Architect Archive
Thread: A Miners Message: Sent To Thunderheart
if miner was an elite profession that hada set # of lots (say master miner gets 50) i think this would solve it. But its not and players have to work in the confines of the system. The current system allows for lot trades..
the day they limit lot trades is the day people will start paying double or even triple per unit. think of that medium naboo house costing 300k.. 90k fora swoop. ouch! Armor,won't even go there...
and the guy that said "limit harvesters to master artisen.." How will a new player even master artisen without mining minerals to make stuff?
Pawlin wrote:
So does anyone know exactly what PROBLEM would be solved by the rumored lot trade nerf?
Usually you start with a problem and then move on to finding a solution.
I don't even know what the problem is. Is it that the DEVs think cross server lot trading is wrong on principle? Or is it actually causing a real negative impact?
Of course its just a rumor so, kind of pointless to debate it too much...
Ok sorry I havent been back. I posted this very early in the morning and didnt feel very good today when i awoke.
On another note I am a horrid typist ...I am not the "players Representative"..I ment to infer that Because TH WAS the player Rep ..that i sent it only to him. Sorry for my bad grammar.
1) From what was "said" at the Fan Fest...their major concern is that players are able to "Owne" large tracts of land.
2) while i make 30 million credits to keep my harvestors running...curreently i possess about 2 million to my name the week after doing so. I have personally decided tokeep my own money sink that i Do Not truely need to help curb some of my income. I have a LotTraded lvl 2 player city with no people in it =P It sucks up about 1 million a month to maintain not counting all the admin credits to keep them from poofing.
From what was "heard" at the fan fest, They are thinking about doing this only to factories and harvestors..not necessarily houses.
Thank You all very much for continuing this conversation. I would like to try and propose some kind of Compromise to the Devs if/when they begin discussions on this.
My thoughts on a Compromise would be this (and mind you its a proces in constant revision)
1) Have this affect ONLY harvestors (as i truely feel that few gain much advantage by doing this to factories and Houses..feel free to argue this point if I am in error)
2) Allow Player Cities to be able to be CHOSEN to remain at a lvl 1 outpost.
- a) Since there is a natural 450 meter Radius (that for all intensive puropses creates a "player owned" plot of land) allow harvestors to maintain their current Admin right capabilities as long as they are within / tyed to the cities max 450 meter radius.
- b) For harvestors outside of the above mentioned radius disable the admin feature making Specific Moveable Harvestors a viable solution for those who wish to operate on that lvl.
3) reguardless of if any of this be implimented do NOT change admin rights to the hoppers, as it just creates a Time sink and a Major hassle.
What the above does is make Static Miners then INVEST and thereby lose a certain amount of capital to upkeeping their Mining Outposts, as well as ,in effect, Placing a Max Cap on the Number of Static Harvestors that can potentially Be placed.
This in my opinion is a compromise between the two extremes...what do You think?
Aucob wrote:
If there is a "flood of resources," then it's due to the efficiency of the harvesters. The only way to stem the resource flow is to nerf the rates at which the harvs collect material. Nerfing admin rights may have a small effect, but I doubt it. As other posters have mentioned, sufficiently motivated players will find a way to get around those limits.
masselin wrote:
soe doesn't try topolice cross server lot trades because there is nopractical way to do it. the christmas holos were added because not enough players were getting close to becoming jedi. holocrons were expensive because they were rare and holocron sales neither introduced credits into nor removed credits from the economy... as such they had little influence on the game economy as a whole. in fact, anything that causes money to change hands within an economy is generallyregarded as a healthy stimulus. soe reps knew that they could not possiblymonitor cross serverholocrontrades so they saved face by giving the go ahead toswapin order to maintainthe appearance thateverything was completely in their control. no cross server trading of any kind should ever be allowed and if there were a practical way to prevent it,they would.
There is a practical way to stop cross-server lot trading---limit us to 10 lots per account. But the Devs haven't done that. Maybe they will, if they feel lot trading isthat big aproblem.
players are restricted to 10 lots per character for a reason. cross server lot trades circumvent this restriction by exploiting the fact that each account can create characters in up to 8 galaxies. when one character owns 300 lots, it does harm to players on his server and to the state of the game as a whole. it enables him to drive down thecost of acquiring resources which in turn enables wealthy crafters to corner their marketand producehuge numbers of the highest quality goods at very low prices.... the spectrum of the quality of goods is destroyed leaving only the highest possible quality goods available. most servers have a handful of elite armorsmiths or weaponsmiths making the highest quality products possible in huge numbers... causing any armor or weapons crafted by non masters to be worthless.each playeron the server runsaround in 70% base composite armor soloing lairs of enraged rancors... and then complains that grinding professions is boring and swg has no content. if players were required to interact with each other in order to advance and to survive, they would create the content. in a role playing game.... YOU ARE THE CONTENT.
