Armorsmith Archive
Thread: CURB Resource Number-Crunching
Helstrum wrote:
One way or another, I think AS's are looking at a earnings reduction.
Your costs (time and material) are going up.
Your demand over long term (will have an initial spike in demand) will drop because intent is to make armor not "required" to play.
Player base earnings will be going down. Creatures will be more difficult to kill, take more time, and therefore the loot market will be highly variable.
It does suck to not make as much as you used to, but you can survive on less income. The market and production forces will reach a balance given a little time.
I do agree a decrease in incomes is very likely to occur, but as you said all players are likely to see their incomes decrease, this typically mean there will be a deflation of the currency : 100k credits after the CU will be worth more than 100k 6 months ago (especially before the solo groups missions reward nerf where the part of team members out of range would not go to the others).
While this deflation won't make up for the net overall decrease it'll surely make it reality smaller than the numbers look like.
VemaGara wrote:
Here's a big question: how much will resource quality matter?
In the current system, resources are the difference between a 10% protection and an 80% protection. That's a big deal. Now, how big is the spread in the new system? Is the final difference between a 500 quality resource and a 1000 quality resource the difference between 0% and 30% protection, 15% and 30% percent protection, or 25% and 30% protection? How much do experimentation and resources actually matter in the final equation?
If the top resources only make a 1% difference in the final outcome, the pool of acceptable resources will be larger, and the upward pressure minimized. If the top resource make a 10% difference, then the pool of resources will be smaller, and upward pressure will increase. If the player base makes a big deal of 3000 armor vs 3001 armor, then any pricing insanity is their own fault.
This is a VERY valid question!
Many opinions are based on the old style when the new CURB would be different across the board. The HAM ratios are changed, the buffs changed, the heals changed...and armor would have to change.
Does anyone have some hard compare and contrast stats of the old combat and the new CURB ratios?
Pseudopd wrote:
VemaGara wrote:
Here's a big question: how much will resource quality matter?
In the current system, resources are the difference between a 10% protection and an 80% protection. That's a big deal. Now, how big is the spread in the new system? Is the final difference between a 500 quality resource and a 1000 quality resource the difference between 0% and 30% protection, 15% and 30% percent protection, or 25% and 30% protection? How much do experimentation and resources actually matter in the final equation?
If the top resources only make a 1% difference in the final outcome, the pool of acceptable resources will be larger, and the upward pressure minimized. If the top resource make a 10% difference, then the pool of resources will be smaller, and upward pressure will increase. If the player base makes a big deal of 3000 armor vs 3001 armor, then any pricing insanity is their own fault.
This is a VERY valid question!
Many opinions are based on the old style when the new CURB would be different across the board. The HAM ratios are changed, the buffs changed, the heals changed...and armor would have to change.
Does anyone have some hard compare and contrast stats of the old combat and the new CURB ratios?
One can say, in the CURB, I cant make armor with 80% protection anymore. But in CURB, is the old 80% now the same as the new 10% in the sliding scale? The new armor stats and resources are part of the whole puzzle of the CURB and universal balance is the key.
Baz Pseudopod
Best way I can think of is to wear a suit and get attacked then figure out the % the armor blocked. Obviously this might change some since your armor "fits" better at master with the mitigation as I recall reading.
Nitwit wrote:Dude, the armor prof is going to get hit big in the CU. The aggregate demand of armor is going to hit the floor because it provides little protection now. If you attack something 4 lvls below you, then the creature fails to output enough damage to warrent purchasing armor. If you attack something your lvl, then the armor only provides a 10-40% resist (depending on what cert armor you have). This can be fixed by just bactashot'in yourself more often. And finally, if you attack anything 3 lvls above you, you get owned so quick, the armor fails to give you an advantage and is not worth the price.
And for you econ people, what happens to price when demand decrease? Oh yeah - the price increases.
Profits, what are those? If I was an armorsmith, i'd just be worried about breaking even
I'd like to learn more about the affect of armor in the CU...but maybe that is another thread.
JangoFett100 wrote:
Sineya wrote:
Blixtev wrote:
Excellent post, I cut the number of organics in half on cores and final appearance combines, should make it to TC today or tommorrow.
Thanks Blix, I'm really glad you're paying close attention to our concerns and most of all actually taking them into account in your design decisions... I'm quite surprised though, to be honest, that you seem to be able to take these kind of decisions alone, so fast and put them up on test server a day or two later.
Don't these kind of decisions that have a tremendous effect on the whole economy (everyone buys an armor set on a regular basis) get discussed with producers and other "virtual economy gurus" ? Or are you really playing around with these numbers alone, while another designer is playing with the combat special mods for instance ? Or has this particular issue actually been discussed in the past days by the team and you took advantage of the opportunity offered by this study to announce it in a "perfect timing/coincidence situation" ?
Exactly the point I was attempting to make in another thread just now.
Care to point me to that thread of yours ?
Anyways just wanted to make myself even more clear here, not trying to direspect or somehow make an allusion that I don't trust in the competence of a given person, it's just anything regarding armor seems to me to have a big effect on SWG and just can't be left between the hands of one person no matter how skilled and insightful that person is. Other people here and in real life in general help me see a new facet of the same object even though my initial sight isn't flawed, another point of view often proves to be mandotary to get the "global picture".
- As I said in my first post, the reduced supply (63% of the numerical supply for 167% of the raw material) is the real problem at hand. All other things being equal, the post-CURB supply rate (product per resource)will be 38% of the pre-CURB supply rate.
- If demand for armor were vertically inelastic (it's not), we would be able to pass along the entire supply cost increase. That's where the 927,728-credit figure came from.
- The 265% cost increase is real, and only the market will determine where it is distributed whendemandthe new supply and demand stabilize. I think we can safely guarantee that armorsmiths will notaccept a62%earnings decrease, as the new economic profit of armor crafting / sales would be overshadowed by the opportunitycost of other craftingor combat professions. Therefore, armor prices will and must rise.
- My entire gedankenexperiment was predicated on crafting only one type of armor -- increased stock variety demands greater storage and labor, which will drive up supply costs even more.
- In the end, what everything boils down to is fun. It's the whole point of playing a game (at least it is for me and most other folks). Radically reduced earnings potential combined with an oversimplified crafting system and new, burdensome resource requirements are not fun.
** Edit -- I forgot the word "not" in regards to the 62% earnings decrease. **
Message Edited by Brutus_Krylop on 04-13-2005 03:17 PM
Blixtev wrote:
Excellent post, I cut the number of organics in half on cores and final appearance combines, should make it to TC today or tommorrow.
How about we drop them from the cores, and leave the 'final appearance' at the original levels?
The organics have no place in the core anyways, and due to the multiple cores used in a single piece of armor, it multiplies out quickly.
Blixtev wrote:
Excellent post, I cut the number of organics in half on cores and final appearance combines, should make it to TC today or tommorrow.