Artisan Archive
Thread: Idea to slow lot trader, resource miners
GraySeven wrote:
I think I made this suggestion once before, but why not just require harvesters to be re-deeded and dropped again to change the resource being harvested? Reduce the cost to redeed, of course. Basically, when you drop the harvester, you choose the resource to be harvested and this can not be changed.
This would kill cross-server lot trades for the most part, as well as make survey and sampling a much needed skill.
It wouldn't appear to be very difficult, code-wise.....but then, I don't program....
Because 95% of the crafters out there feel like thier chained to thier stations as it is. This would make crafing a full time job and there's a very, very small amount of players that desire to do nothing but craft.
You want to make lot trades go away? Here's an idea that would better the whole mining community, miner and architect. Give a decay rate to the mining units in the harvesters. After so many days (30 or so to be fair), these will be in need to be replace. Only the owner of the harvester should be allowed to do this.
Architects get repeat business (which was killed with the 12.1 patch), and you all get you no lot trading.
Now, I realize that there will still be the guys that want to scratch each others backs and keep this going. What all of you that seem to think the traders need to be made to suffer, need to realise one thing.
Any system that SOE impliments to make them 'pay' will totally screw over people that legitimatly run a crafter on multiple servers. If it's going to be this much of a hassle, just allow us 1 toon per account and be done with it. Perhaps then I won't have to read posts like this daily by someone that feels like others should be made to pay.
Ewach wrote:
Even on a 1% spot, paying 1.5 cpu for power, the cost per resource per harvestor is still less than 1 cpu.
You sir, are ignorant.
Heavy Harvester (BER 13) on 1% Concentration
Yield Per Day = BER * Percent * 60 min * 24 hours = 13 * 0.1 * 60 * 24 = 187 units per day
Cost Per Day = 2160 Maint + 1.5 * 1800 power = 2160 + 2700 = 4860
Cost to Mine = 4860 / 187 = 26 cpu
Lesson learned - you want to talk out the orifice you sit on, at least do the math first.
Amen to that brother!!!
As for lot trading or lot leasing, it's free enterprising at it's best and great business roleplaying! I even create jobs on my server...And make the economy roll!
Ciao
Before you start calling for the guys (or girls) blood...please add the "fat-finger" variable into the equation. I think it was supposed to be 10%, not 1%. This in itself does not make it profitable, but factor in the -20% discount that most mass-miners have (at least the ones I know) from Merchant and it suddenly becomes profitable.
Ewach wrote:
Even on a 1% spot, paying 1.5 cpu for power, the cost per resource per harvestor is still less than 1 cpu.
You sir, are ignorant.
Heavy Harvester (BER 13) on 1% Concentration
Yield Per Day = BER * Percent * 60 min * 24 hours = 13 * 0.1 * 60 * 24 = 187 units per day
Cost Per Day = 2160 Maint + 1.5 * 1800 power = 2160 + 2700 = 4860
Cost to Mine = 4860 / 187 = 26 cpu
Lesson learned - you want to talk out the orifice you sit on, at least do the math first.
Because 95% of the crafters out there feel like thier chained to thier stations as it is. This would make crafing a full time job and there's a very, very small amount of players that desire to do nothing but craft.
Hunh? Resouce harvesting is 50% of the crafting ability, granted, but not time-wise. With speeders and now with the ability to survey while mounted, finding high-concentration sites is easy and not at all time consuming. I harvest my own resoures, for the most part, and Surveying was never a concern for me. I don't static site, but search out hi-quality resources, buy the low and bulk stuff.
Removing the ability for others to pay maintenance is not the way to go, as it also punishes groups of people on the same server that share harvesters.
cl0kwerq wrote:
I thinkthat you're underestimating the profitability of lot trading.
Even on a 1% spot, paying 1.5 cpu for power, the cost per resource per harvestor is still less than 1 cpu. Since you can sell grind quality material for 1.5-2 CPU on pretty much all galaxy markets, this means the more the better, and no one wants to mine grind quality, so the statics will always have their niche.
