Architect Archive
Thread: A Miners Message: Sent To Thunderheart
joined42904 wrote:
I like your approach, Halaster.
I would limit total lots on a per account basis. That would accomplish much of it, but that alone is insufficient. I would also consider allowing admining to last for maybe 4 days or so on harvs. That would add a bit of tedium to you...but hopefullly you would be willing to accept that much tedium.
I don't see a work-around that will add zero tedium to your experience.
I have two accounts myself and would be perfectly content with making each toon deal with his/her own harvs.
Now, this 4-day limit wouldn't really let you rent the lots of folks who didn't stay involved, so you might object to it on that basis.
It's kind of a compromise if you will. Some limitation on admin is necessary or servers will end up with the same static harv farms we have now by alternate means.
Pawlin wrote:
CraftDragon wrote:
...
If they nerf lot trades, I cancel my SWG account.
...
Ya I'm sure they get some cancellations after any big nerf. They probably know that will happen. They have to weigh what they think the pros and cons are. If they think it will do more good then they might be willing to sacrafice losing some players. I don't know exactly why think would say it does good to kill lot trades for sure though.
I sympathize with you though. If they did a big nerf on architect then I'd seriously consider quitting.
Well I shall not be leaving even if they "nerf" lottrades and my sorce of time and money sink. I've been playing this Masocisticly since beta 2 ...If i can make it this long i'll continue to do so.
And just a question: Dvnce would you think about talking to the Armoursmith/weaponsmith/and Artisan folks as well and possibly work out a combined report on this topic to share with the Overall crafting community? Even tho some aspects of this we may view differently, I am vastly enjoying the discussion as it is being thought thru on this forum imparticular.
Perhapes this May even need to be consolidated onto the Core Systems forum as it may indeed affect everyone in one way or another? I am trying to keep up on the 4 threads i started, but it is rather difficult to transfer the ideas from one forum to the others, and many good ideas and views on the topic are being stated.
Thank You all for discussing the implications so intellegently and thoroughly.
I'Thoth
Message Edited by ThothTheWise on 06-10-2004 02:21 PM
Aucob wrote:
...You say that 1 player running 300 harvs is not good for the game. Let's say the admin nerf goes in and 1 player is no longer in charge of 300 harvs. Personally, I think that's an exaggeration, but let's use it as an example. This one player is now in charge of his 10 harvs. Let's say this causes the entire resource supply market to go down by 50%. What would happen to the prices? Would they double? Triple? Suddenly there is a lot more money to be made in resource selling. Folks who are interested in easy money start harvesting and selling resources. Supply goes back up. In the end, how much of a difference has it made in the overall resource market? In my opinion, not much.
The power-crafter WS would care about the changes in price of resources because... why? He's selling his guns for 10x resources (at least). Are these changes going to stem the tide of goods being crafted? Will he only be able to produce and sell 500 guns instead of 1,000? Big deal.
EdOWar wrote:
masselin wrote:
"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...."
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i made an error when i wrote the above.... i said that miners reduce the cost of acquiring resources by mining in huge amounts.... my thought, which was not consistent with what i wrote, wasthat miners who mine in huge amounts are willing to offer those resources at a much lower cost than would be expectedconsidering the quality of the resources. this happened recently on my server, when one guy put 8 million units of the best intrusive ore for armorsmiths to spawn on our server up for sale on his vendor and on the forums for 3 cpu when everyone else was offering it in chunks of a few hundred k for 6 or 7 cpu. now there are several wealthy armorsmiths who don't have to concern themselves with mining for intrusive ore for many months to come because they were able to stockpile more resources than the game is designed to allow them to do. up and coming armorsmiths won't be able to compete with these guys. but i don't care anymore i just swapped 20 lots... dropped mineral harvs and a vendor and am gonna sell everything i mine at like 1 cpu to make a profit like everyone else. if you can't beat em... become them.
How can you claim to know how many resources the game was designed to allow us to stockpile?
The reason crafters stockpile resources isn't because they're cheap or plentiful, it's due to the cyclical nature of the resource shifts that SOE designed. When the best resource of a certain spawns, people will hoard it because they have no idea when a resource as good will spawn again. Maybe something better will spawn the next week (I've seen this happen more than once); maybe it will be six months until something as good spawns again. Every crafter wants to be the best they can be, which means they must have the best resources they can get their hands on. This is why people stockpile good resources like crazy.
Hate to break it to you, but up-and-coming crafters will always have it tough against established crafters, for many reasons (resource collections, established reputation, best location already taken, etc). And I think this is the way it should be. If you want to be successful you should work for it. Limiting cross-server trading won't make it any easier for new crafters to compete, and may actually make it more difficult to compete in the long run.
How's that? Simple, with more harvestors there are more resources, which means they cycle through the economy longer. Once a resource winds up in a crafter's collection, it likely will stay there forever, or at least until a better resource spawns. An up-and-coming armorsmith might have to spend 20 cpu to buy the best instrusive ore ever, but at least he'd be able to get some of it. Without lot trading, with fewer resources coming into the economy, what little there is would quickly find it's way into the collections of established AS and it could very well become impossible to get your hands on any of it as a new smith. Even if you could find some for sale, instead of 20 cpu you might have to pay 100 or 200cpu for it.
I'm sorry, but I still don't see how lots of resources are a bad thing. Lots of resources means generally lower prices and greater availability of good resource spawns for all players for longer periods of time. I fail to see the negative in this.
