Architect Archive

Thread: Intentions..... Price.. Structure ... and Availablity..

Dvnce
Thu Jun 03, 2004 10:48 am
#1



I wanted to make a little post mainly because I am seeing more and more pricing arguemants and discussions pop up ( not just on our Forum) I wanted to shed some light on a different way at looking at this whole issue.. and it even effects our whole issue of renewable income.. So bear with my first paragraph here and get to the next one which is where the meat of this post will be.. Now most know my stance on pricing.. I dont care what anyone else prices their items at.. I price for what value it brings to the costumer.. If you are higher or lower than I am that is all up to you and it does not Phase me one bit.... As I have said many times.. The seller NEVER gets to determine True Value of a product .. It is 100% up to the Customer.. The Customer Determines Just How much they are willing to spend on that particular item..


Now on to my point.. Now This is nothing that was handed down to me from the devs ... this is My own Interpretation on certain issues that directly impact our profession..


I honestly believe that the ease at which someone can earn enough money and buy many of our products was NEVER intended.. There is a reason why our products take so much resources and effort to build.. Large Houses.. PA Halls Gardens.. Heavy Harvesters.. Etc.. Were Intended to be A HUGE accomplishment to aquire... I truly Believe Player Ingenuity was overlooked when the system was established for our products.. Renewable income wasnt much of an issue because it was expected for us to make Most of our Money off of afew sales. I believe that the intentions were that the majority of our resources would be gathered by personal and medium harvesters because it should have taken months to be able to afford a fleet of Heavies.. PA halls were intended to take a group an extreme effort to not only purchase but establish the PA.. The Idea was that you would work hard to even get a small house.. then work a lil harder and trade up to a medium house.. then a large.. I honestly Believe that when this game released it was never imagined that one single arch would be able to put 100's of Heavy Harvesters at one time on a vendor...


Not only does our profession havemostof the tools meant to sustain and be a foundation of a servers Market ( our products are the Foundation of every Servers Economy, Imagine what the economy would be like if you had to hand sample everything..) but we also make some of the Games Major Achievement products.. I Believe that renewable income wasnt a huge concern in our professions development because buying our products was meant to be a BIG deal..


So what is my Point? Well I simply wanted todraw up this way of looking at the scenerio before you put in your next argument for your side of the Price Wars.. Before youaccuse another person of Price Gauging or Undercutting.. Ask your self.. Are your Pricesmaking our itemsa true accomplishment to obtain?

Message Edited by Dvnce on 06-03-2004 10:53 AM




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Dvnce
Thu Jun 03, 2004 10:51 am
#2

I know that post is a little choppy .. people keep coming into my office here at work... ( what are they thinking? I am actually suppose to get stuff done for them? bah .. bosses what do they know? )


Again I really want to express to you this is just a mere way of looking at things take it How you may .. I am saying nothing more than Our Products are meant to be a BIG deal..


If I get a little more time today I will try to maybe freshen up this post ..






Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

MasterGuiJan
Thu Jun 03, 2004 2:24 pm
#3

I agree. Architect items were intended to sell for much more than they are selling for.


I see the main problem is that soo many people were selling these for so little early on, as a product of the grind, that everyone got used to the low prices, and nobody wanted to risk raising their prices to match the higher selling prices of resources.


The negative impact this has on the Architect community is that it makes it almost impossible for an Architect to makea living selling items unless he/she also runs Harvesters. Something that I, for one, would like to avoid, but can't.





_________________________________________

Gui-Jan Itor
Senate President - Avian Technology and Trade
Master Architect
Master Merchant
Master ShipWright
Dark Lord of the Quiche
Grisbilen
Thu Jun 03, 2004 4:25 pm
#4


/agree


ButI also think the devs shot themselves in the foot when they made every structure in the game last forever.


Message Edited by Grisbilen on 06-04-2004 01:27 AM





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lmicheles
Thu Jun 03, 2004 4:31 pm
#5

ahhh but only if they pay their upkeep Grisbilen!



