Architect Archive

Thread: Dvnce maybe you can get a quickie answer on this.

Dvnce
Fri Jun 11, 2004 1:24 pm
#1






RotorofCorRng wrote:
I mean, without having to thru the whole 19 questions thing. Or maybe we can make it part of the 19 questions thing.

Our Factories, why two lots, why so damn hard to place?






Well.. I will ask this .. but reading between the line from alot of the other issues that are being discussed and had TH replies too.. I do believe the answer is that they want it to be harder to put out these harvesters..


Bottom line our harvesters are the foundation of the economy.. every crafter needs stuff pulled from the planets from our machines.. How do you control ( or attempt to control) the flow of crafted goods.. Making it harder to pull resources. I believe this in the great schemes of things is to make it harder to mass produce Structures..


But I will ask and see what is said..





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Heed the warning

Beladan
Fri Jun 11, 2004 1:45 pm
#2

Not that I disagree with the implied goal here - but it doesn't really seem fair to disadvantage one player class so that another player class can't thow the economy out of kilter.


Not to even hint at re-opening pointless old debates, but perhaps lowering non crafter lot allowances, preventing cross server trades and some of the other admin changes they are looking at are far more productive methods of doing this instead of penalizing us double lots just to place a factory.


I'd even prefer to see somethings be slated as single unit productions (ie, you CAN'T create heavies in a factory) and get my lot back, leaving factories for furnishings and lower order goods.


This 2 lot thing kinda makes sense, but in a backwards way and has always irked me


Nathian
Pawlin
Fri Jun 11, 2004 2:11 pm
#3






Beladan wrote:

...I'd even prefer to see somethings be slated as single unit productions (ie, you CAN'T create heavies in a factory) and get my lot back, leaving factories for furnishings and lower order goods.


...




If you couldn't make heavies in a factory then we'd end up with a flood of BER12's that nobody wants. That would be a waste.





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Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

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RotorofCorRng
Fri Jun 11, 2004 2:26 pm
#4

Factories, NOT harvesters .

Ok, keep it two lots, but why so dang hard to place? It is easier to place a house than a structures factory. A structures factory is almost as picky as a freaking guildhall.



Rotor - Will cease to exist May 3rd.
Dvnce
Fri Jun 11, 2004 3:12 pm
#5

gosh i havent placed a factory in months.. hehe i have forgotten on the dificulties of placing it..




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Dvnce
Fri Jun 11, 2004 3:25 pm
#6






Beladan wrote:

Not that I disagree with the implied goal here - but it doesn't really seem fair to disadvantage one player class so that another player class can't thow the economy out of kilter.


Not to even hint at re-opening pointless old debates, but perhaps lowering non crafter lot allowances, preventing cross server trades and some of the other admin changes they are looking at are far more productive methods of doing this instead of penalizing us double lots just to place a factory.


I'd even prefer to see somethings be slated as single unit productions (ie, you CAN'T create heavies in a factory) and get my lot back, leaving factories for furnishings and lower order goods.


This 2 lot thing kinda makes sense, but in a backwards way and has always irked me


Nathian





Here is why I disagree with the disadvantaged part.. ( and For the longest time the 2 lot thing really bugged me too..) but.. Everything that is facing our crafts direct market is due to Those of us that sell what we craft.. Systems were put in place to make the crafting of our "Best of the Best" items Harder than normal items.. which should have been a key Expense that we passed on to the customers making it again harder to obtain our product....Systems were put in place that if we looked at it right actually gives us alot of power to control the market.. but not manyadd that intovalue of the products either.. Instead this and the fact that our best of the best does not degrade was and is totally neglected in the true value of our product..


Many of our issues would not seem so bad.. if we all realized that we are not suppose to sell as many of these items as we do.. but we should still be making the amounts that we do... ( take that how you will )


the Key here.. is with that one lot we could have one extra BER 13 miner on the ground.. I think someone did the math and if that miner was on 60% vein of Grind Qual resource that sold for 2 cpu that miner would bring in about 70k ish a day.. now the question I ask.. does that potential 70k ish a day lost from the extra lot taken up from our factory... calculated in peoples prices? or the lost storage from an extra house.. ect.. ect..


But over all I agree if the true objective was to make it hard to produce a ton of products there are plenty of other ways .. that may have actually worked...






Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

YDI-Inc
Fri Jun 11, 2004 3:59 pm
#7


Two quick comments


Houses are easier to place than factories because they reduced the placement restrictions for Houses shortly after Player Cities went live to make it easier to people to place house within the city's limits.


It would seem that Structure Factories take 2 lots dueto the amount of Geography they cover. I'm sure it was an arbitrary decision now lost in the shuffle but if you look at the size of the Original buildings (read: Prior to Player City buildings) when you place them, there is a definite correlation between "footprint" and lot usage. It's not a mathematical correlation however, hence my "arbitrary decision" comment.


I don't think it was an attempt to control the economy as much as it was a case of the programmers reacting to the art team; "oh look how BIG a structure factory is! That should take 2 lots instead of one."



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Beladan
Fri Jun 11, 2004 6:10 pm
#8






Dvnce wrote:


Here is why I disagree with the disadvantaged part.. ( and For the longest time the 2 lot thing really bugged me too..) but.. Everything that is facing our crafts direct market is due to Those of us that sell what we craft.. Systems were put in place to make the crafting of our "Best of the Best" items Harder than normal items.. which should have been a key Expense that we passed on to the customers making it again harder to obtain our product....Systems were put in place that if we looked at it right actually gives us alot of power to control the market.. but not manyadd that intovalue of the products either.. Instead this and the fact that our best of the best does not degrade was and is totally neglected in the true value of our product..