Slim Vargo, Corbantis
Duped credits means generally richer citizens, more money flowing in the economy, making it easier for up and coming crafters to sell goods, and for newer players to buy goods. So whats the negative in it?
FreeEnterprise wrote:
EdOWar wrote:
masselin wrote:
"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...."
~~~~~~~~~~~~~~~~~~~~~~~~
i made an error when i wrote the above.... i said that miners reduce the cost of acquiring resources by mining in huge amounts.... my thought, which was not consistent with what i wrote, wasthat miners who mine in huge amounts are willing to offer those resources at a much lower cost than would be expectedconsidering the quality of the resources. this happened recently on my server, when one guy put 8 million units of the best intrusive ore for armorsmiths to spawn on our server up for sale on his vendor and on the forums for 3 cpu when everyone else was offering it in chunks of a few hundred k for 6 or 7 cpu. now there are several wealthy armorsmiths who don't have to concern themselves with mining for intrusive ore for many months to come because they were able to stockpile more resources than the game is designed to allow them to do. up and coming armorsmiths won't be able to compete with these guys. but i don't care anymore i just swapped 20 lots... dropped mineral harvs and a vendor and am gonna sell everything i mine at like 1 cpu to make a profit like everyone else. if you can't beat em... become them.
How can you claim to know how many resources the game was designed to allow us to stockpile?
The reason crafters stockpile resources isn't because they're cheap or plentiful, it's due to the cyclical nature of the resource shifts that SOE designed. When the best resource of a certain spawns, people will hoard it because they have no idea when a resource as good will spawn again. Maybe something better will spawn the next week (I've seen this happen more than once); maybe it will be six months until something as good spawns again. Every crafter wants to be the best they can be, which means they must have the best resources they can get their hands on. This is why people stockpile good resources like crazy.
Hate to break it to you, but up-and-coming crafters will always have it tough against established crafters, for many reasons (resource collections, established reputation, best location already taken, etc). And I think this is the way it should be. If you want to be successful you should work for it. Limiting cross-server trading won't make it any easier for new crafters to compete, and may actually make it more difficult to compete in the long run.
How's that? Simple, with more harvestors there are more resources, which means they cycle through the economy longer. Once a resource winds up in a crafter's collection, it likely will stay there forever, or at least until a better resource spawns. An up-and-coming armorsmith might have to spend 20 cpu to buy the best instrusive ore ever, but at least he'd be able to get some of it. Without lot trading, with fewer resources coming into the economy, what little there is would quickly find it's way into the collections of established AS and it could very well become impossible to get your hands on any of it as a new smith. Even if you could find some for sale, instead of 20 cpu you might have to pay 100 or 200cpu for it.
I'm sorry, but I still don't see how lots of resources are a bad thing. Lots of resources means generally lower prices and greater availability of good resource spawns for all players for longer periods of time. I fail to see the negative in this.
Slim Vargo, Corbantis
Duped credits means generally richer citizens, more money flowing in the economy, making it easier for up and coming crafters to sell goods, and for newer players to buy goods. So whats the negative in it?
Vexor wrote:
I'm sorry, but I still don't see how lots of resources are a bad thing. Lots of resources means generally lower prices and greater availability of good resource spawns for all players for longer periods of time. I fail to see the negative in this.
Slim Vargo, Corbantis
The negative part is the monopolizing of the resources by a few. That's more true to life than any other part of the economy. I live in the real world, I'd like to at least have a snowballs chance in Hell to do what I like inthe game I chose to play, but oh, those freakin' people who get so obsessed with making money or being the 'leet ruin most things for themajority of the player base whouse whatwe were given, 10 lots. Thanks, guys.
How are resources being monopolized by a few? I don't understand how you arrived at this conclusion. If anything, eliminating cross-server trading will reduce the number of resources in the economy, thus making it easier for people to monopolize resources.
I completely fail to see how someone who does lot trading ruins the game for you. You don't need to be a lot swapper with 100 harvestors to find a 90% resource location. And I don't buy the arguement that lot traders take up all the good resource spots. Maybe that's true if you aren't willing to travel more than a few hundred meters outside of a major town, but I've never had a problem finding a good resource spot, even on Naboo (argueably the most crowded planet on Corbantis). And with the introduction of vehicles, there's no reason why someone can't search around out in the wilderness for a good resource spot.A lack of'leet' combat skills shouldn't stop you either. Why? Because your speeder is the best defensive tool you have; better than weapons, better than armor, better than burst run. You don't even have to get off your speeder to check your harvestors.
Slim Vargo, Corbantis
SuperGleep wrote:
FWIW,I attended FanFest, and the Advanced Crafting session where these issues were discussed. The Devs HAVE decided cross-server lot trading is bad for the economy, they're just trying to figure out the best way to curtail it. That is straight from the Devs mouth to my own two ears. So it's not a matter of IF they'll implement ways to stop cross server lot trades, it's a matter of how and when.
Well, like I said, if the Devs think it's a bad idea, they'll find a way to stop cross-server trading, and I guess they will now. Still, I haven't heard any compelling arguements from anyone on why it was such a bad thing. Did the Devs say why they though cross-server lot trading is bad for the economy? I'd be interested in hearing their reasoning (though if it's anything like the reasoning they used to push the crafting changes a few months back, it could just be a load of BS, lol).
Slim Vargo, Corbantis