experimentation. The min-max issues will sort themselves out as will the power / hopper size things. Im very glad the experimentation is on the appropriate component (ie the ore mining unit).


Now give us


durability effecting maintenance costs on the final assembly


make the generator/manufacturing mechanism have an effect on power consumption and yipee doo


I want to see houses maintenance and storage rates next to...


...and factory production speed linked to its quality and generator components.


oh and furniture colours palletes linked to experimentation


We finally have a reason to either buy the 'grinders' / macro craftedcheapo harvestor or the finnessed product of the Master.


Hang on my pig is about to take off I must dash.


Cheers, Bob'the Builder


Koranic
Mon Oct 13, 2003 10:01 pm
#37

I have been searching high and low in hopes of finding any kind of dev response on if the experimentation on the extraction rate was intentional and if it will stay. Of the hundreds of post I have gone through I was only able to find one response to this question. Holo said "I am unsure, but my guess would be yes, it is intentional. I will inquire. "


By no means is this the definite answer that I think some have interpreted it to be. I guess like so many things in this game the only way we will no for sure is to wait and see.


Ackehece
Mon Oct 13, 2003 10:04 pm
#38

my vote is against it... i know i know you want differentiation but I see this as the death of the profession in the future.


my reason is thus... without it a novice architect could build and sell as well as a master and therefore could afford to rise slowly to master. I see this experimentation as a bar to anyone entering the profession - as a novice you would spend a fortune on building items just for experience and never sell anything as no one will buy an unmaster made item. therefore you keep the current masters and discourage any others from joining the cadre of masters. The price of good resources will spike even worse if architects need to buy the 100s of thousands of units they need of the good stuff just to make an average product. all in all it raises our costs without raising the consumers expectation of cost at the same times as debars new players from the profession


I know many of you like that idea but i do think it debalances the game. I am with Dalyn give me a slowly inflating maintence rate over experimentation any day of the week!




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




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Fuss
Mon Oct 13, 2003 10:10 pm
#39

Nah, I like experimentation. Every other class is setup like this, nobody is going to buy a novice weaponsmiths pistol.



SPACE PVP 000 DEEP SPACE

Fuss Bango (IA) Imperial Ace Pilot/Elder Shipwright Chilastra

Hord (INQ-14) Privateer Ace Pilot Kettemoor

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