Artisan Archive

Thread: *waves hand* This is not the thread your looking for...

CaptainStormy
Tue Jun 01, 2004 6:08 am
#14

plus very few people buy one weapon, most buy several and use the best sliced one.


100 units on End final products wouldnt be so bad, only thing i make that many of is Stimpack B's and thats not a real concern i can just do more runs. But anything that is a sub part must keep the 1000 limit as it is now. Some Doc supplies i know take three ABEC's, and im pretty sure that there is one or two that use 4. I know what your saying, thats still a crate of 25. yes it is, and sure thats plenty for personal use, but not much good to a business.


I personaly dont understand why the Devs think there is a problem with crafting as it is. They complain that new players Find it hard to break in against the estabished big smiths. AS IT SHOULD BE, thats like saying if you open a mom and pop general store you should be competing with walmart on your first day, makes no sense.


Im the newest Doctor shop on my server, and it was hard starting out at first, but you know what, thru some hard work and advertising, im now able to compete with the other doctor shops on my server. Sure the older ones have some better resources then me, but given a few months time any proffesion is able to gather pretty good resources to make good quality products.


I think that some people get the idea that because they master a crafting proffesion that money should just be handed to them. Mastering the crafting proffesion is just the first step to running a successful shop, you also need good resources, location for a shop, and advertising. Becoming a big name shop is alot of hard work, and it should be. Its just like people complaining about not making money as an artisan, i dont think they are working at it, i make acctully more profit from my artisan vendor then i do from my doctor vendor, and its easier to run and get resources for.



I dont think the devs need to try to help any of the new master crafters break into a mainstream in any way. this is coming from a realitive newcomer to the doctor shop scene, and an up and coming DE and future shipwright, i dont want it to be easy, it shouldnt be, you should have to work hard for your business to prosper, not have it handed to you by DEVS






-= Oriz =-
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"Its not about honor, its about Jagannath points and credits."

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DirthNader
Tue Jun 01, 2004 6:54 am
#15






CaptainStormy wrote:


I think that some people get the idea that because they master a crafting proffesion that money should just be handed to them. Mastering the crafting proffesion is just the first step to running a successful shop, you also need good resources, location for a shop, and advertising. Becoming a big name shop is alot of hard work, and it should be. Its just like people complaining about not making money as an artisan, i dont think they are working at it, i make acctully more profit from my artisan vendor then i do from my doctor vendor, and its easier to run and get resources for.





Kudos to this.


I have one hour to play each day during the week, sometimes two. Every second of that time is spent running the shop. If I want to go hunt for loot, take on some stuff with friends, or anything else non-shop related it happens on the weekends.


Becoming successful and staying successful at an elite crafting profession is not easy, and it's not simply a matter of time or luck that gets us where we are. There's a reason we make so much money, and that's because not everyone is cut out to do it.





The artist formerly known as Ittov
OckVofad
Tue Jun 01, 2004 7:24 am
#16

Why do we always have to protect the "small" shopkeeper?


I am a "small" shopkeeper and i keep my vendors well stocked b/c i can make big factory runs. Quite frankly i like the fact that i can make 1 run of 1000 and then go spam the starport if need be (dont flame). It is a huge time saver.


What do you want me to do stand in front of the factory and hit the "Start manufacturing" button every hour?


Dont give the Devs anymore incentive to do this then it seems they already have.


Bottom line you dont need to be protected. Go and market yourself and you will be fine. I make 500k to 1mil per week and im happy with that.


NO NO NO factory runs of 100.


Delete this thread!





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OckVofad
Tue Jun 01, 2004 7:28 am
#17

One other thought that may provoke people.


Every time i come to the Artisan forum there is some crazy thread where we are trying to nerf ourselves or others.


Stay on track people. You should be lobbying for the devs to spend their time adding content to the game not removing it.





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HalasterTheBlack
Tue Jun 01, 2004 7:46 am
#18

The assumption you're making is that at a 100-item limit, there will be enough people crafting to produce the goods the non-artisans in the galaxies need. I don't think that's the case though. The thing here is that the vast majority of the people who play SW:G do not want to be artisans of any sort. They want to be bounty hunters or jedi or some other "adventuring" profession.


Still, in most cases it doesn't matter. I don't know any weaponsmiths who run 1000 (finished) pieces at a time. I don't know any armorsmiths who run 1000 composite chestplates (input hopper caps you to 46 finished pieces with Composite, I think).


Powerup suppliers do this. Maybe Droid Engineers for the "per use" droids.


In the end, it probably wouldn't have the positive effect you suggest - there just aren't enough artisans to "spread the wealth" like that. It would have no impact to a detrimental effect to most "high-end" artisans (mostly by limiting choices). It would have a detrimental effect on "low-end" suppliers.


No benefit + definite detriment == why nerf it?




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Srednii
Tue Jun 01, 2004 12:47 pm
#19

here's some negative constructive feedback.


I don't want to be stuck making only 23 Ubese jackets MAX per factory run, which is what would happen if I could only make 100 of anything per factory run.


I also like being able to retry my finished goods over and over to get amazing results. I like to be able to spend time and effort to make my goods better then crafters who don't bother. And usually it takes around 5 to 10 tries per item to get what I want. So if I wanted to make quality ubese jackets with amazing results in experimentation I could only make 15 or so per factory run.


I would be sold out of ubese jackets before I finished making the rest of the suit.





------------------------------------------------------------

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WookieBounty
Tue Jun 01, 2004 3:52 pm
#20


  1. To the one who said delete this thread and thats it crazy.. I'd like to direct you to TH's comment about the 1000 being a "bug" and that for the time being will be left in until further discussion. I think that statement warrants this thread. So back off.

