Armorsmith Archive

Thread: CURB Resource Number-Crunching

Biseks
Thu Apr 14, 2005 12:55 am
#66

Thanks for letting us know.

Biseks
Sineya
Thu Apr 14, 2005 12:56 am
#67



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" ?



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JangoFett100
Thu Apr 14, 2005 12:57 am
#68






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.



Qum - Retired Armorsmith
Alog - Grumpy Fish

Sehera
Thu Apr 14, 2005 12:58 am
#69






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.





any way, were looking at an extreme raise of prices for freely available armor, this will mostly hit new players, not yet guilded, or areconsidered noobs in the guild and wont get first armors... iam sure ill have to server guild requests first, at very low prices considering the costs, and this will lead to me selling the armors I can crafter in the "free" time to sell at even higher prices...


btw atm iam selling the miniset for 80k, which is most likely the cheapest on farstar, and I feel this is a serious price. Many many ppl just buy overpriced armor because they have the money and are too lazy to shuttle or driver a few meters to get it for a serious price! But then they whine about AS being greedy...


Sehera



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Dark_0ne
Thu Apr 14, 2005 2:19 am
#70


CaixCatab wrote:
According to the last HoC scout and ranger skills will now give HAM, making scouts and rangers a tad bit less screwed in the assembly of organic resources.





yes - that is great news :-)

thanks for the support !!

Message Edited by Dark_0ne on 04-14-2005 10:24 AM



Tony Weyland - semi retired
caddelite
Thu Apr 14, 2005 6:30 am
#71

To me, the problem is making the experimentation of armor one-line. I'm an Armorsmith, I don't want to be crafting damn swoops!


And the simple economics of the situation have to do with factory time. With the current system, AS's will need more factory time to produce armor. This is because of the extra components and also that a MAS will need to focus on more than just one type ofarmor other than composite.This will LOWER supply (of all types of armor), increase demand and thus increase cost of armor.


And to the BRILLIANT Dev working on this new system, consider this: If 75% of AS's quit their profession, what happens? The same thing I just said above. Supply goes down, demand goes up, so do prices. That is, if the 25% of the remaining masters can handle the demand...


The current TC5 system is already increasing the costs to produce armor both in organic resources and factory time. This is good for NOBODY, not the producer, nor the consumer.


If you wanna FIX the problem, go ahead and increase the organics, this we can deal with. REDUCE the complexity (factory time to produce) of the layers by 300%, the segments 200% and the final pieces by 150%. If you lack the basic understanding of supply and demand (which you obviously do), make it so MAS's can produce all the types of armor that will be demand on our current production abilities.


It's gonna take some MATH on the part of the dev team, but I am totally amazed at your complete ignorance of supply and demand when it comes to the CURB AS changes. You have NO idea what you're doing.


And bring back the 3 lines of experimentation... we're making armor, not swoops... Armor is not FUN to make with single-line experimentation.





Konar-Bria wrote:

With the currently proposed armor system, many armorsmiths will have their production reduced to guild only orders and any armor pushed to the open market will be extremely inflated. Resource amounts as well as factory production time should still be decreased.

It also looks like tkmwill beTHE hybrid combat profession for crafters.









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