Ellemir T'Tocs - Master Architect & Novice Fencer/ Ex Master Merchant & Scout(Current Vendor Location -853, 1211 Naboo (near Keren)
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Pawlin
Thu Jun 03, 2004 5:26 pm
#6

Dvnce,


It seems that your point is simply that it should have been harder to make the larger items and therefore they should have had higher prices. That about it?


I think it is quite possible that this is right. It is reasonable that the larger items were intended to be harder to make and the DEVs felt they should be a bigger accomplishment and that they were meant to be more expensive.


But... so what? That does that mean to us right now? If its the case that our larger items were supposed to be harder to make and more expensive because of it then what does that do for us right now? How does it impact our current pricing debates? If the DEVs had intended for something to happen but it didn't then it seems kind of irrelevant to me.


Both the players and the DEVs need to look at the game in its present tense. Not what how they imagined it to be when they were planning it 12 months ago.






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

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Dvnce
Thu Jun 03, 2004 6:19 pm
#7






Pawlin wrote:

Dvnce,


It seems that your point is simply that it should have been harder to make the larger items and therefore they should have had higher prices. That about it?


I think it is quite possible that this is right. It is reasonable that the larger items were intended to be harder to make and the DEVs felt they should be a bigger accomplishment and that they were meant to be more expensive.


But... so what? That does that mean to us right now? If its the case that our larger items were supposed to be harder to make and more expensive because of it then what does that do for us right now? How does it impact our current pricing debates? If the DEVs had intended for something to happen but it didn't then it seems kind of irrelevant to me.


Both the players and the DEVs need to look at the game in its present tense. Not what how they imagined it to be when they were planning it 12 months ago.








It is not necesarrily about price.. although when we are talking about crafted Item Playing with the price is the easiest way to modify how easy or hard it is to get an item..




I agree.. as far as action goes we need to adopt the... yeah so this is now and it obviously didnt work that way.. attitude.. I guess a couple things promted me to post this.. and quite honostly I do believe that architects are hurting themselves with the attitude that if you price more than 3 cpu your rippen people off.. We arent meant to be a volume craft.. Houses sold for over 30k .. for a small.. it took longer for someone to come up with that cash.. and it meant more.. plus the longer time it took was made up to the architect because they didnt have to sell so many. to make a decent income...


But you are right .. what do we do now? We certainly cant raise our prices... because so many make it clear that they will never do that.. So I guess that is the underlying question of this thread.. What to do .. How do you fix a craft.. that has been hurt by making the meat of its products TOOO easy to obtain?





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Pawlin
Thu Jun 03, 2004 8:00 pm
#8






Dvnce wrote:


...But you are right .. what do we do now? We certainly cant raise our prices... because so many make it clear that they will never do that.. So I guess that is the underlying question of this thread.. What to do .. How do you fix a craft.. that has been hurt by making the meat of its products TOOO easy to obtain?






I think the root problems we have with pricing on most items are:

a) quality for our goods either doesn't matter or its too easy to get maximum quality

b) its too easy to get to master.


When the quality doesn't matter or if everyone can easily achieve maximum quality then that makes competing on the basis of the quality of the goods a moot point. I can't charge more for my BER13 harvesters just cause they are better cause everyone else makes BER13 harvesters. My white armoire is just as good as another master and my small house is equal to that of a novice. If quality is equal then that only leaves things like availability or customer service to compete on before you start undercutting people.


Furthermore if it is easy to master our craft then that makes for more competition. If you could master weaponsmith in 3 hours then I think there would be a lot more weaponsmiths and therefore some more competition on prices.



Some things that might help us:


Make it so that more of our items vary in quality.

Make it harder to achieve higher quality.

Make it harder to master the profession.



If the quality of factories mattered then a master could potentially make a very factory and sell it for100k.


If it was harder to master the profession then you would have fewer people doing it and it would be less likely to result in price competition and less difficult for the serious crafters to sustain businesses.





