Armorsmith Archive

Thread: CURB Resource Number-Crunching

speardancer
Wed Apr 13, 2005 1:55 pm
#27



UmmonPrime wrote:


xtxShifter wrote:


JangoFett100 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.

Still too many. Cut more.



Pfffft. Kwitcherbichin.

Try Shipwright and you'll see why your not getting any sympathy.



Points to sig.... and you have what to say?





I am a shipwright. And if you're paying attention, despite the fact that ALL our resource requirements have gone up, we're only complaining about the organics.

Can't just place a harvester down and get hide, bone or meat. Someone has to hunt it. Ranger? getting screwed, will be fewer of them. Only have scout? will take alot longer to get the hides we need, especialy since we need more of them.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
Quiet420
Wed Apr 13, 2005 2:09 pm
#28

300k for a suit of armor is ridiculous...your customers should be embarassed, and you should be ashamed
UmmonPrime
Wed Apr 13, 2005 2:12 pm
#29

On shadowfire I could get 1.1 mil for a 90% base suit. No complaints ever, none at all. Sold as fast as I could load them too.



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


NiBorg
Wed Apr 13, 2005 2:17 pm
#30






Quiet420 wrote:

300k for a suit of armor is ridiculous...your customers should be embarassed, and you should be ashamed







Do you even know what it takes to be an effective AS? How much it costs to buy resoures and how many of them get used? As far as the price per item or full suit goes also remember that each server has a completly different economy and what costs 100k on 1 could be 500k on another. If people dont like the prices they can shop elsewhere but at the time I was in full production 300k/suit was the cheapest you would find on my server.


Slight example on Bria


40 stun 90 base composite can sell for over 1m just for the gloves. THE GLOVES!


ADK's 15m absolute minimum


Resource deeds 5-6m each

Dark_0ne
Wed Apr 13, 2005 2:30 pm
#31


Titan2000 wrote:


Brutus_Krylop wrote:
It's late and I can't sleep, so what better way to pass the time than by doing some number crunching on the new armor schematics as provided by NiBorg. I'm going to assume that even with the new layering system, the advantages of quad-layering will be such that quad-layered advanced armor will be the norm for maxxed-out combatants.
Some general observations:
  • With the exceptions of the Kashyyykian Wookiee armors and the Ithorian Defender (Battle) armor, all equivalent-level suits of armor (basic/standard/advanced) will require the same aggregate number of organic and inorganic resources.

  • Under the new system, a single suit of Advanced Assault, Battle, or Recon Armor will require 1580 organic resource units. This is 14.5% of the total resource requirements.

    Currently, a single suit of Advanced Composite requires 210 creature-harvested resources, or 4.3% of the total. The new system triples the influence of creature-harvested resources, and the numerical increase is 652%.

    However, a suit of Advanced Padded currently requires 1515 organic resource units, meaning a numerical increase of 4%. Furthermore, a suit of Advanced Kashyyykian Hunting Armor currently requires 941 creature-harvested organic resources, while a suit of any Wookiee armor in the new system will require 1540 creature-harvested organic resources, for an increase of 64%.

  • Under the new system, excluding tailored panels and cloths, the aggregate resource requirement for a maximum factory production of 29 suits of quadruple-energy-layered advanced armor is 376,445 resource units. Currently, a maximum factory run of 46 suits of triple-energy-layered advanced composite requires 225,262 resource units. So, we will be able to make 63% of the armor for 167% of the resources.
The last bullet point above is the crux of the problem, and it means one of two things -- either we must accept a serious reduction in our earnings potential, or the price of armor will skyrocket. Why? Follow along.
Let's assume that I currently charge 350,000-credits per full suit of armor. If I can make 46 suits in a "run," and assuming all 46 suits sold in a timely fashion, I can expect 16.1 Million credits of income from the resources, time, and effort.
Post-CURB, my income needs will not change -- I still have to pay maintenance, buy resources, fund my spice habits, and all other manner of in-game needs. If anything, they would likely increase, but for the purposes of this exercise, we'll assume that they won't. Furthermore, my rational expectation is that my net earnings potential will remain constant. Thus, I must restructure my prices so that I realize the same profit for my resources, time, and effort that I earned in the previous system -- I must convert that 16.1Mcr.
Because I am now using 67% more resources for the same effect, I can multiply my price by 1.67, but this assumes that all resources are equal in value. (Clearly they are not -- the added organic and rare resource requirements should easily increase the 1.67 multiplier.) Due to the changed system, I am now also less productive with my time and resources, as I can only make 63% of my previous stock for the same effort. (This assumes that the total factory times for a "run" remain relatively constant from the old system to the new.) To retain the same "hourly wage," I divide my price by 0.63.
Having now accounted for the increased resources and decreased productivity, we see that in order for me to retain the same earning potential in the new system as in the old, I must increase my price by 265%. For the hypothetical 350,000-credit suit, the new CURB price becomes 927,778-credits. Again, the new price does not even take into account the anticipated increased per-unit resource costs or the likely increase in factory time and shop overhead if one wishes to maintain a well-rounded shop, so it is entirely likely that the price could rise even further.
Are we likely to see the price of post-CURB armor almost triple the current level over the long run? I doubt the market will bear it. An increase of 50-100% is much more likely. What this means is that our earning potential as armorsmiths will take a significant hit, as we'll be forced to eat the costs of decreased productivity.
Just my sleep-deprived ramblings.



