Artisan Archive

Thread: A re-post of an economy crippling bug. (Original post seems to have disappeared.

joined42904
Fri Jun 18, 2004 12:22 am
#40

Why will I be affected to a lesser extent than everyone else?


Folks with two crafting accounts wouldn't really be affected at all.


Folks with only combat toons would be seriously affected by certs. Not really affected at all by just removing admin. Because then maybe they'd go mine for themselves instead of renting out their lots....



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
HalasterTheBlack
Fri Jun 18, 2004 12:58 am
#41


you keep contradicting yourself...




Folks with only combat toons would be seriously affected by certs. Not really affected at all by just removing admin. Because then maybe they'd go mine for themselves instead of renting out their lots....


Exactly how they'll be affected. By spending MORE of their ingame time doing stuff they don't want to do.


I know, I know, then don't rent lots. Fine. Then we're right back to the hyperinflation that would be caused by certs...




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

lisasdarren
Fri Jun 18, 2004 6:06 am
#42






CapnKate wrote:
There's a number of things to respond to, including the direct question following my post, but I believe i can sum up all of my replies:

It is literally impossible for a Doctor to harvest all the necessary resources for the profession on ten lots. So whatever solution presents itself must take this into account. The idea of taking up less lots when certified isn't bad... except that this probably won't stop the x-server trading. maybe reduce it a bit.

But we're thinking in proper directions, for which i'm grateful. Accidentally crippling legitimate players that rely on some aspects of the current system would be a terrible thing to see happen.






Actually it is not impossible for a doctor to harvest all the resourses they need, even if you have a need for many different resources you just need to plan and i'll demonstrate by example:


We'll assume you have enough harvesters of each type to save worrying about what type of harvester you need for esach resource.



  • Lets assume you need20 resources A-T

  • You need twice as much A-H as you do M-T

  • You need thrice as much I-L as you do M-T

  • You have6 lots free for harvesting (a house and two factories)

  • So you need harvesters on I-L for three times as long as on M-P and on A-H for twice as long

We Harvest:



  • Day 1 - I, J, A, B, C & M

  • Day 2- I, J, A, B, C & N

  • Day 3 - I, J, D, E, F & O

  • Day 4 - K, L, D, E, F & P

  • Day 5 - K, L, G, H, Q & R

  • Day 6 - K, L, G, H, S & T

So over the 6 day period we have harvested enough of each of 20 resources to make a set amount of items. Now it would be more economic to run over weeks rather than days, so once you have done this once and can start selling your services with the meds you have made you can switch to a weekly cycle or similar.


If you need more resources than you can pull in using this method then you must be making plenty of cash selling the products or services (if you're not then you need to increase your prices) and so can go out and buy the extra resources you need on the open market.


The system was designed to work with limited lots and does work with limited lots, you just need to learn to use the lots you have to their best effectivness.






Trax Treort - Rifleman, Fencer & Imperial Pilot
HalasterTheBlack
Fri Jun 18, 2004 6:24 am
#43






lisasdarren wrote:





CapnKate wrote:
There's a number of things to respond to, including the direct question following my post, but I believe i can sum up all of my replies:

It is literally impossible for a Doctor to harvest all the necessary resources for the profession on ten lots. So whatever solution presents itself must take this into account. The idea of taking up less lots when certified isn't bad... except that this probably won't stop the x-server trading. maybe reduce it a bit.

But we're thinking in proper directions, for which i'm grateful. Accidentally crippling legitimate players that rely on some aspects of the current system would be a terrible thing to see happen.






Actually it is not impossible for a doctor to harvest all the resourses they need, even if you have a need for many different resources you just need to plan and i'll demonstrate by example:


We'll assume you have enough harvesters of each type to save worrying about what type of harvester you need for esach resource.



  • Lets assume you need20 resources A-T

  • You need twice as much A-H as you do M-T

  • You need thrice as much I-L as you do M-T

  • You have6 lots free for harvesting (a house and two factories)

  • So you need harvesters on I-L for three times as long as on M-P and on A-H for twice as long

We Harvest:



  • Day 1 - I, J, A, B, C & M

  • Day 2- I, J, A, B, C & N

  • Day 3 - I, J, D, E, F & O

  • Day 4 - K, L, D, E, F & P

  • Day 5 - K, L, G, H, Q & R

  • Day 6 - K, L, G, H, S & T

So over the 6 day period we have harvested enough of each of 20 resources to make a set amount of items. Now it would be more economic to run over weeks rather than days, so once you have done this once and can start selling your services with the meds you have made you can switch to a weekly cycle or similar.


