Architect Archive
Thread: Stop selling for under 5 credits per unit!
>>Why not sell the raw material at 4cr per ? You'll make a hell of a lot more money, waste a lot less time.
Because then you wouldn't gain any xp from the assemble of the said materials. These prices should be in flux depending on resource shifts,the prices on your planet, the demand of the product, eventually the quality of the product, and whether or not your withing a group association.
Moonslinger wrote:
>>Why not sell the raw material at 4cr per ? You'll make a hell of a lot more money, waste a lot less time.
Because then you wouldn't gain any xp from the assemble of the said materials. These prices should be in flux depending on resource shifts,the prices on your planet, the demand of the product, eventually the quality of the product, and whether or not your withing a group association.
I can sell the bulk of my materials and still have some for skilling. Make more credits that way to.
It's a game balance issue. Resources are selling high because the other crafting classes with marketable products can afford to pay them. Our craft has no value campared to Armor and Guns. We need something in our line combat players need, just as bad as they need a gun. Then we will be in business.
One of the factors for the priceing that we're not talking about is cheating. When it was easy to dupe resources, a large number of players, particularly guilds, created HUGE stockpiles of resources. They cranked out Master level architects and built guild halls, and housing for their friends.
Having not had to work particularly much to get to that level, these players are content to churn out houses even now when duped resources are less of a factor (although I still know of stockpiles of literally millions of resources players are dipping into, and expect that there are other players in the know who can tell you just how many resources THEY go through without effort...)
Architects, more than any other profession, have been decimated by cheaters. Sadly, this is increasingly a profession which only makes sense for a second-account character belonging to a guild. I doubt many of us would suggest to new players that they PLAY the game as an architect... it's becoming a class which has no PLAY value, only mule value to powerful groups of players.
There's no getting around the fact that as far as making money goes there is no point to being an architect... play the game as a combat type and use your lots to mine resources and sell them direct, and you'll earn FAR more than the average architect player, andNEVER have to spend hours churning out components.
Which is why I feel that surveying skill should be required to operate harvesters. Here's an idea... the Useless 4 skill blocks in the architecture skill tree... make them a required skill to get particular resources needed by other crafts! Then at least architects have a way to make money beyond just buildings, which have the lowest profit margin of any item in the game.
Ageold your logic is flawed. When an architect mines their resources and builds a house, it's reasonable to expect them to have made a profit for taking the extra time an effort making the house deed. If the deed they took all that time and resources to make sells for less than what the architect would make just placing their mined resources up on the bazzar, WHATS THE POINT TO THE ENTIRE SKILL?
Seriously. Here on Flurry 500 units of steel goes for about 3000 credits. Ore, the same. But an architect can get verbally abused trying to sell a small house for 15,000
SIMPLE math, people. The architect can make more money by NOT spending their time doing anything other than selling the resources directly. Why build a house at all? Why advance in the skill at all? For a house of your own? Come on, even a newbie who has played only 3 days can buy a house now.
At the current price situation the ONLY reason to create a character with architect skill is to grind them up to build houses for your guild, which can afford the losses it takes to create an architect character. Our profession is FATALLY flawed as it stands right now, and anyone who sells below the bazzar resource costs on their server is either doing so knowing they are taking a huge loss (ie doing it for their guild) or is wasting their time...
Ok heres another idea for a solution. MAKE ARCHITECTS THE ONLY ONES WHO MAKE SPEEDERS, SWOOPS AND SPACESHIPS! That could make all of the rest of it worthwhile!
The rest of the post you can skip:
Bottom line is your whining about the wrong thing. I have every right as a player to sell my wares for whatever price I want. If I want to give them away, that is just too bad. If you can't compete with me, that is just too bad. If I want to sell houses for less than I can sell the resources, that is just too bad.
The fact is that house sell for what they do because of supply and demand considerations. There is more supply than demand and it drives the costs down to a loss (compared to selling the resources). The only real solution to this is:
1) Fix the supply (architects quitting perhaps in frustration).
2) Fix the demand
Right now, as the game stands there is nothing driving the demand for houses up. They don't decay. You need only 1 (if that). There is nothing differentiating a great house from a poorly constructed house.
And for the record, I don't sell houses.
I am seriously considering doing weaponsmith and only running the one or two skill branchs in architect. What do I care about +experimention in structures. Like it makes a difference. What do I care about makeing pretty furniture. I don't. Would I like to be able to build guild halls. Sure. But I'm not sure I like it enough to skill those two worthless (to me) branches.
Mad is right. The fix is really simple and everyone that crafts senses it. Take all crafted items and greatly increase depreciation. For those that don't depreciate, add it as a fix. If people had to repurchase a guild hall in 6 months, houses in 2 months, etc...yoy would create more "turnover" and stimulate continued production. Also, resources should deplete over time if stockpiled. A potential problem is coming: all players will have everything they need and resouces will be like grass.
I'd increase GREATLY depreciation on commodity items as well. Make weapons fail alot faster, armor, etc....
Money is cheap right now. I mean a new player can run paralope or delivery missions 2 nites and earn enough to buy a small house, good weapons and clothes. Heck then he is just upgrading ...
Oh well.
Yes, all of you sell for 5 credits per unit. That way I can raise my prices to 4/unit and get rich.
These posts are a good laugh to break up a tedious day. Thanks!
I predict we will see 10 more posts like this one before next wednesday. Hope springs eternal, and so does rage.
My 2 cents.
Ok yeah would be nice to sell a house for 5 credits per resource. But honestly why should i. I can selltwo medium houses every 2 days doing all my own harvesting, and thats 130k. And with me harvsting all my own resources i dont spend nearly anything close to 130k for 2 days of harvesting fees. and as i figure right now i dont buy a thing. I have something called friends. Me and my buddys give each other almost everything for free, i havent had to pay formuch other than acouple pieces of clothing since my friend hasnt trained up in tailor yet. I also can get most of my other friends who dont sell free to give it to me at almost nothing if i bring resources, depending on how good of friends we are. Not like its to hard to get the resources for weaponsmiths/armorsmiths/ droid engineers. Ok now if i take the above method of selling i can make 390k a week. hey thats not to bad when im here for fun. Not like the credits appear in my Bank of America account. So why stress it so much, aslong as you can live comfortably you shouldnt need to raise your prices, you might even be able to lower them. Remember one thing its a GAME, not your life.
Simsy Tenar
I sell my products at the price that keeps them moving. I call it "Smart Business" and I'm thinking about putting a patent on it.
5c/u is acceptable due to resource shift, survey time, rig runs. That's why people pay 5c/u; they don't want to deal with resource shifts, survey time, and rig runs.Buyers aren'tjust paying for materials, they're paying forthe time to harvest it.
Besides, the market sets the prices, I don't. I just pick a high price and lower it until all auctions sell out within a timeframe. If I see someone undercutting me on the same bazaar i buy their stuff and relist it at my price.