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

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Dvnce
Thu Jun 03, 2004 8:14 pm
#9






Pawlin wrote:





Dvnce wrote:


...But you are right .. what do we do now? We certainly cant raise our prices... because so many make it clear that they will never do that.. So I guess that is the underlying question of this thread.. What to do .. How do you fix a craft.. that has been hurt by making the meat of its products TOOO easy to obtain?






I think the root problems we have with pricing on most items are:

a) quality for our goods either doesn't matter or its too easy to get maximum quality

b) its too easy to get to master.


When the quality doesn't matter or if everyone can easily achieve maximum quality then that makes competing on the basis of the quality of the goods a moot point. I can't charge more for my BER13 harvesters just cause they are better cause everyone else makes BER13 harvesters. My white armoire is just as good as another master and my small house is equal to that of a novice. If quality is equal then that only leaves things like availability or customer service to compete on before you start undercutting people.


Furthermore if it is easy to master our craft then that makes for more competition. If you could master weaponsmith in 3 hours then I think there would be a lot more weaponsmiths and therefore some more competition on prices.



Some things that might help us:


Make it so that more of our items vary in quality.

Make it harder to achieve higher quality.

Make it harder to master the profession.



If the quality of factories mattered then a master could potentially make a very factory and sell it for100k.


If it was harder to master the profession then you would have fewer people doing it and it would be less likely to result in price competition and less difficult for the serious crafters to sustain businesses.









THis is good input.. see that is part of the problem .. if we get new items.. our market is already in the I can sell cheaper than you mode.. so the true value of the object is lost.. I did some numbers. and found that in most cases.. we could actually sell our products 2-3 times more than we already do.. and it still would not take very many days ( or hours) for someone to pay for it..


I agree that making it harder to make the best is one way to increase value ( at least amongst ourselves.. I would argue most of the people know our stuff is worth way more than what we sell it for but why should the argue.. they are the ones getting a steal>?) also I would say making it take longer to make some of the more complex items.. even with factory runs. we can make a full run of medium miners with 2 factories in 3 days.. it takes a doc 5 or 6 days to make a full run of stims.. (and they cant even get 1000 out of a full run) does that really make sense?


I know Pawlin and I are talking about some ideas that wont make our profession easier but if its medicine that we need would it not be for the best.. I really have been thinking .. about some issues with our profession.. I mean If the players control the market just how much of it is the Dev's fault that we ripped the value out of most of our products? I guess what I am saying is that if we want to Devs to help fix the Economic situation with our profession maybe we need to take some of the responsibility upon our selves and find where we can do some trimming to help?


This is 100% me stepping out of the Correspondent Box and talking to you as a fellow player.. too.. What Do the rest of you think?





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

LonelyGhost
Thu Jun 03, 2004 8:26 pm
#10

Maybe I'm crazy, but for the past week a feeling has been growing slowly...a tingle up the spine here & there when i read certain words... the feeling is that the Devs are slowly working things out so that the state of the game you mention (harder to get "achievment" items) will once again be true.


Lets face it, it wouldnt be hard at all to "fix" this. All they would have to do is nerf admin rights on harvesters (keeping hopper though) and lower the ber of harvesters to what they were at launch.


Those 2 "simple" fixes would have a significant cascading effect. Lot swaps would essentially be dead, and the rate at which we pull in resources would drop by an order of magniude. Less resources = less crafted items. Less crafted items = more demand and harder to make = higher prices. Higher prices = fewer sales. Fewer sales = more of an accomplishment to have one.


Having a resource stack of 100k would be impressive. Making a fusion would be an uncommon thing. Pa Hall even more so. Architects might begin to specialize a little more again. New markets might open up in regions where in the past, a single Architect dominated the whole planet. People would begin to appreciate their structures more. Small houses would sell for more than a friggin speeder bike again!


I believe the Devs do indeed wish they had done things differently in the past. I believe they are slowly working it out so one day you will rarely see anyone with more than a million credits in the game, and that person would probably be the lead person for a Guild-backed effort. Frankly, I am astonished that we have not seen a mission-payout nerf! They say the overall game is running at a deficit, but I find it hard to believe. All I know is thata properly equipped Fighter can make over a million in a single day. That seems a bit much. It has dealued the credit.