If you need more resources than you can pull in using this method then you must be making plenty of cash selling the products or services (if you're not then you need to increase your prices) and so can go out and buy the extra resources you need on the open market.


The system was designed to work with limited lots and does work with limited lots, you just need to learn to use the lots you have to their best effectivness.








That's all more work / effort that what I get *paid* to do IRL. Why the hell am I gonna pay SOE for the privelege of doing that?




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

Bermag
Fri Jun 18, 2004 6:37 am
#44

I fail to see the point in changing anything of this. Either with lot trades or certification for harvesters. The cure will most certainly be worse than the disease.


What is the effect of we having to much mining capacity (by either having lot trades or non-artisans harvesting).


Does it cause abundant resources? yes - no problem. This will lower the profits of mining and in the long run it will make people want to deal with harvesting (which take a lot of time) and resource prices will balance.


Monopoly on resources? Will increase if cerification or lot trades are stopped. Now everyone is able to mine large quantities. If this get limited it will only increase the power of guilds or people working in a group. Or the rich that can buy a lot of resources. Now the starting crafter can compete by mining his own stuff and get a good deal of resources.


Godo resources last for ever? Well they might but there is usually not a perfect resource. I was collecting resources for 6 months before I got MWS. Had good quantities of most of the best resources. Then in two weeks a bunch of better resources spawned which had better stats making the old obsolete. That is always the danger of stock-piling. Thats is why many sell some of there best resources since one day they would be obsolete. None pays well for the second best stuff if the best is available.



Many miners have left the business since it get harder and harder to sell your resources. Static harvesters are "free" lot-wise but still cost money (and time) to maintain. If sales go down (or get low profit) there are no reason to keep those harvesters.


As I see it most of these suggestion will only make the game less fun than it is today. Let the game be self regulating. That will work the best in the long-run.




---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
lisasdarren
Fri Jun 18, 2004 6:41 am
#45






HalasterTheBlack wrote:





lisasdarren wrote:


[Snip] All my stuff about successfully managing resource harvesting using limited lots






That's all more work / effort that what I get *paid* to do IRL. Why the hell am I gonna pay SOE for the privelege of doing that?





Because that is what crafting in SWG is about, its about resource management and that is one of two big skills of being a successful crafter, knowing what to collect and when.


Unless I am missing something the skills that make a good crafter are knowing what to experiment and how much and locating / using the relevant resources for the job at hand. (I'm talking crafting here, not sales or anything else)


If you don't want to do this then why are you playing a crafter?






Trax Treort - Rifleman, Fencer & Imperial Pilot
lisasdarren
Fri Jun 18, 2004 7:04 am
#46






Bermag wrote:

I fail to see the point in changing anything of this. Either with lot trades or certification for harvesters. The cure will most certainly be worse than the disease.

I am not suprised to see you saying this, as you are a classic example of why this is a problem. You any your partner make some of the best weapons on your server, however i just checked your price list and those prices are so cheap. Who is ever going to buy from a newbie smith whose weapons are not as good as yours when their prices will be very close to yours?


What is the effect of we having to much mining capacity (by either having lot trades or non-artisans harvesting).


Does it cause abundant resources? yes - no problem. This will lower the profits of mining and in the long run it will make people want to deal with harvesting (which take a lot of time) and resource prices will balance.

Actually there is a big problem with this excess of resources, it ruins the market for finished goods, make items that should be high priced prestige items only available to the few available to everyone and makes it very difficult for a crafter without a glut of resourses to compete.


Monopoly on resources? Will increase if cerification or lot trades are stopped. Now everyone is able to mine large quantities. If this get limited it will only increase the power of guilds or people working in a group. Or the rich that can buy a lot of resources. Now the starting crafter can compete by mining his own stuff and get a good deal of resources.

Not every new crafter can mine loads of resources, some of us prefer to play withint he spirit of the rules and that limits us to 10 lots per account.


Godo resources last for ever? Well they might but there is usually not a perfect resource. I was collecting resources for 6 months before I got MWS. Had good quantities of most of the best resources. Then in two weeks a bunch of better resources spawned which had better stats making the old obsolete. That is always the danger of stock-piling. Thats is why many sell some of there best resources since one day they would be obsolete. None pays well for the second best stuff if the best is available.