True, players are limited in the number of lots they can have, but not necessarily just to limit harvesting. The lot limits exist to limit storage (i.e. houses), base placement, turret placement, factory placement and to help limit griefing and land grabbing. But the limit doesn't stop someone from renting lots from another player on the same server. Why should it matter for a cross-server lot swap?
Running 300 harvestors doesn't decrease the cost of acquiring resources, because there are basically no economies of scale in SWG. The only factor that determines the cost-per-unit of resource harvested is the % concentration for the resource being harvested. In other words, your cost-per-unit is cheaper on a 90% spot than it is on a 80% spot. Now, how easy is it to fit 300 harvestors on a 90% spot? It's impossible. Hundreds of harvestors would have to be spread out over a large field, some on 90% spots others on 80, 70, 60 maybe even 50% spots. Theaverage cost-per-unit for a large lot trader is going to be significantly higher than for someone who drops only 10 harvestors on a 90% spot.
There are no economies of scale in SWG and, likewise, there are no monopolies in SWG. No crafter will ever be able to corner their market, mainly because the barriers to entry are so low, and obtaining cash is so easy. If a crafter prices too low, then his competition will buy out his stock and resell it at a markup. If he manages to ban all his competition from his shop, then he'll burn out eventually from constantly having to restock his vendors. If he doesn't burn out, his competitors can just hibernate their businesses. Eventually he'll raise his prices to take advantage of his 'monopoly', and then his competitors can reopen their businesses to take advantage of the sudden increase in prices. Trying to 'corner the market' in SWG is an exercise in futility.
Items crafted by non-masters, especially non-master weaponsmiths and armorsmiths, are going to be worthless compared to master crafted items no matter how many resources are available on the server. Players are willing to pay top credit for the best items, and getting lots of money isn't that hard to do. Cross-server lot trading didn't create this dynamic, nor will eliminating cross serving lot trading solve it. The solution is to give non-masters something worthwile to make that master crafters can't make any better. For example, more items like WUKs and AUKs.
I don't know about everyone running around with 70% base armor. In my experience, high quality armor is exceptionally rare because it's so hard to make. It usually sells out quickly when it's stocked. That's why, despite cross-server lot trading, good comp armor can cost hundreds of thousands of credits per suit.
Holocrons did more to ruin the economy, and fun, of SWG than cross-server lot trading. That's why people complain about grinding. The Jedi revamp will hopefully correct most of this (though at the cost that now Jedi will be fairly common), and the combat revamp should correct the issue of people being able to solo Krayt dragons and NS Elders and such.
levelling a crafting profession from novice to master is supposed to be the fun part.the gamehas been transformed from a roleplaying experience into a complicated first person shooter.....
DingoBoi wrote:
(Sir, As the Players Representative I am sending this to you Alone. Feel free to forward this to anyone you deem might be interested.)
PPS: YOUR FIRED.
Lol first that is a grammatical error on My part. I was trying to infer because TH is the players rep, that i had sent it only to him and didn't spam every Dev with the information.
As for me exploiting..that also is not an accurate analogy of what I do. It has been stated that Crossserver Lot trades are legal..so that doesn't allow me for to be exploiting.
Instead of being agrumentative and jumping to conclusions...please try and think about what is currently..VS what you would like to see from the game's mechanics in the future.
This was a question to discuss this particular State of the game. It is a discussion going quite well in the Architect forums. I would hope the same level of intellegence can be found here.
Thank You.
- Elimination of resource businesses
- Massive increase in price on all market fronts
- Widening of gap between established crafters and new ones
This is not something that will "balance" itself out. It will simply ruin the economy and the enjoyment for many who play this game. However, let me reiterate the main point that needs to be restated a million times:
STATIC HARVESTERS = GRINDING RESOURCES
GRINDING RESOURCES = GONE WITH FSCS REVAMP
Therefore, this idea shouldn't even be considered by SOE. The problem will solve itself, there will be virtually no cross-server lot trades occuring after Hologrinding is gone.
