Artisan Archive
Thread: Vehicles being moved to Master Artisan.
starfighter5 wrote:
w00t all i can say is hell yes, that 8 hours of surveying finally pays off. Plus now vehicles will have the scarcity that they need. Now us master artisans can finally get something like what the CH's and master architect's got with cities and mounts. Pay day is coming my brothers.
sorry and ill probably get flamed but artisan is a starting profession they shouldent be making the money of elete professions. I mean i got engeneering 4 bu accident grinding out my slicing. I was gonna drop it but if speeders are going into that line i think ill keep it for a while. lol mabie start a used speeder lot.
Straws wrote:
I dont think they are going to move it to MA. because they promised space craft for MA. And guess what, they were NOT happy about the 300k cost of mounts. Han Solo payed 50k for the Millenium Falcon. 50K! a **edit** mount would cost him a few hundred credits. And SOE has been trying to keep the game as true to the movies as possible. If they were smart they would make vehicles a pretty easy thing to make. Flood the market and get the prices correct. This way other prices will drop and people will be less likely to pay 5 million credits for a space craft instead of the recommended 50-100k. So far, this game economy has done really well. I think they want to keep it controlled.
Yeah so Master Creature Handlers get to reap the cash benefits of first day sales but not Master Artisans. Well evidence exhibit #14538 that the Developers love Creatures and Creature Handlers and dislike technological professions.
Padre Book
"saphie, you're kidding yourself if you think that vehicles wil sell for as little as 2k. The resources alone used to make vehicles (about 1200 - 1700 units of metal) alone is worth well over 2k. "
If that is indeed what is need to make a vehicle, i would agree the price should be higher. maybe 3-5k would be more like it. We will see what the final resource count is when they go live. Still, the price will be nowhere near the 35k some (polite) folks will be wanting.
Okay, this is what kills me about this whole debate.
A player plops down a personal harvester on absolutely crap material. In 5 days he mines about 20k of this material. He then expects to get 5 CPU on the Intrepid Bazaar. Nevermind that the material is useless except for grinding. Nevermind that the material only cost about .3 CPU to harvest. Then said "genius" wants to buy vehicles form people that harvested or bought the materials to make the item and SPENT the skillpoints and time necessary to do the profession and Mr. "genius" wants them dirt cheap?
Doh!! Talk about selfish and twisted logic. I'll be selling them for a fair price for the time and resource invested and the skill investment required to make them. That probably will put me at about 6-8k for a bike and 10k'ish for a speeder.
Regards.
Exactly the reason I dropped Master Artisan... NOT EVEN A CRAFTING BONUS WITH IT!!!! Made a few modules in case I ever needed them and surrenderred the skill. Now I'm a 4/4/3/4 Artisan, going to surrender more skill and be around 0/0/3/2 Artisan after the vehicle patch so I can advance in CH or whatever.
JehannumRaver wrote:Master Artisan is the opposite: this box offers very little except a fancy title. It would be nice if these player vehicles would be moved into the Master box.
Tmon wrote:
Heck yeah it is. Scarcity = High Price. I'll happily sell every vehicle I make for the maximum I can convince someone to pay. On day one I imagine I'll be able to charge pretty much what I want. Eventually the market will be saturated enough that prices will drop to some more or less standard level. Until that happens though I'll be trying to milk every credit I can from people who are desperate for vehicles. The completely free and unregulated market is a beautiful thing. (at least in a game)
Oh boy I can't believe some of you people, the only thing some of you have running thru your minds is how much you think you can soak people for.
Now I've done a little calculating over at SWGCraft.com and running 3 - ER 9 mediums (80-85% spot) you can pull enough resources in little over an hour for one vehicle. And basically at that rate its only costing you maybe 250 credits per vehicle for materials. And if you add the factory rate if your mass producing then that would be another 50 cr/hr but that might be making at least20-30 vehiclesper hour. So really your only looking at base manufacuring costs of around 255 credits per vehicle. Now maybe with vender fees and building maintenance, that will add some cost. But its not going to be enough to justify charging 10k per vehicle.
But really 2.5-3k for the speeder bikes is resonable, and 2750 -3250k for the land speeder would be about right.
So don't try to price yourselves out of business, if you do have a master off the engineering line especially architects. Why would you want to price a vehicle as much or more than the price of your small houses?