And this just outlines the other issue that contibutes to this problem, people storing too much, you probably have enough resources in stock to run off a huge run of any weapon at a high quality? You can sell the for low prices and this again limits the newbie master.


Many miners have left the business since it get harder and harder to sell your resources. Static harvesters are "free" lot-wise but still cost money (and time) to maintain. If sales go down (or get low profit) there are no reason to keep those harvesters.


As I see it most of these suggestion will only make the game less fun than it is today. Let the game be self regulating. That will work the best in the long-run.

You might find it less fun, but those people who want to be armoursmiths and have no backing will have more fun as they might actually be able to sell a weapon or two.





And i am not arguing that an established master should have no advantages over a complete beginner, of course they should and will. They will have had a chance to mine resources that might still be better than what is available (just not millions of units, maybe a hundred thousand or so), they will have the knowledge of how to get the best results from experimentation, they will have more looted components, and they will have an established customer base.


But imagine if you could only produce a tenth of the items you do today (not less variety, just less of each type) and there were only a few other smiths making the same quality stuff, but you sold them at ten times the price, you would make more money and owning a Siyber weapon would be really prestigious. Only the richest and biggest PVPers would buy from you and all the rest of the playerbase would go to buy the lower quality weapons sold by other weaponsmiths, at a lower price. Wouldn't it make you feel good to know that your brand named weapons were the most sought after on the server?


The best kit should not be easy to obtain, if something is easy to get it loses its value. Having goals to try and reach gives the game meaning and makes it fun. It would give all combat players something to aspire to, they want to own a Siyber (or equivelant) weapon and will then know they have joined the best of the best.








Trax Treort - Rifleman, Fencer & Imperial Pilot
joined42904
Fri Jun 18, 2004 7:37 am
#47

Halaster and Bermag,


The cure is necessary and will be way better than the disease. As St. Gabriel continually points out, a crafting utopia is created by limited resources, not be widely available resources. Resource gluts such as what we currently have reduce the value of crafting and cause prices to bottom out.


You don't think there is a resource glut? Just look at the price of swoops and other vehicles on every server. I think all of the devs will probably tell you that vehicles were intended to sell for more than that.


If there were not a resource glut, the price of swoops would not be what it is. Weaponsmiths would not come to the board and complain about how hard it is for them to mine because they have so many houses chock full of resources. (Remember the WS with two merchant tents and two full small houses? I do.)


I don't think the resource glut needs to be examined quantitatively yet. Not until resource decay begins to be considered. Because it is so obvious qualitatively.


The irony here is that good resources aren't in superabundance (either that or they are owned by folks who aren't putting them into the market as in the case of the weaponsmith mentioned previously.)


How can anyone say there isn't a resource glut when folks have multiple houses full of resources? And that doesn't even count all the guild storage houses. Or the resources folks put on vendors not to sell them but to avoid having them take up space in their houses.


I would like to see anyone who doesn't think there is a resource glut argue their position...that there isn't currently a glut...rather than say "wait and see if there's one after JTL" or try to shift the burden the the other side of the argument. We have evidence for our side. Let's see some evidence for yours.


There will be no monopoly if there are certifications and lot trades are stopped and hopefully admin removed. Why? Because this means that anyone with the certification can mine. And others can't. There are plenty of people who would go get whatever certification were required to mine. With admin removed, there are no economies of scale. Takes the same time per harv to run 40 harvs as to run 10.


Three bad ideas don't make one good idea. But three good ideas are better than one.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
HalasterTheBlack
Fri Jun 18, 2004 8:45 am
#48






joined42904 wrote:

Halaster and Bermag,


The cure is necessary and will be way better than the disease. As St. Gabriel continually points out, a crafting utopia is created by limited resources, not be widely available resources. Resource gluts such as what we currently have reduce the value of crafting and cause prices to bottom out.


Show me a single official post or statement that says this is a problem.


You don't think there is a resource glut? Just look at the price of swoops and other vehicles on every server. I think all of the devs will probably tell you that vehicles were intended to sell for more than that.


Or could it be that vehicles are cheap because of a shoddy implementation - weak experimentation that provides zero choices to the buyer aside from how durable the vehicle is, coupled with the fact that vehicles never really need to be replaced because they're repairable?


