Architect Archive
Thread: Patch isn't a nerf it's an economy fix.
This is just my 2 credits worth but I'm not seeing the patch as a nerf at all.
Granted they made it harder to harvest resources, we won't all be Master Architects in a month, and then we won't be able to spam up message boards about how there's no end game and how bad this game sucks.
Think about it, the ecomony has been crap up until this point. Reason being is that it was too easy for us to gather minerals, allowing us to mass produce a bunch of crap items, that flooded the market to the point that it was senseless to even attempt to sell them. Many people, myself included, just set on top of a good survey spot, harvested, combined, destroyed, rinse, repeat. When one of my friends in game sent me a tell saying they needed something, "Sure, I've got 16 of those in my inventory that I was about to destroy." and I simply gave it to them, it didn't cost me anything, I had to make it just to skill up anyway.
Now keep in mind that the whole time we're out playing with our survey trinkets and mass producing, the fighter classes are out there running missions and the creds are flowing in just as quick as our resources are, but they've got nowhere to spend them, especially since we're just literally giving the stuff away. The money isn't changing hands like it should, if anything hides and bones have become the new form of currency, and IF they system has a set amount of money that it can dish out in the form of loot and rewards, the only way the currency is being recycled back into the system is when someone travels, it has to be running pretty shallow by this point because most of those missons pay more than a roundtrip ticket costs.
Again, assuming that each server has a set amount of creds available to it, the only way to fix this problem is to figure out a way to get the money circulating again and really the only way to do that is to find a way for the players to put it back into the system to be redistributed as loots and rewards. (This is why we now have to pay maintenance on our harvesters and generators.)
The nerf to the hand harvesting is actually good thinking on the developers part in my opinion because if they would have only fixed the harvesters, most of us would have simply just started doing it the old fashion way and the economy problem would still have not been fixed the way they wanted it to be. Now you harvest resources slower by hand, so you want to use harvesters to increase production, but the harvesters cost you money, which is being paid to the fighter classes in the form of rewards, which they are giving most of to us now because it's costing us an arm and a leg to provide them with the things they need and we're passing the added cost on to them in our products prices. It's a simple business law known as "Supply and Demand" and it's has to be present for an economy to function properly.
Now, at this point most of us are complaining about all of this because we don't have any money, who has the money? The fighters have the money. So there's 2 ways to fix this.
1) Realizing that nobody is going anywhere until the economy is fixed, the fighters could simply give the crafter classes half of the money. Just find a crafter and split whatever money you have with him.
OR
2) The fighter classes can wait till we hand harvest everything to the point where we can start producing again and then we'll price gouge them for the items we've made because of the painstakingly slow process of hand harvesting everything.
The third option is that they take everyone's money, put us all back to 0 again and let the fighters start running missions again, but could you imagine the peeved people if they did that.
This is just my thoughts on it, flame it if you wish but sadly this nerf is only to repair the horrid economy that we've mass produced ourselves into.
-Apoch
Lowca Server
Interesting thoughts...
Here's my two credits...
"Just find a crafter and split whatever money you have with him."
This will never happen, ever.
"The fighter classes can wait till we hand harvest everything to the point where we can start producing"
I am constantly amazed at how many crafters hand harvest. This may work for low levels, and it may work for when you just need a couple of something, but you can't get anywhere hand harvesting.
"The third option is that they take everyone's money, put us all back to 0 again"
This will never happen, ever.
The only nerf here is to novice artisans who were macro-sampling. I did it too. It's a little tougher on the NEW newbies, but for those of us alreadya waysinto our professions, this shouldn't have a huge nerf effect I don't think.
This will never happen, ever."
Hmm, I've seen it a couple of times now on Eclipse.
""The fighter classes can wait till we hand harvest everything to the point where we can start producing"
I am constantly amazed at how many crafters hand harvest. This may work for low levels, and it may work for when you just need a couple of something, but you can't get anywhere hand harvesting."
I got 8 MMI, 6 PH, and 4 Wind starting from hand harvesting, and all mine are still running because I pay maintenance and power.
""The third option is that they take everyone's money, put us all back to 0 again"
This will never happen, ever."
Only because too many people would probably quit. *shaking head* I can think of a few people who exploited the harvester bug I'd like reset. Those of us not in the beta were paying for things they were not and it limited how many harvesters we had.I am glad that I decided not to use it even after I found out last Tuesday.Why?My harvesters still run 24/7 and many of theirs are idle.
"The only nerf here is to novice artisans who were macro-sampling. I did it too. It's a little tougher on the NEW newbies, but for those of us alreadya waysinto our professions, this shouldn't have a huge nerf effect I don't think."
LOL I loved watching a pair of Eclipse PA's (very large ones at that) running like mad little rabbits trying to get their gear running again! No more peoplegiving gear away (*cough* Large PA's *cough*) and no more Lot Wars (my PA has more members and can tie up more resources than you!). I've watched prices climb steadily. I've hadprices on deeds now hit 25k for smalls. Average has been 20k now and just earlyyesterday morning it was 11k! Looks like you fighters have something to spend those creds on now!
As my character runs around Coronet shouting: "CHEER CHEER Harvester maintainance is here!"
Ok, let me get this straight...
The ENTIRE Galactic Economy is resting on the shoulders of Architects?
Alright, I might be able to digest that... in a limited capacity.
So, in order to settle the unstable and weak economy, the Game Gods have made the Artisan Professions available to only those who have reached them up to this point?
That is, in effect, what this patch has done. Can you imagine trying to dig up all those resources now? As a Novice Artisan? Give me a break.
Yes, the Artisan Professions provide the goods that keep the economy steaming ahead, but don't set a "cap" on the number of artisans by making it undesirablefor new players to join the ranks.
Only by the supply/demand curve will theeconomy truly stabilize.
I agree with your post. But I think people need to change their behaviors as well. Everyone is making poor economic decisions to gain exp. Think about it right now this is true:
items=underpriced resources=overpriced
It is totally insane, but since people want all the GCXP they can get, they will pay for resources knowing that they will give away or destroy the output. If people would play the game to make some money, and let the XP come, everything would be fine.
I think they need to get rid of the status bars on the skill trees. Watching how close you are and tracking points is leading to people only caring about XP and not true game play. Play the game, let the levels come and have a good time.
As long as people only care about skill boxes and not cash the economy will suck. No its not just architects, but it is the artisan group that will dictate this economy. The way it should work is
1. Warrior classes create the cash via destroy missions, looting etc.
2. Everyone else drains cash from warriors for healing, entertaining and items.
With no one draining the warrior classes it makes the warrior class way to attractive. We have to put them in their place in the economy.
i actualy am almost a master artisan(not sure if ill spend on master or just go up the ladder and do it latter)
and i havent used a harvester yet and i have like 14k from workin my arse off and selling bone armor
i may be getting a harvester soon just for the fact that a friend has one and he gets about 1k to 1600units of stuff from them per day and it only costs about 1k for the wind and 700 from the mines he has to keep em ticking
so i think its a good deal
set up a metal harvester
hand sample the rest
but back to the poiint this "nerf" actualy works well because before it i was thinking **edit** would i want a harvester i get about the same amopunt in a day fdoing it by hand and i dont have to dish out bank
my 3 creds)
-genric