  2. I reside on a mild-low populated server and I can name two ( one AS and one WS) who run thousands and thousands of chest plates a week.. They even have parties where 400 people show up (many buying 2-5 suits/weapons). And to say there aren't enough people who "want" to craft is fallacy. Try using Ctrl-V on your server and select any given vendor there and see what you get.

  3. Many of you are spoiled by being able to run 1000 items. Constructive ideas like 1000 on subs and 100 on finals is EXACTLY what i was looking for.

  4. You say "why we have to watch out for the small shopkeeper"??? IF you think its right that one person supplies an entire server then you probably shop at wal-mart too. Call me communist all you want!!



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owako
Tue Jun 01, 2004 5:31 pm
#21

If one person is supplying an entire server, good for them. They must be doing a very good job if they are able to make that much stuff, and nobody has been able to match them. Kudos to that person.

It is cool that one person is supplying an entire server. It means they are doing a very good job. It also means there is a market that other crafters can enter.

Stop all this "we are small, we want the money but don't want to put the time into becoming big" whinning. The big people are big because they have put lots of time and effort into getting where they are. This is a player run economy, if the factory limit is lowered back to what it was, prices will go up as it will be harder to make the number of items people want.

Its not just fair and balanced, its messing with one group to supposedly benifit another, thats not cool at all.

Powerups are a finished product, and a titanic pain in the rear to make. With 100 as the limit, thats ten crates. Its really annoying to get the right combination of stats, its not worth it if with a limit like that.

I have my armorsmith in the boonies of tatooine, I have planetary map advertising, but never spam anywhere. I would be very annoying to have to make a factory run of segments every 3 suits I made.



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Tarnak_Archvold
Tue Jun 01, 2004 5:41 pm
#22


Try using Ctrl-V on your server and select any given vendor there and see what you get.

I have to draw you attention to the fact that currently, a vendor stays when merchant skills is dropped, and that most the vendors on the planetary map are in fact empty or only stock a hand full of items. Perhaps when this get fixed in 2 months or whatever, we can se ho many people are willing to be a crafter with a well stocked vendor listed on the map.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
Fhtagn
Tue Jun 01, 2004 6:01 pm
#23

I can see going to a limit of 100 on the "final" item in a production chain for 'high end' items, provided that you can actually geta full run of 100 -- meaning that the 'secondary' should actually generate enough to produce 110, so there's amble capacity to fully experiment the final product. ditto for the tertiary and beyond -- production of the 'support' items needs to come out to at least10% more than what is actually needed for the following stage of the production run, so that the crafter can in fact end up with the full 100 of the best possible quality item (depending of course on the skill of the crafter and the quality of the resources used).


will it hurt the economy? hard to say -- 10% should be enough of a cushion for errors, so we'll continue to get high quality product. perhaps an alternative solution would be to review the factory production times for items?



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Atreus47
Tue Jun 01, 2004 8:50 pm
#24

This is the most retarded idea ever. Do you realize how many sub componets go into making 1 buffpack, let alone 1 full set?

Most buff packs require (some are different) 1 SDS, 2 CRDMs, 3 BECs.
A full set of buffs need 6 SDSs, 12 CRDMs, 16 BECs.

Currently, I do one run of each sub componet then I crank out about 50 packs of each buff, so 50 full sets. Limits of 100 schematics would probably multiple the time I spend crafting and running factories by 3-4 times, unacceptable. Not to mention all the extra resources and sub parts I'd have to waste in schematics.

If TH thinks this is a good idea, then I may well just cancel one of my accounts and stop being a crater... that is if I don't cancel both my accounts.



Vastio
Elder Jedi Knight
Atreus47
Tue Jun 01, 2004 9:07 pm
#25



lisasdarren wrote:

Let me run through some maths first and then i'll make the point

I'm going to assume:

A server population of 60000 (this figure doesn't matter as we will be dealing with proportions)

3/4 have some combat profession

1/3 have some crafting profession

1/4 have multiple crafting professions (assume 2)

This gives us 45,000 combatants over 9 combat professions, so 5000 people wanting say rifles

This also gives us 50,000 crafters over say 10 professions (including doc/CM/BE)

That gives us 5000 weaponsmiths

That means each weaponsmith supplies rifles to 1 player.

Now lets assume my figures are horribly wrong and each weaponsmith supplies rifles to 50 players. These are not everyday purchases, but need to be bought between once a week and once a month i'd estimate.

So this gives you between at least 2/3 weeks to make 100 rifles (I am assuming 2 per buyer on average)

With the overall 100 limit thats 11 runs, with the 100/1000 limit that is 1 run. That is hardly difficult to achieve in that timescale now is it?

Oh and remember this is not 100 rifles of each type, but 100 rifles overall.






Your offhanded and baseless "calculations" are utterly wrong. Try this instead...
http://starwarsgalaxies.station.sony.com/content.jsp?page=Character%20Metrics

Less then 1% of the population is any one of the elite crafter professions. Regardles, most people buy from one or two established crafters because they have the tapes and resources to make high quality products.

Limits of 100? Idiotic. This game already feels too much like work when it comes to crafting. Sure it's rewarding but the fun factor can vanish very quickly.



Vastio
Elder Jedi Knight
cachoKOG
Tue Jun 01, 2004 9:14 pm
#26

that is just stupid,


the medicine crated are 50 items.


so u could only make 2 crates....


U want a lot of suppliers? is the game economy bad?


is just stupid, I would have to make like 30 factory runs to make some sets of armor.




Cacho
Armorsmith
~ theed ~


~Pay less,... for the best~ Guatemala Represent


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