If there were not a resource glut, the price of swoops would not be what it is. Weaponsmiths would not come to the board and complain about how hard it is for them to mine because they have so many houses chock full of resources. (Remember the WS with two merchant tents and two full small houses? I do.)


Those statements contradict each other. It *is* hard for my WS to mine now, which means I have to buy resources from miners. Resources are still pretty pricey in my galaxy. I don't see a glut.


I don't think the resource glut needs to be examined quantitatively yet. Not until resource decay begins to be considered. Because it is so obvious qualitatively.


Doubletalk. Again, show me an official statement that there are too many resources in the galaxy. Changing the game based upon a small percentage of players' "feelings" is very dangerous.


The irony here is that good resources aren't in superabundance (either that or they are owned by folks who aren't putting them into the market as in the case of the weaponsmith mentioned previously.)


Actually, the resources I have in stock were bought from the market; not mined by me.


How can anyone say there isn't a resource glut when folks have multiple houses full of resources? And that doesn't even count all the guild storage houses. Or the resources folks put on vendors not to sell them but to avoid having them take up space in their houses.


With the quantity of resources it takes to make certain items, you HAVE to stockpile or you will not be able to make good quality resources in the quantity you could sell. If I only had resources that a single medium house could hold, for example, I could make top-quality weapons for about a month worth of customers. Then what? I stop making quality weapons and screw my customers? Or do I go out of business? Have you ever crafted?


I would like to see anyone who doesn't think there is a resource glut argue their position...that there isn't currently a glut...rather than say "wait and see if there's one after JTL" or try to shift the burden the the other side of the argument. We have evidence for our side. Let's see some evidence for yours.


Let's see... I still have to buy resources and the competition for those resources is so fierce that miners charge up to 5cpu for *current spawns*. Since that 5cpu is 100x cost of mining, I'd say that's not a glut to the point that it impacts pricing. You do not have a shred evidence even close that compelling and that's just a quick top-of-my head response.


There will be no monopoly if there are certifications and lot trades are stopped and hopefully admin removed. Why? Because this means that anyone with the certification can mine. And others can't. There are plenty of people who would go get whatever certification were required to mine. With admin removed, there are no economies of scale. Takes the same time per harv to run 40 harvs as to run 10.


If only artisans are certified to mine then only Master Artisans with no other Elite crafting prof will mine for sale. All Elite crafting profs will mine for themselves. Now you have a very small group of people (those with MA and no other Master crafting title) supplying resources. You have effectively cut the resource influx to 10% of what it is now. I don't see how the market can afford 50cpu for current resources, especially when that means 200k price tag on a single T21 rifle. And those are conservative estimates of what would happen - striaight from the 90% reduction in influx to the 10x price tag on finished goods.


Three bad ideas don't make one good idea. But three good ideas are better than one.


Three good ideas are certainly better than one. Too bad there aren't *any* in your post...










Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

Happymob
Fri Jun 18, 2004 9:30 am
#49






HalasterTheBlack wrote:

With the quantity of resources it takes to make certain items, you HAVE to stockpile or you will not be able to make good quality resources in the quantity you could sell. If I only had resources that a single medium house could hold, for example, I could make top-quality weapons for about a month worth of customers.



How true is this statement really? I understand that weaponsmiths have the most varied resource requirements in the game (so you need lots of unique stacks of resources). But how many resources are actually used to create a weapon? How much factory time is taken up in creating the weapon?


I ask this because doctor crafting isfairlyresource intensive. It takes around 100 resources and 11 minutes of factory time to create (considering all subcomponents) a typical Stim B, which I can sell by the crate of 50. I mention the factory time, becuase this implies that each factory that I run consumes about 13,000 resources a day (this basically holds true for things other than Stim Bs as well). This is incidentally the number of resources I can expect to harvest daily with a heavy harvester, so if I harvest purely for myself, I need 1 harvester lot for each factory.


A house full of resources (15 million units) allows me to run a single factory basically non-stop for 1150 days (over 3 years). I could run 3 factories for 1 year straight from that one house. Granted, I am not completely effecient in my resource storage, but I am reasonably efficient (I have frequently sold stub stacks to make room for 100K stacks).


