Artisan Archive
Thread: Just a hint to Artisans (and all crafters) from somebody who actually buys this stuff...
Well everything I've made has sold so far on the bazaar haven't crafted and destroyed anything yet. I follow a couple of rules to name things;
1) cdefs. there are so many that a) i don't bother unless it is a highly experimented one. since you can only have 24 things on the bazaar at once having a bunch of cdefs for 300 is not profitable versus having a bunch of bone armour for 2500 a pop instead. If I do sell a CDEF I just put the damage in the name 30-60 CDEF whatever. People only going to be using them for a bit, so all they really care about is the damage.
2) the other items , I give them a name then always put the base item type in brackets at the end so that no matter what you call it , someone can work out if they can use it up front.
On the down side, the market is getting saturated very quickly. I make melee weapons only and I've found as each new weapon goes on the market it sells well for a day or two then basically the market dries up. There are only a finite number of people with each spec and they only really need one weapon each. So I sell a bunch of axes, staves, swords, daggers then those people are done till I can make the next upgrade. There isn't a lot of passing trade. I am actually scaling back my mining and harvesting program now because already I have 10,000+ of most resources i need for items that only take 20 of something at a time.
I never started making weapons to get rich or anything, more a roleplay reason to make my own sword etc. and to help out other martial artists but basically by myself I have fully outfitted the entire planet I am on with brawler weapons pretty much ina few days and have the resources now to keep one or two of each item on the bazaar in perpetuity. Since the 960 shock resistance steel is gone that makes the primo melee weapons, and I still have 14,000 units of it nobody starting making weapons today can currently make anything like the damage weapons I make unless that steel comes back.
I am not sure where this leaves crafting going forward. In a few days you can get such a supply of raw materials that you won't need to harvest for months if not years by yourself. Imagine a 20 man PA with 300,000+ stockpiles of resources. And I am not sure wit leaves demand with one crafter able to build enough stuff to supply an entire line of professions with gear. Now I know that melee is less popular than ranged but I could be churning out guns too if I wanted to with the same results. I could startsome factories today and make a couple of hundred experimented scout pistols by tommorrow. Then what ?
I posted this on another thread, but I'll do it here again, The server i'm on is Bloodfin, it's full, maybe there will be a scant few new emigre' to the server, but pretty much the existing population is what is going to be there. Very soon all of the characters will have maxed out all of their professions, there will be no need for teaching, newbie items, helpers, or any of the other sundry beginner infrastructure. If you are not a xxxSmith by now, don't expect to make a profit in the market place. All of those who are forming the dynamics of the manufacturing economy are already there. Someone starting now will be making beginning items, theyt will not sell Period. If you are selling "heavily experimented CDEF items" you are trying to sell DODO birds, give it up, before long the Weaponsmiths will be putting out Tusken rifles ( I use one now, anyone who has a 45 to 105 9% wound CDEF by all means let me know), or better. Basically, unless they open the servers (if they possibly could!) to 100k people each, this is just how it will be. We are 2 weeks into the game, and this is all the people that will ever be on ther server (barring people deleting characters). This game will never be a vibrant living community, because there will be no growth, after 3 months there will be nothing but Masters on the servers. Everyone will have 1million credits (assuming that they want them), and everyone will have the best possible equipment. The entire economy will change into maintenance, and support. If you are not providing powerups and disposables like food, or maintaining armor and weapons, then you will not have a market at all.
i look forward to someone telling me that i'm wrong. But I don't believe that I am. I believe that Alll crafters will be in a dead end withing 3 months.
"Only allow items to be renamed that was experimented on. This will allow buyers to still see "CDEF Pistol" and understand it's the basic thing."
This is a great idea and would solve a lot of the problems listed in this thread, both from the consumer and developer sides of theissue. The bazaars areso full of junk cdefs thataregivenclever names that it makes legitimately decent cdefs a badrep. How confusing it must be for the new players coming in. And price does not reflect quality here either.
It would be better if the Bazaar interface wasmodified slightly to include a single description line (instead of having to click and open a separate window) that wouldshow important stat information about the item.Thendamage/speed/whatever would not have to be added to the weapon title in order to impart that vital information.
Please do not put powerups on weapons before you sell them. That artifically changes the stats for a mere 100 shots, not even one good lair, and then the buyer gets to see what they really bought. I don't buy weapons with powerups pre-added or from weaponsmiths who make a practice of selling all their weapons with powerups. I believe it's misleading at best and more often is intentionally deceptive.
While I will run the experiments on clothing, as long as it looks good the small plus to durablity on a shirt really doesn't add any value. So I don't always experiment on a plain shirt, or article of clothing.
If it could be limited to just weapons and armor, I'm fine with that. But if it's an all-or-nothing proposition, it won't help.