Artisan Archive

Thread: Finally! A non-grind/non-exploitable Crafting System!

Bushwa
Wed Jul 30, 2003 2:06 pm
#14






Stormkrow wrote:

The player economy is screwed anyway....people are selling resources from anywhere from 5:1 to 10:1. You're not going to be able to sell something that requires 100 resources for 1000 just to make your money back, artisans are getting shafted because they have to sell them for less than they paid for the resources. i.e. everytime an artisan makes something, he's loosing money.




On Radiant anyway, I sell resources in 1k stacks for 3k, and pretty much sell out all 25 of my Bazaar slots every day or two. Once the general population gets a little more advanced, resource use will go way down and resource availability will go way up - and prices will drop even lower.


For example:


My Solar Generator costs 2880 / day, and puts out about 5700 power a day (63% spot) so my cost for Energy is about .5 credits / energy unit.


My Heavy Harvester Costs: 2160 credits / day, and 1800 energy (900 credits) for a daily cost of 3060. It puts out a little more than 9000 ore per day on a 60% spot, for a total cost of .3 credits / unit of Ore. Of course that doesn't factor in the cost of the Harvester - but I built it myself from materials I collected it's a wash.


So basically once I get my entire field upgraded to Heavy Harvesters, I could run a profitable mining operation making a profit even selling at 1 credit/unit - but that margin would get blown pretty quick on a resource shift, so 2 credits / unit is proabably a more comfortable price.


If I get really aggressive and get my systems set up on higher yield spots, my costs will go down - allowing for lower prices.


At 1-2 credits/unit and credits coming in from the new Crafting Missions (if they are done right) for new Artisans - I would think that new Artisans would be able to afford to purchase most of the materials they need to complete missions and gain XP crafting the items for the mission- at least until they get to the point where they can start thier own harvester farms.


Bushwa



Xylano
Wed Jul 30, 2003 4:31 pm
#15

My solution would be to add move consumables to the artisan:


- Powercells
-bullets
- weapon oil
- etc.


And make cross-dependency between crafters higher. Too many artisans/specialists are self-sufficiant (harvest, build, sell). You need to create an economy line to make everyone usefull.




Robbert Dyewell
Humble Naboo craftsman
Kauri server
LordGriffin
Wed Jul 30, 2003 4:50 pm
#16






And make cross-dependency between crafters higher. Too many artisans/specialists are self-sufficiant (harvest, build, sell). You need to create an economy line to make everyone usefull.



That's actually the initial design idea for the game. Then, in beta, they decided that a "miner" profession wasn't exciting enough and melded it with the base artisan. Also, low level crafters were supposed to be able to make components that high level crafters needed, but (for some odd reason) couldn't make themselves anymore. This was the original concepts, but they flew out the window somewhere.


I DO like the idea of MORE consumables! And making items DEGRADE more . . . like they're supposed to. Esspecially clothing and weapons. Ammunition should REALLY be included to some degree.

Jasarina
Wed Jul 30, 2003 6:44 pm
#17

With the addition of being able to practice we really do not have to worry about items glutting the market. What we really need are many many more consumable items that players MUST have to keep them comeing back to the crafters.


We also need some other services that crafters can offer. Having dropped schemetics that players have to bring to a crafter to have assembled etc... Anything that is going to make a player seek out a crafter is a good thing.





Jaliss Anarwayn
Artisan of many talents
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