Architect Archive
Thread: Money in out pockets
Ok so there's once again a big debate about sales and profits and how we can increase both, odd how other crafting professions rarely have this delima. The new patch that fixes structures from going poof is a great idea, I like it and think it's for the best of the game. But once again we're faced with our main problem... repeat buisness.
He's a solution without pissing off everyone else. As it stands we have this huge money sink called maintnece, people have to walk up to their structure terminal and put in money like it's some sort of vending machine and we're hoping for a candy bar. What does this accomplish? Nothing. Is it realistic? Nope. How about instead of putting credits into the walls of our structures why not put that into an architects account?
This is what I propose... Add several new schematics into the game, for master architects. These are basicly repair modules, which would be filled with all sorts of materials that a repair man woulduse to fix your home in RL. In game terms this means that an architect can take a number of various resources and craft them into building material, using resources that make sence. Metal, Ore, Wood, mabey even Liquid Perto Chem and so on. You would take say take 200 units of metal and craft it into a refined pack (simular to the village quest). From that, you can place it in your structure.... that will provide maintnce for the structure. This would roughly break down to the same as 4000 credits. This would mean that if we charged 20cpu our customers would be breaking even but now have to buy chunks of maintnece instead. So instead of that we could charge 10 or 15 cpu, giveing the customers a break in maintence and putting continula money in our pocket.
Now the catch's to this are two fold. 1 the tiems should not be expermintable, This would only force the costs up and profits down. and the second issue is a swarm of new Architects picking the profession up for a quick buck and flooding the market. To resovle that issue you could make it a requirement that an Architect has to have been one for a month before he can get the schematic (vet rewardish system), or make it so that once he no longer has the items no longer work. I understand that the second would be pretty hard to impliment and would be seriously unfair to the customers, and the first option would be kind of harsh to new architects. But this would protect those of us who are serious about the profession to bennifet from it, and not get flooded by people who master for a day and tehm drop after getting severl factory runs going.
Please be constrctive in your critisism or comments.
Message Edited by ravingbantha on 01-29-2005 08:35 AM
ravingbantha wrote:
Ok so there's once again a big debate about sales and profits and how we can increase both, odd how other crafting professions rarely have this delima. The new patch that fixes structures from going poof is a great idea, I like it and think it's for the best of the game. But once again we're faced with our main problem... repeat buisness.
He's a solution without pissing off everyone else. As it stands we have this huge money sink called maintnece, people have to walk up to their structure terminal and put in money like it's some sort of vending machine and we're hoping for a candy bar. What does this accomplish? Nothing. Is it realistic? Nope. How about instead of putting credits into the walls of our structures why not put that into an architects account?
This is what I propose... Add several new schematics into the game, for master architects. These are basicly repair modules, which would be filled with all sorts of materials that a repair man woulduse to fix your home in RL. In game terms this means that an architect can take a number of various resources and craft them into building material, using resources that make sence. Metal, Ore, Wood, mabey even Liquid Perto Chem and so on. You would take say take 200 units of metal and craft it into a refined pack (simular to the village quest). From that, you can place it in your structure.... that will provide maintnce for the structure. This would roughly break down to the same as 4000 credits. This would mean that if we charged 20cpu our customers would be breaking even but now have to buy chunks of maintnece instead. So instead of that we could charge 10 or 15 cpu, giveing the customers a break in maintence and putting continula money in our pocket.
Now the catch's to this are two fold. 1 the tiems should not be expermintable, This would only force the costs up and profits down. and the second issue is a swarm of new Architects picking the profession up for a quick buck and flooding the market. To resovle that issue you could make it a requirement that an Architect has to have been one for a month before he can get the schematic (vet rewardish system), or make it so that once he no longer has the items no longer work. I understand that the second would be pretty hard to impliment and would be seriously unfair to the customers, and the first option would be kind of harsh to new architects. But this would protect those of us who are serious about the profession to bennifet from it, and not get flooded by people who master for a day and tehm drop after getting severl factory runs going.
Please be constrctive in your critisism or comments.
Message Edited by ravingbantha on 01-29-2005 08:35 AM
I like your idea, it would never happen, but it is a good idea, first off the Dev's do this to get money from the playing world, if they didnt, Missions would continue to run and more and more money would filter out into the world and the price of EVerything would skyrocket because everyone would have SO much money just from it never leaving the game,
That's true, but there are still money sinks, and new money is not comming into the game as fast. We still have money sinks, power, vehicle repairs, some transportation costs, NPC training, and the biggest is city upkeep. As it is, there is very little call for the grinding grade resources all over the place, no more holo grinding means less need. This would help get rid of all those resources. YEs money would still come into the economy, but as it is solo groups are seriously hurting and nowhere near as profitable, and we still have huge money sinks out there, some of which need done away with.