Let's say, theoretically, that youwere forced to run your weaponsmith business on 10 lots - no rented lots and no lots from alts. You could run a reasonable practice with a 2 lot house, 2 factories, and 4 harvester lots and still have 2 lots leftover to do whatever. If you could find a good resource supplier (admittedly harder in a non-swap world), you could up the storage and factories and reduce the harvesters. If 2 factories aren't enough to meet demand, I strongly suspect that other weaponsmiths would fill the void. Sure, they may not be as good as you, but the needed weapons would get made one way or another.


Anyway, whether they keep swapped lots or remove them, the economy of the game will be fine. There will be short-term disruptions, but people will fill the gap. Resource prices may go up, but eventually more miners will make up much of the difference.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


HalasterTheBlack
Fri Jun 18, 2004 9:59 am
#50

You obviously are not a weaponsmith.


A stocked but not scoped T21 requires around 880 resources. It requires factory runs for barrel, power handlers, stock, and main assembly. Because it requires 11 identical BPH's, you can run under 100 at a time through your factory. If I recall correctly, a run of 50 was an overnight thing, not counting runs for 1000 ABPH and 100 ABRB and 100 AWS. The ABPH's take about 2 days to run 1000. The barrel and stock significantly less.


Weaponsmiths DO have the most varied resource requirements. If you want to do all types of weapons, or even a reasonable range of weapons, you're going to have > 150 uniquetypes of materials. Since you can't stack dissimilar materials into the same stack, you absolutely require > 1 medium house worth of storage. And that's just for ONE stack of each resource required to do your profession.


Now let's talk about resource suppliers and quality. Weapons flat out suck if you don't get good quality resources to make them with. If I'm to rely onresource suppliers to sell me stuff when I need it, well, I can't. Because it's not up to them. It's up to the randomness of the spawns. That is why serious artisans (not just weaponsmiths, but everyone whose goods are based on resource quality) stockpile. A good spawn only comes around every so often. You have to get enough of it to last untli the next spawn. In some cases, that has been NINE MONTHS on Naritus. I can burn through a LOT of high OQ+CD copper in 9 months.


So no, I cannot run a successful weaponsmith enterprise on 10 lots. Period. Nobody can. I would imagine Armorsmiths are in almost exactly the same situation as Weaponsmiths. I know that Architects are in a more dire situation as they require a much larger quantity of resources than do Weaponsmiths.


This is the crux of my concern: you have Artisans talking about how things should be re drawing resources. Not Weaponsmiths. Not Armorsmiths. Not Architects. Not even Doctors. Yet drawing resources impacts each of those professions MORE than it affects Artisans. And what Artisans are discussing here is BAD for each of those professions and, by extension, for everyone they serve.


And why do they want this change? Because some minority thinks there is a resource glut? The facts, at least on MY server, do not support that theory.


Now I'm 100% for eliminating cross-server lot trades. I see that as a huge exploit that is bad for each individual galactic economy. It needs to die, and die soon.


But it needs to die in a way that won't negatively impact EVERY other player who's drawing resources. And it might just die on its own.




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

Cafa
Fri Jun 18, 2004 10:04 am
#51






Happymob wrote:


[snip]



Your numbers are a glaring generalization that do not address specific component requirements. Just because a 2 lot house can theoretically hold 15 million units does not mean it hold 15 million units of what you need.


I can fill a 2 lot (150 unit) house up with resources and components in one day alone doing nothing but macro sampling. I am a Master Artisan, Master Architect and Master Chef. My resource requirements are vast and diverse. Just because you want everyone in the game to have 10 lots and play casually doesn't make you right. The game has rules, and I abide by them. I don't need care bears telling me to not be so successful.


Oh, try running an Architect business with 10 lots. Tell me how many repeat customers you get when it takes you a week to make one heavy harvestor.


Fivo Asia







- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

HalasterTheBlack
Fri Jun 18, 2004 10:07 am
#52

Chefs. I forgot Chefs. They have a more diverse range of raw materials than Weaponsmiths.


/hi5 asia brothers




Sif | Sigrún | Zondor | Gorgeth | -=Valkyrie Materials=- & [Valkyrie] Weapons
North Coronet Mall (244, -3540) - Weapons
South Coronet Mall (-100, -5760) - Resources

Theed, Naboo (-4370, 3425) - Powerups
Weesa pleased to bringya desa news dat mesa, JarJar, isa now da SOE Lead Producer.

Page 4 of 5