No offence meant at all, but for them to assume that prices would spiral up because of construction difficulty with the open faucet money printing capacity that players have was, at best, naiive!


Throw this in with their known plans for grinding professions to master Jedi they had at launch and it's kinda worse. Ok, that sort of got away from them in a way no one could really have expected - but the point holds true. There will always be those who price high and always those who price low and 2 lots or not on a structure factory doesn't ring true as a means to control, or at least veer decisions in that direction.


Many of our issues would not seem so bad.. if we all realized that we are not suppose to sell as many of these items as we do.. but we should still be making the amounts that we do... ( take that how you will )


the Key here.. is with that one lot we could have one extra BER 13 miner on the ground.. I think someone did the math and if that miner was on 60% vein of Grind Qual resource that sold for 2 cpu that miner would bring in about 70k ish a day.. now the question I ask..


Okay - with you so far...


does that potential 70k ish a day lost from the extra lot taken up from our factory... calculated in peoples prices? or the lost storage from an extra house.. ect.. ect..


And you lost me! Not sure what that means. If it means do I whack 70k a day onto my prices across the spread of product I sell? No, I don't. The figures ramp up significantly when it's a 90% spot of 10cpu top quality stuff tho, doesn't i? Care to spread that across your sales? I couldn't - my market wouldn't bear it...


And it makes an unfair advantage to the armorsmith who is also able to produce just as much as me, generally charge a higher cost, has a more return based, repeat client business AND gets that extra 70k a day by not needing a factory that takes two lots.


I'm not *against* the point you make - but lets apply it to everyone, or no one with some degree of equality.



But over all I agree if the true objective was to make it hard to produce a ton of products there are plenty of other ways .. that may have actually worked...








Rgs

Nathian
Dvnce
Fri Jun 11, 2004 8:38 pm
#9






Beladan wrote:





Dvnce wrote:


Here is why I disagree with the disadvantaged part.. ( and For the longest time the 2 lot thing really bugged me too..) but.. Everything that is facing our crafts direct market is due to Those of us that sell what we craft.. Systems were put in place to make the crafting of our "Best of the Best" items Harder than normal items.. which should have been a key Expense that we passed on to the customers making it again harder to obtain our product....Systems were put in place that if we looked at it right actually gives us alot of power to control the market.. but not manyadd that intovalue of the products either.. Instead this and the fact that our best of the best does not degrade was and is totally neglected in the true value of our product..


No offence meant at all, but for them to assume that prices would spiral up because of construction difficulty with the open faucet money printing capacity that players have was, at best, naiive!


The Concern isnt with prices.. just the amount of product created.. we dictate our own prices..


Throw this in with their known plans for grinding professions to master Jedi they had at launch and it's kinda worse. Ok, that sort of got away from them in a way no one could really have expected - but the point holds true. There will always be those who price high and always those who price low and 2 lots or not on a structure factory doesn't ring true as a means to control, or at least veer decisions in that direction.


Many of our issues would not seem so bad.. if we all realized that we are not suppose to sell as many of these items as we do.. but we should still be making the amounts that we do... ( take that how you will )


the Key here.. is with that one lot we could have one extra BER 13 miner on the ground.. I think someone did the math and if that miner was on 60% vein of Grind Qual resource that sold for 2 cpu that miner would bring in about 70k ish a day.. now the question I ask..


Okay - with you so far...


does that potential 70k ish a day lost from the extra lot taken up from our factory... calculated in peoples prices? or the lost storage from an extra house.. ect.. ect..


And you lost me! Not sure what that means. If it means do I whack 70k a day onto my prices across the spread of product I sell? No, I don't. The figures ramp up significantly when it's a 90% spot of 10cpu top quality stuff tho, doesn't i? Care to spread that across your sales? I couldn't - my market wouldn't bear it...


Market wouldnt bear it? How so? Let me focus on one very true and one very important part... Without our harvesters.. Everyone would have to handsample.. do you realize what impact a personal harvester has on things? If a crafter wants to craft even a minimal amount of products they need our products.. heck if they want to craft elite items.. they 100% depend on our factories.. So to say the market wouldnt bear it is a mistake.. it means that Fear has won on your server.. and nothing else.. because .. what really changes between a server where average prices for a BER 13 is 175k and on another server where the average is 120k?


And it makes an unfair advantage to the armorsmith who is also able to produce just as much as me, generally charge a higher cost, has a more return based, repeat client business AND gets that extra 70k a day by not needing a factory that takes two lots.


So whose fault is it that determines the price of things? If because we dont have structure decay we werent meant to sell the volume that that a weapons smith does then I would argue It is a HUGE mistake to price our products to move the same kind of volume.. ( and even at 175k that is still priced to sell at a higher volume..)


I'm not *against* the point you make - but lets apply it to everyone, or no one with some degree of equality.



But over all I agree if the true objective was to make it hard to produce a ton of products there are plenty of other ways .. that may have actually worked...








Rgs

Nathian










Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

RotorofCorRng
Sat Jun 12, 2004 12:29 am
#10

I mean, without having to thru the whole 19 questions thing. Or maybe we can make it part of the 19 questions thing.

Our Factories, why two lots, why so damn hard to place?



Rotor - Will cease to exist May 3rd.
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