dantaglo wrote:
I like your idea, it would never happen, but it is a good idea, first off the Dev's do this to get money from the playing world, if they didnt, Missions would continue to run and more and more money would filter out into the world and the price of EVerything would skyrocket because everyone would have SO much money just from it never leaving the game,
dantaglo wrote:
I like your idea, it would never happen, but it is a good idea, first off the Dev's do this to get money from the playing world, if they didnt, Missions would continue to run and more and more money would filter out into the world and the price of EVerything would skyrocket because everyone would have SO much money just from it never leaving the game,
That is frankly an silly statement. When i can put 100k into maint on a house and it last for over 6 months, how in the world is 100k taken "from the playing world" over a 6 + month period gonna have any effect on the economy, much less to cause "the price of EVerything would skyrocket because everyone would have SO much money just from it never leaving the game." While there are many factors that effect the economy of the game, some of which have been discussed, the money spent in housing maintenance is VERY insignificant, and i would venture to say that it is practically nil. I can loot more than that in less than one buff session killing stormtrooper spawn, not even taking a single mission.
I like your idea a lot. I think the way to give arch's business is to have them do the reapirs on the buildings, not the building gnomes that currently do the repairs. There would have to be another way for credits to go back into the game or inflation would kick in pretty strong. That could be accounted for in a number of ways, shuttle prices could rise, bank transfer tax could increase (maybe from 5-7%), Or start charging a "cover" to go inside some buildings, like Med center's and cantinas. (especially if they made Docs do Buffs in either Med Center's or camps).
If there is a way to force players to pay money back to the game (to stabalize the economy) then i think having Arch's repair the buildings (whether through the system you described or some other system we can charge for) is a great idea
bluejanus wrote:
I don't think hitting up houses and structures like that is something architects should target. Most players have houses, so decay or such to a house is bound to create an outcry, targeting harvesters or factories is more realistic.
There already is decay on the houses, i think all raving is proposeing is a system where some credits currently going back into the game to repair houses go to architechts to repair houses
linusboarder wrote:
bluejanus wrote:
I don't think hitting up houses and structures like that is something architects should target. Most players have houses, so decay or such to a house is bound to create an outcry, targeting harvesters or factories is more realistic.
There already is decay on the houses, i think all raving is proposeing is a system where some credits currently going back into the game to repair houses go to architechts to repair houses
Umm decay on houses? Where have you been? We just had a patch that eliminated that basically.
Xorbok wrote:
dantaglo wrote:
I like your idea, it would never happen, but it is a good idea, first off the Dev's do this to get money from the playing world, if they didnt, Missions would continue to run and more and more money would filter out into the world and the price of EVerything would skyrocket because everyone would have SO much money just from it never leaving the game,
That is frankly an silly statement. When i can put 100k into maint on a house and it last for over 6 months, how in the world is 100k taken "from the playing world" over a 6 + month period gonna have any effect on the economy, much less to cause "the price of EVerything would skyrocket because everyone would have SO much money just from it never leaving the game." While there are many factors that effect the economy of the game, some of which have been discussed, the money spent in housing maintenance is VERY insignificant, and i would venture to say that it is practically nil. I can loot more than that in less than one buff session killing stormtrooper spawn, not even taking a single mission.
lets take 1 server, Call it Server A, if server Ahas aPopulation size of 20,000. Lets Say that 15,000 has a house. 15k * 100k = 1,500,000,000 credits.. Nah!!! that's not alot credits,, I dont know what I was thinking. Did you do the multiplication on this? if you add 1k more people your number goes up by 100million onver a 6 months span. and you are Also right if everyone went out and killed a Mob of things before they were done and put that into a house for Maintance then it's just another thing.
Speeder decay has increased,
Harvesters use Money
there are TONS of stuff that takes the money form the World. I just meant that is' a BLANACING thing.. no reason to call it silly when you didnt think about the number of credits involved on a gobal scale.
Message Edited by dantaglo on 01-31-2005 10:37 AM
Anthemion wrote:
I suppose you mean that the credits leak out of the house and they have to put more back in.
Yes that's what i meant by they do decay, you still have to do maintnance on it, i just wish that some of those went to archs (not all because D'antangolos ((sorry about the spelling
dantaglo wrote:
lets take 1 server, Call it Server A, if server Ahas aPopulation size of 20,000. Lets Say that 15,000 has a house. 15k * 100k = 1,500,000,000 credits.. Nah!!! that's not alot credits,, I dont know what I was thinking. Did you do the multiplication on this? if you add 1k more people your number goes up by 100million onver a 6 months span. and you are Also right if everyone went out and killed a Mob of things before they were done and put that into a house for Maintance then it's just another thing.
Speeder decay has increased,
Harvesters use Money
there are TONS of stuff that takes the money form the World. I just meant that is' a BLANACING thing.. no reason to call it silly when you didnt think about the number of credits involved on a gobal scale.
Message Edited by dantaglo on 01-31-2005 10:37 AM