Artisan Archive
Thread: I've Given Up Being Strictly An Artisan
Page 2 of 2
Kisedd
Wed Jul 30, 2003 10:39 am
#14
I have a lot of different skills so it really depends on what type of character you want to have. I sell between 2000-3000 credits a day on the bazaar and spend maybe 30min to an hour crafting enough things to restock. This isn't going to make me rich, but I feel its a good start to my eventual goal of owning my own shop etc. Once I can own a factory I think this is where the real money will be, but right now I hand craft it all.
When I first started playing I thought, like most of you who have posted here, that there was no demand for my products. Well in the last week espeically I have been proven wrong. I have made a wide variety of things and every single thing I've made has sold. Some might take a couple days, like the CDEF pistols I made, but even those sold for about 300 credits.
The hardest part of running any business is having a cash pile to fund yoruself. This is true in SWG too. I think there are a number of ways to fund yourself. Honestly, I think to get started, the engineering tree is the easiest to sell things on without any experimentation points. I've not tried to sell fiberplast panels out of the Domestic line yet, but its possible people might be looking for those since they will no longer get usage xp off them for their own.
You need resources of course. Everyone seems to want to do everything at once. This is a sure way at frustration. I built and ran a wind generator for 1 full day before I put down my first harvester. That wind generator ran for 3-4 days and I built a stockpile of over 10k in wind energy. I haven't needed a wind generator in the last 2 weeks. The most harvesters I've had running at once is 3. Get the money to run your harvesters in your bank first BEFORE you start running harvesters. Make sure you have 5-10K before you start doing this next step.
I haven't run any harvesters this week yet. I'll wait till the next shift and put down 2 wind generators and build up another stockpile of engergy. Because I can't play everyday I can't afford the time to watch my harvesters all the time for resrouce shifts. So I have to run fewer and take more time.
Getting money early on is about how you like to play. Become a medic, make stimpacks, that is still crafting, and sell them. People will buy stimpacks and you can fund your other needs.
Become a scout and gather hides and you can either sell these or use them to craft. Sell resources. They don't always sell right away, nothing you craft is 100% always. Sometiems it will sit for a couple days. Do other things while you wait for this money. You need to be not living on a shoestring. If you HAVE to have that income, you don't have enough money to be selling stuff yet.
If you like to explore, get combat skills and do destroy missoins solo. I now have pistol, but for 2 weeks I had no combat skills and would go out with a couple people and do destroy missions. I did delivery missoins my first 2-3 days playing. I did these for about an hour or so for a couple days to build up a bit extra cash. Crafting missons will enter the game soon. There are also survey missions that you can get from certain NPC's. Everyoen goes to the terminals, but NPC's give out all kinds of different missoins. I ran some recon missoions for pretty much as good of cash as destroy missoins.
If you have Engineer IV you should be able to sell a fairly wide range of products. If you are in a small town then it will problaby take longer to sell than a bigger town. Put stuff on the bazaar in a couple towns.
If you want to grind and get to whatever fast, then no you aren't gonna be happy as an artisan selling 2000 in stuff a day unless you have a pretty big business going.
When I first started playing I thought, like most of you who have posted here, that there was no demand for my products. Well in the last week espeically I have been proven wrong. I have made a wide variety of things and every single thing I've made has sold. Some might take a couple days, like the CDEF pistols I made, but even those sold for about 300 credits.
The hardest part of running any business is having a cash pile to fund yoruself. This is true in SWG too. I think there are a number of ways to fund yourself. Honestly, I think to get started, the engineering tree is the easiest to sell things on without any experimentation points. I've not tried to sell fiberplast panels out of the Domestic line yet, but its possible people might be looking for those since they will no longer get usage xp off them for their own.
You need resources of course. Everyone seems to want to do everything at once. This is a sure way at frustration. I built and ran a wind generator for 1 full day before I put down my first harvester. That wind generator ran for 3-4 days and I built a stockpile of over 10k in wind energy. I haven't needed a wind generator in the last 2 weeks. The most harvesters I've had running at once is 3. Get the money to run your harvesters in your bank first BEFORE you start running harvesters. Make sure you have 5-10K before you start doing this next step.
I haven't run any harvesters this week yet. I'll wait till the next shift and put down 2 wind generators and build up another stockpile of engergy. Because I can't play everyday I can't afford the time to watch my harvesters all the time for resrouce shifts. So I have to run fewer and take more time.
Getting money early on is about how you like to play. Become a medic, make stimpacks, that is still crafting, and sell them. People will buy stimpacks and you can fund your other needs.
Become a scout and gather hides and you can either sell these or use them to craft. Sell resources. They don't always sell right away, nothing you craft is 100% always. Sometiems it will sit for a couple days. Do other things while you wait for this money. You need to be not living on a shoestring. If you HAVE to have that income, you don't have enough money to be selling stuff yet.
If you like to explore, get combat skills and do destroy missoins solo. I now have pistol, but for 2 weeks I had no combat skills and would go out with a couple people and do destroy missions. I did delivery missoins my first 2-3 days playing. I did these for about an hour or so for a couple days to build up a bit extra cash. Crafting missons will enter the game soon. There are also survey missions that you can get from certain NPC's. Everyoen goes to the terminals, but NPC's give out all kinds of different missoins. I ran some recon missoions for pretty much as good of cash as destroy missoins.
If you have Engineer IV you should be able to sell a fairly wide range of products. If you are in a small town then it will problaby take longer to sell than a bigger town. Put stuff on the bazaar in a couple towns.
If you want to grind and get to whatever fast, then no you aren't gonna be happy as an artisan selling 2000 in stuff a day unless you have a pretty big business going.
Crossbreed
Wed Jul 30, 2003 11:08 am
#15
WatchingOne wrote:
This isn't necessarily a bad thing... Branch out a little bit and try some different things. You're not losing out on much, ya know. If being a brawler with a wind-farm gives you the scratch to become a really good artisan - where's the harm in that? But if you do want to try and be nothing but an artisan, it's really not THAT tough. Heck - it's not like you need money to eat, ya know?
I think this is a good point, and something other people (especially entertainers) don't seem to understand.
Diversity may be part of SOE's design.
Kisedd
Wed Jul 30, 2003 11:12 am
#16
I use practice on things I had critical failure in experimentation on. Good way to get rid of a bad product I messed up on.
I sell a lot of general crafting tools and WEapon and Droid crafting tools. There are a lot of classes that use tools that can't make them. Entertainers need tools to make intsurments. If someoen just runs up the domestic line to chef or tailor they cant make tools either.
It would be nice if tools decayd so you can make repair tools and have them eventually leave the economy.
I sell a lot of general crafting tools and WEapon and Droid crafting tools. There are a lot of classes that use tools that can't make them. Entertainers need tools to make intsurments. If someoen just runs up the domestic line to chef or tailor they cant make tools either.
It would be nice if tools decayd so you can make repair tools and have them eventually leave the economy.
Azzuria
Thu Jul 31, 2003 9:04 pm
#17
One of the things I always do is exit the game with two close by active destroy missions. Many times, I come back into the game and the missions are completed. If someone else completes your mission, you still get the cash. Point is, if you're not running missions then you should have two missions registered that are close to a popular city at all times. (close < 500m preferably 300 - 400m)
Remove your weapon to get missions as they will be for less money but they will be closer to town and closer increases your odds that someone else will solve your problem and complete it for you.
Kressilac
Page 2 of 2