The main thing to remember on the vehicles is, they are going to be a selling item for a good long time, because of either damage ordestruction and once they get to the point they aren't repairable then people are going to be looking for a new one. And most will remember who gave them a better deal and was fair with them over someone who was out to get as much as they could for one.
Now my suggestion would be to sell for a fair price, and not accept anything over that price, but if the buyer wants to give you a generous tip after the transaction is complete, then theycan do so.
And BTW I hold a Master in three Professions Marksman, Commando and Artisan. And whenI grinded my way thru Artisan, and got to Engineering 4, I was using good materials and producing 8-9 ER Wind Generaters, and 3-4 ER Personal Harvesters. Which are the only ones that I wil sell and I've sold just about every one I've placed on the market,and I've given several out tobrand new novice artisans just to help them get started.
Just thinking about this fact. Master artisan is a NOVICE profession, Creature Handler and Architect are both ELITE professions. It makes more sense to have something that is harder to obtain give greater rewards.
Personally I am disapointed in that:
- they only plan to release three vehicles
and
- they aren't creating a separate profession entirely. Something that would both make and repair the vehicles (and eventually starships)
just my two cents (probably unwanted too)
quote*
they only plan to release three vehicles
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not true they are planning making more heres a *quote* from the patch note
{The first three vehicles} will be the Speeder Bike (RoTJ), Swoop Bike (AoTC) and the X34 Landspeeder (ANH). Advanced Vehicle Guide:
I'm sure that there are plans in the works to introduce a new profession. Vehicle Engineer. Probably new vehicles as well as the ability to soup up existing models will fall into this profession.
But I'm sure that is a few months down the road. They will have to work out the kinks with the basic models before introducing more complexity to the situation.
I will be in front of the starport on Corellia in Coronet selling Speeder Bikes and Swoops for 8k, and landspeeders for 10k the day vehicles patch to live. Generally after 6:00pm Eastern.
Sorry for the shameless plug.
Define the economy of SWG; I would say it's a Free Market, mostly. Players will set their prices and a general equilibrium theoretically should ensue, in most cases it does. Scarcity will drive prices up as we have seen with Holocrons, Force Crystals, and such. Prices will also be driven up, of course, by demand. Holocrons are rare, training mounts isn't. One can train a mount at will providing they have the skills and correct type of creature. One cannot simply satisfy mere requirement and produce a holocron, one must search for one. A decrease in mounts prices as been observed, this is because supply has been increased. A significant drop in Holocron priceshas not been observed, this is because the supply is not player controlled. This subtle difference between scarcity and demand is the central issue between alot of these arguments, however the example here is vehicles.
The advantage has been given, alot of architects may not be MA's aswith the other Engineering advanced classes. There is a problem with anyone new starting the game that wants to be of a crafting type. They are nothing until they are a master. Vehicles, if given to MA (I don't know for certain if they will), will give new or newer players a new outlook on this (I dont want to be rude) poorly considered and engineered class (Artisan). New players means more money, which in turn means more new content.Is that not a good thing?
As for me I am a MA.I will not rip a person off to get ahead. I sell all my resources at 2/unit, no matter quality or what.I tell themfor example;this copper is more suitable for grinding, or, this carbonate ore would be great for crafting.(Flurry server, names Valomir) If people skyrocket their prices so be it, prices will subside. (or you can come to me).
If these first three vehicels are to be the first of many, then maybe aNEW PROFESSION is in order. Novice Mechanic with an Elite profession - Novice Starship Engineer. The Path being mind you a total crafting one
Master Artisan ---> Novice Mechanic ---> Master Mechanic ---> Novice Starship Engineer ---> Master SE
Developers, i think this to be a wonderful idea. If you think the same, everyone, lets let them know about it. Justification that ii should be a pure crafting class - Would a Master Starship Engineer really have any use for combat experience?
Anyways this is my opinion. Forgive me for the lengthly post, but I mean, I make sense don't I ?
I will be in front of the starport on Corellia in Coronet selling Speeder Bikes and Swoops for 8k, and landspeeders for 10k the day vehicles patch to live. Generally after 6:00pm Eastern.
Heh, come to think of it, I won't be selling vehicles when they go live... I'm a tailor! (albeit with an engineering degree). I'll go so far as to make myself one but that'll be it...