Very well thought out and written criticism. Posts like this will be the ones to change the CU for the better.





yeah - good post.
one thing missing from my perspective is the almost certain reduction in people harvesting organics. For the details of that discussion, visit the ranger forum, but I think you'll find that the prices of organics will go up even further, which will just add to your problems.

just a guess ......

Message Edited by Dark_0ne on 04-13-2005 10:31 PM



Tony Weyland - semi retired
EdOWar
Wed Apr 13, 2005 2:41 pm
#32






Quiet420 wrote:

300k for a suit of armor is ridiculous...your customers should be embarassed, and you should be ashamed






Yes, thank you for the anonymous posting. It's easy to say ridiculous things when you don't put your name behind them (or your server, for that matter).


Slim Vargo, Corbantis

Message Edited by EdOWar on 04-13-2005 02:43 PM

Keeper32
Wed Apr 13, 2005 2:56 pm
#33






Blixtev wrote:





Brutus_Krylop wrote:


- Snipped for copy efficiency -





Excellent post, I cut the number of organics in half on cores and final appearance combines, should make it to TC today or tommorrow.





Blix, you are quickly rising on my favorite-dev list


Now you just need to accept our other demands before the gnort gets whacked



Hurgis & Haldi Balthezan - HB Armouries.
Elder 12pt Armorsmith, R.I.S Certified.
Supplying Weaponry and Armor to a galaxy in need.
Helstrum
Wed Apr 13, 2005 3:10 pm
#34



Sineya wrote:


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.




One thing to keep in mind...

new players will NOT wear armor after CURB. They will not be able to. This has been stated. They will not have the certs to put the armor on and make it worth their while. So, really in that case, you're loosing a set of customers.
johnautry613
Wed Apr 13, 2005 3:41 pm
#35






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.





and have you reversed the the change back to oq/sr yet?



Lazurk Autry
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Vendor Lazurk's Grenades
Lazurk's Forge
BarterTown Trading Post, Tatooine.
(-1850, -4900)
Biseks
Wed Apr 13, 2005 3:46 pm
#36

yes!
dashx2525
Wed Apr 13, 2005 4:20 pm
#37

this makes me glad i'm tka. won't have to worry about this armor stuff.



Auben Hologrind Jedi
Spike' "The Big Bad" Commando

Torgo Medical Practitioner

My SWG Movie "Grey" - Part 1: Descent, Part 2: Clarity, Part 3: Rebirth
Phaelyn
Wed Apr 13, 2005 4:25 pm
#38






MadDog36 wrote:

TK + anything else for the Win!








You think so, huh? TK indeed have "Innate Armor" - But if you equip ANY other weapon except for a those specifically FOR the TK profession, your Inate Armor - STOPS WORKING. Your Armor certification only works for SPECIFIC weapons equipped. "Innate Armor" is a profession perk, but it acts JUST like an Armor Certification - Equip a PH and you instantly must use armor or have NO extra protection.


Stats do NOT stack like they do now in Live.




Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
Phaelyn
Wed Apr 13, 2005 4:27 pm
#39






dashx2525 wrote:

this makes me glad i'm tka. won't have to worry about this armor stuff.






Read my post above. Better be PURE TK, or you'll still need armor.



Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
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