One thing I would worry about with your plan is that the shifts would start moving to unfriendly terrain, making it impossible to mine a quality shift the regular way. If Guru's advice is taken and they reduce the terrain restrictions on mines then that would move to counteract the problem.
What sort of disturbs me is that you think working against lot traders would somehow "level" the playing field, and the expectation that someone who started 1 week ago can compete with someone who started 1 year ago. If that were the case we may as well be playing mario bros., as the role-playing element of "building" your character would be totally shot. There are people out there with litterally billions of resources. I don't think it would be fair to them if someone could come in on their first day and start competing as though they had been there a year, but that's pretty much the way mining is set up. You're capped only by Architect prices, and if you choose that as your starting profession then you'll quickly amass all the resources you want and need.
I agree 100% with this statement.I'm not a cross-server-lot-trade resouce magnate, but I am a long term player. To slant the field in favor of new players (in any respects) would have little direct effect on my game, but besides not being fair, it would annoy me to no end. I'm a player with hundreds, if not thousands of online hours invested in developing my charachters. Why should my contribution to this game be devalued by making life easier for new players?
If SOE is really interested in getting the hoarders to give up their lots, their going to need to give them incentive to do so, as there is no rule about making a character on another server and dropping lots. It would probably include making a mining profession that would be able to expand a characters lots. Then there would be an associated skill cost with the ability to have a few hundred harvestors down.
I think the "incentive is already happening". I've noticed a steep drop in prices for mined resources (at least on my server) Even some old server "bests" have been going for <20 cpu when just 6 months ago players were paying 200cpu. Creature resources still command a premium, but if the scouts and rangers can get a great price, good for them! They work hard, they put in the skill points, they deserve it IMHO.
Another thing I've noticed is there's many more resource vendors, and they are swelling with both great and grinding materials. A resource vendor near my city has a "ONE CPU or UNDER" vendor. Want a 100k of water for 50k credits? No problem, it's there.
I belive the root cause is thelack of credits coming into the server (probably a no-brainer, but I had to say it) Few credits mean fewer people can afford exorbitant prices for resources. The CU might de-emphasizethe value of resources even further by making teamplay, and not super weapons and armor, the deciding factor in battle (but this is only a theory)
Another point I'd like to make is that a lot of what the static miners get is grind quality material. I think it's necessary to have the grind quality material, as the really high quality material only supports the higher end crafting economy. What about the new players who aren't interested in mining? They need suppliers who will give them low prices, and I can tell you from experience that no one will sell you 10 CPU resources at 2 CPU no matter how nice you ask. Lowering the availibility of resources (as what you suggest would do) would only serve to drive production down, and then the crafters wouldn't be able to meet demands as supplies and back stock thinned, and so you'd have a high-demand market, or a sellers market, and most merchants would start raising prices, making some of the medium ranged items too expensive to be afforded by newer players. In essence, I think what you're suggesting would have an opposite effect on the economy in the long run than what you desire.
Pricing medium range (regular, run of the mill, etc) items on vendors at premium prices simply means they will not sell. Someone else will always be building it cheaper, and perhaps even better. Merchants that do this will quickly realize the error in their ways, or go broke and bored, restocking the same items every 30 days. I cannot envision a price gouging artisan lasting very long..on any server.
Cheers
In respect to "hoarding", could someone explain to me why it's BAD to hoard good materials (or any items for that matter). Attacking a great new resource (especially if it has not surfaced in months) with as many harvestors as possible only seems like common sense, not a source of game imbalance. If Sony has some sort of technical problem/limitation with the number of placed structures, the number of resources players have stuffed on their vendors, that's their problem, NOT ours.To penalize your some of your oldest and best players customers for some hardware or software inadequacy would be....ill advised.
Ending this before I start ranting too much....sorry fellow artisans!
GraySeven wrote:
The current crafting system makes an expiration date impossible to do.
Good spawns happen randomly. The crafting system requires good stats. You have to hold onto good resources until you get all that you need to craft hi-quality items.
Unless they change the crafting system or introduce a way to make good items from bad resources, hoarding is not only required, its encouraged.