If they are indeed working toward this, it will take a long time for it to come to pass. There are a lot of people out there with a LOT of resources saved up, and who have a LOT of deeds for a LOT of different things. It will take a long time for those things to dissapear from the game. And the longer they wait to institute changes, the worse it will be.


The fabled "combat balance" might be the first step, if it will indeed make those high-paying missions much harder to do (impossible to solo). Thefewer credits entering the system, the more the credit will be worth.



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
Dvnce
Fri Jun 04, 2004 6:54 pm
#11

anyone have input regarding this?




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Huntercrom
Fri Jun 04, 2004 10:31 pm
#12

I guess my input or ideas are simple and yet, very nasty sounding too.


The key to this is decay.


The higher up an Architect is, the less decay his highly experimented item would end up having. You know, as well as everyone else, that weapons decay with use. Armor decays with use as well as death. Clothing, decays with use/death as well. Food is expendable, but the higher it's experimented on, the better the effect. Droids for the most part are the same way, highly experimented parts going into the droid get a significant boost to their final product, however, the droid doesn't seem to have decay. However, it does take a Master DE to give you a 10 item storage compartment, which even the Architects can use for certain items.


There are so many other items out there that rely on decay or a lack there of, every crafting proffesion with the exception of one, the Architect. Every time we bring up the issue of Decay on our items, i.e. Houses and/or Harvesters, we get 10,000 people screaming about how they'd quit or never buy anything again.


Bring decay into the game on harvesters, and the price of the item falls back on the crafter. Why? Because, if I can get a 97% final experiment to prevent the decay, and a mid-ranged Architect can only get a 55%, if they don't like the price, they'll be paying out the nose in the long run. They'll save money in the short run to buy from me rather than running over to a mid-ranged Architect to build them something that will decay at 2x the speed than mine will, and may not be able to harvest as well either. This will also increase our economy, or atleast put a few more credits into our bank accounts. Heck, it may even get me interested in going full time with my architect again, who knows. But when I can make millions of credits a day with my Master TK/Novice Rifleman, I can afford to buy the best, regardless of who's selling it.


So Decay doesn't sound so hot, but you know, most of the player base has gotten so used to having something from an architect that never goes away, use after use after use. That to me isn't right. EVERYTHING decays, nothing should be overlooked. All structures, furniture, everything that we can build should have some form of decay to it. After all, those adobe huts on Tatooine are for protection from Sandstorms but not invulnerable to them. Same with Generic, Corellian and Nabooian houses against their weather. Why is it that our houses and harvesters can stand out in the midst of sandstorms and torrential downpours and NEVER take any decay from the elements? Why is it that they can stand for years of game time and never break or wear out? It shouldn't be that way. I've gone through tons of armor, and yet, my house never changes a bit. Put a few credits on it every now and again, and it stays up indefinately.


WRONG ANSWER.


We should have decay incorporated into our items, and with experimentation, we should be able to keep it minimal, and still give someone the house or harvester that they are used to. Make our experimentation mean more than a BER 13 Harvester.



Ok.. /rant off.






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Sales hall located: 4106, -2705

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Spekter
Sat Jun 05, 2004 5:02 am
#13

People wouldn't mind decay on harvesters and factoriesif the devs removed maintenance (not power) requirements from them; however this makes the Merchant class' most valuable skill (Efficiency 4 - 20% maintenance discount) totally useless. Also, implementing decay on residential type structures would cause a totally justified riot. The major problem I see with residential structural decay is theenormous amount ofpain involved in replacing a decayed full structure (especially a guild hall packed with vendors and trophy items). The amount oftime and planning required to co-ordinate the emptying ofand the removal (and subsequent replacement) of every item and vendor in the building is too much to ask from anyone. Where do I put the 700 items that I have on my 5 vendors while I'm replacing my decayed house?



---



...I don't want to sell you deathsticks...I want to go home and rethink my life...
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