Architect Archive
Thread: Miners are greedy
20k for a piece of equipment that can easily make 10k per day, and lasts forever, is not unreasonable.
Hmmm...A medium harvester on a 60% spot can pull in over 3k resources a day. If you sell at 3cr/unit, that's 9k. It'll cost you 1500cr/day to run it, plus what, 800 power? Assuming you are producing power at .5cr/unit, that's a total running cost of under 2k/day. So you're going to make a 7k profit per day, assuming you are actually able to sell all your stuff, which shouldn't be too hard.
Your point is exaggerated, but valid. However, not everyone sells their resources. For the low-level crafter, coming up with 20k for a single medium that is then going to cost them 2k a day to run may be a bit tough. But if they are going to become miners it's certainly worth it.
Anyway.. the point I'm making is that 20k for a medium harvester is an investment well made in my book. Hard bargaining below this point is annoying from someone who's responsible for setting the prices on the bazaar in the first place.
I guess that the underlining issue for me is that I don't forsee a time when I can stop mining and rely solely on income from architecture. It would be nice if I could sell what I produce at a cost that reflects what the resources cost on the open market, plus a little for having mad skillz.
Ah well, it could be worse, I could be a droid engineer.
The point youre making is a valid one and needs to be given serious consideration.
The sad fact is, often raw resources are selling for more than the price of items crafted from them.
This is a result of grinding. People are spending huge sums of money buying resources at 6 to 10 credits a unit in order to level faster. This is leaving the people who seek to play the game as craftspeople in the dust.
There are a number of changes which might have good effects on the economy -
1) Require survey skill to operate harvesters.
2) Disallow sharing of harvesters. While all of us do it, the sharing of lots is creating 2 classes of players... those to whome huge amounts of resources are plentiful and cheap, and those who are desparate for resources and willing to pay ridiculous prices for them.
3) Add a "suggested value" to every item in the game, based on it's resource requirements. That way any player can see on examining an object whether it is of value or not, and provides a guideling for pricing.
4) Create more craftable items, house types and in particular furniture types. These act as money sinks and also provide more potential areas in which players can concentrate their sales.
5) Create an actual "mining" skill tree which enables (and requires) players who wish to generate sums of resources to expend skill points to pull up the higher quality stuff.
6) REMOVE THE PRICE CAP ON THE BAZZARS - as long as resources can be sold on the bazzar craftspeople need to also be able to price and sell items made from them on the same venue... people are paying a high premium for convenience on resources and the prices are high as a result.
7) Create a NPC "inflation control" vendor. When items become too scarce, prices soar. When they become too common, prices drop. So create an automated vendor that sells items which are too hard to find, and buys items which are too common. Base this on item counts during server-up perhaps.
8) Another similar idea is to create a "banker" npc which converts between resources and money using exchange-rate formulas used in real-world banks. Right now resources are essentially currency, and the game currency and the resources need to be tied togehter at the front-end (since they are already tied at the back-end... ALL crafters, architects in particular, are essentially converting resources into money, and our problem comes down to exchange ratesbeingout of whack)
I cant stress this enough - Architects are a class of player in the business of converting resources into credits and buildings. Resources, Credits and Crafted items are all forms of currency and HAVE to be in balance, or the architect (and everyone else) will suffer from too much of one and not enough of the others.
Well I usually don't have time to play every day and will usually sell my resources in the bazaar to pay for my harvesters. At really cheap prices just to cover the cost.
It has worked out so well I am thinking of making a business out of it.Sure beats having to click all day. *grumbles aboutuseless droids* ![]()
Man you got that right 4 large alone would net you 500k with a 4 house discount . But those fusion generators are a pain in the arse to make . Everything is Identical lol
2 Fusions and 4 Heavy Water Extractors
for 600k.
Anyone ever look at one of the water ones? A medium house takes more that one of those. I even think a Med Chem/Gas harvestor takes more. ![]()
so what im trying to say is that use what you mine and if your going to sell it do put it so expencive its a lot harder for the lower lvls to get a hole bunch of what they need if thay cant get it.
While this is true of weapons and armor, it is demonstrably not true in case of architecture, this is the very problem that we're discussing. The house that sells for 10k costs 3000 resources to produce. The weapon that sells for 10k costs, what, a couple hundred?
"so what im trying to say is that use what you mine and if your going to sell it do put it so expencive its a lot harder for the lower lvls to get a hole bunch of what they need if thay cant get it."
I have no idea what this means. Are you recommending that we starve the lower level architects of resources? I'd probably come out against this.