Architect Archive

Thread: Prices for town Hall

BBKingNZ
Thu Oct 23, 2003 8:16 pm
#40

Nah, maintenance on a city hall is apparently 50K credits per week, so a bit over 7K credits per day, or a little under 300credits an hour. They ain't cheap to run I'll say that. That will keep some people who would just plonk town halls down at random away.



Darth Bobo
Fanatical Follower of the Cult of Jeezbus

J-J
Thu Oct 23, 2003 9:00 pm
#41

I have yet to decide the price but I can imagine that we might all be over-estimating the demand for such a structure.



philippine | 12pt ris armorsmith | 12 pt weaponsmith | 14 pt artistan
{BioTech Armor} manufacturer of 450+ sets of imp armor & 80+ sets of ris armor
{BioTech Industries} resouces | be clothes | premium enhanced weapons | uber pups
all vendors located at city of ceres, talus -2988 1598
j-j prum | dark jedi padawan | generally a noob
Ewach
Thu Oct 23, 2003 10:02 pm
#42

>> My prediction, nobody is going to waist there time with player cities, maybe one or two groups.
>> I can't imagin running to and from a player city when you need training or to get off planet or any
>>of the other things in game cities provide for free. Not to mention the cost alone.




Hello? Tatooine to Explor793? Anybody home?


Look around you - check out the number of posts here and on test center regarding anything to do with player cities.


Run through the countryside a little with your overhead map on and look at the collections of buildings. There is a *LOT* of interest in player cities.




SWG Lexicon: "Every Player" Means "Except Crafters"



Ewach - Founder of Travelers Respite on Sunrunner
Located halfway between Anchorhead and Mos Eisley (2180, -4684)
Visit my Shop at (2030, -4660)
Massanas
Fri Oct 24, 2003 5:50 am
#43

my bad that I didn't know it was going to be so limited.



I'm just going off the harvester house issues now. Where you guys get like 3cpu per item but other classes weapon/armor can get a ton more.

Dayln
Fri Oct 24, 2003 6:57 am
#44

Overestimating is an understatment ( chuckle )
Gla1ve
Fri Oct 24, 2003 7:02 am
#45


rofl, I thought I was gonna fall outta my chair dalyn


I for one am not very concerned with the city halls as it is. I just joined a PA and we'll be setting our own Hall since everyone lives next to the PA hall anyways. And I seriously doubt there will be much of a market for the halls themselves...perhaps the other structures, but not the halls.




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
Dayln
Fri Oct 24, 2003 7:06 am
#46

That is my hope also Gla1ve,


City structures will be a prettyslow and quickly dyingmarket, but houses for people that want to live in a city will be a boost, unfortunatly a very short lived boost. With our new higher extraction rates we will flood that puny boost in no time.


Without decay this will be a drop in a bucket.

Gla1ve
Fri Oct 24, 2003 7:12 am
#47

One thing that concerns me more than Hall or structure pricing is the massive shifting of housing.


I think the brighter of our profession will act on this and nab those spots close to the major cities for those high concentration resources that always seem to spawn there...


After that, I'm beginning to wonder exactly how well vendors will be seen by new customers. My advertising is a pretty good one, but I have a great location for my shop, and lots of traffic is always comming by. I think that will lessen after cities go live, but I'm not sure to what extent. That's what concerns me.




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
Dayln
Fri Oct 24, 2003 7:22 am
#48

I agree, there is no doubt we will all have to adjust our thinking when cities appear. My location is remote, but I dont count on my location as I usually deliver to my customers.


However with the advent of player cities Malls ( which are already sucuessfull ) will really come into thier own. We will be hard pressed to compete with the low priced Malls. The idea and convience of player Malls sitting right next to a shuttleport will be very powerful.

Gla1ve
Fri Oct 24, 2003 7:31 am
#49

I'd have to agree with that thinking. As of now, I don't depend on location, but random traffic helps out and is roughly 15-20% of my total income. All in all that's a good chunk of my net. I have yet to resort to placng a vendor in a mall, but that may ultimately end up being a necessity to replace that percentage should it dwindle too low. As for the shuttleport mall...good idea..*me pulls out the blueprints of the city layout design*


I still think customers will go for the word-of-mouth advertising over seeing a random mall, however. So overall I"m not majorly concerned with the change, but it does raise some questions since there's still not much of a difference between our products even wth the rescent experimentation changes. I guess we'll see pretty soon




I may not agree with what you have to say, but I will defend unto death your right to say it
~ Voltaire
FulminataXII
Fri Oct 24, 2003 7:58 am
#50

I already depend on location. 95%+ of my sales are off my vendors that are located just NW of Moenia, right outside the no-build zone. The city malls may force me to relocate to a city in order to maintain my business, but I'm not convinced of that yet. Besides, between city taxes and increased vendor fees (once the devs figure out for sure how they want to handle them), I don't know that the new malls will be all that "low cost"


I agree totally that there will be little or no market for city halls, and I've been saying that since the idea first came up, for the reasons that Dayln and others have mentioned.

Page 4 of 4