--Iaan K'Vork
Galaxy Resources
Goontown, Naboo (Lowca)
- Elimination of resource businesses
- Massive increase in price on all market fronts
- Widening of gap between established crafters and new ones
This is not something that will "balance" itself out. It will simply ruin the economy and the enjoyment for many who play this game. However, let me reiterate the main point that needs to be restated a million times:
STATIC HARVESTERS = GRINDING RESOURCES
GRINDING RESOURCES = GONE WITH FSCS REVAMP
Therefore, this idea shouldn't even be considered by SOE. The problem will solve itself, there will be virtually no cross-server lot trades occuring after Hologrinding is gone.
--Iaan K'Vork
Galaxy Resources
Goontown, Naboo (Lowca)
masselin wrote:
soe doesn't try topolice cross server lot trades because there is nopractical way to do it. the christmas holos were added because not enough players were getting close to becoming jedi. holocrons were expensive because they were rare and holocron sales neither introduced credits into nor removed credits from the economy... as such they had little influence on the game economy as a whole. in fact, anything that causes money to change hands within an economy is generallyregarded as a healthy stimulus. soe reps knew that they could not possiblymonitor cross serverholocrontrades so they saved face by giving the go ahead toswapin order to maintainthe appearance thateverything was completely in their control. no cross server trading of any kind should ever be allowed and if there were a practical way to prevent it,they would.
players are restricted to 10 lots per character for a reason. cross server lot trades circumvent this restriction by exploiting the fact that each account can create characters in up to 8 galaxies. when one character owns 300 lots, it does harm to players on his server and to the state of the game as a whole. it enables him to drive down thecost of acquiring resources which in turn enables wealthy crafters to corner their marketand producehuge numbers of the highest quality goods at very low prices.... the spectrum of the quality of goods is destroyed leaving only the highest possible quality goods available. most servers have a handful of elite armorsmiths or weaponsmiths making the highest quality products possible in huge numbers... causing any armor or weapons crafted by non masters to be worthless.each playeron the server runsaround in 70% base composite armor soloing lairs of enraged rancors... and then complains that grinding professions is boring and swg has no content. if players were required to interact with each other in order to advance and to survive, they would create the content. in a role playing game.... YOU ARE THE CONTENT.
levelling a crafting profession from novice to master is supposed to be the fun part.the gamehas been transformed from a roleplaying experience into a complicated first person shooter.....
I am not in disagreement with you out look at all. I find your opinions very very accurate and valid.
Can we now also think about the actual RATE at which things are pulled as well? Remember when the server started and the best people could even extract was 4? then the hvies were a 7 BER. then we started seeing Ber 10 mediums and Ber 14 heavies...and theres still quite a few older harvestotrs way over this cap.
Would a dual approach of limiting crossserver lottrades as well as again decreasing the BER rates of harvestors do good or Ill to the economy?
Remember I have 4 accounts (two are mine and two are my wife's) and have a few guild members who possess 4 each on their own. I will adpat to what ever comes...again i'm discussing this so that those who aren't established and come after me do not get shafted by not being able to compete.
While they mentioned Harvestors because of "owning Land indefinetly" issues...I really think it is all about the data storage requierments of all theminerals out there...and it will end up being ALOT more than just harvestors that get this change in status. If admins also changed on things like Factories and Housing...then All crafters will end up making less quantity of iteams.
Granted this may not be bad...actually I bet its for the best as it will then make crafting "more of a Job" and less easy. But how to balance that with the "fun factor" of having a house (2 lots) 2 factories (2 lots) and 8 harvestors in an attempot to gather what you need to make what you make now. how much Time will you have to invest daily in the game in order to remain a competative supplier of your product?
Lots of questions I'm asking..because ALL I do is Mine =P 3 hours daily usually just becuse I enjoy seeing whats there daily...since resources don't tend to shift all together anymore, means I have to stay up on whats going on.
Thank You all for your continued efforts,
I'Thoth
actually you are wrong..it was specifcally stated at fanfest that cross-server lot trades are not intended to be used by players because (paraphrase here) artificially created characters selected specifically to hold lots are not contributors to that servers economy and therefore create problems within that economy. ie it is an exploit and it does give you an unfair advantage over honest players on your server.
2 options were mentioned, one is eliminating administration on harvesters
the other was limiting the number of lots on a per account basis
you are not helping the rest of us, you are hurting us, both of these options hurt honest players.
it is not clear what solution the dev's will choose ultimately
TheOxygen wrote:
STATIC HARVESTERS = GRINDING RESOURCES
GRINDING RESOURCES = GONE WITH FSCS REVAMP
Therefore, this idea shouldn't even be considered by SOE. The problem will solve itself, there will be virtually no cross-server lot trades occuring after Hologrinding is gone.
--Iaan K'Vork
Galaxy Resources
Goontown, Naboo (Lowca)