Artisan Archive
Thread: A re-post of an economy crippling bug. (Original post seems to have disappeared.
HalasterTheBlack wrote:
[snip]
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.
Message Edited by Cafa on 06-18-2004 10:10 AM
HalasterTheBlack wrote:
You obviously are not a weaponsmith.
I appreciate the additional insight into weaponsmithing. I do often wonder if it's a good thing that so many crafters have stockpiled so many resources (and don't misunderstand - I do it myself - I have a multi-year supply of "best ever" Dantooine Berries sitting in my hopsital). Even if you don't plan on running a major operation, here is the sequence of events that commonly occurs:
- You want to be the "best" crafter in your profession
- Being the best means selling everything. In the weaponsmiths case that is dozens of types of weapons.
- Yougather huge numbers of resources, because the schematics require it.
- You stockpile huge quantities of each resource because you don't know when a next "best of" spawn will occur.
- You make the best weapons on the server (Yeah! Sucess!)
- Because you make the best weapons, you must increase production to meet demand.
- Suddenly, you're running more factories and stockpiling more resources and... you get the idea.
The reality is, you could decide to just do melee weapons (or heavy weapons or whatever). You could operate with a single factory. You could develop a specific niche that requires fewer resources. So you could operate within 10 lots, but clearly your business wouldn't look much like it does today. I understand that many people don't want to operate this way. And I agree that the game shouldn't force you to play this way. But Isuspect the game would be far healthier with50 weaponsmiths running 1 factory operations than5 weaponsmiths running 10 factory operations.
I would agree that a resource glut is not a good enough reason to make this change. The end of holo-grinding may very well cause a glut in grinding resources, but there's clearly no glut in quality resources. Lot swapping has little effect on the quality resource market and I suspect that the grinding market will work itself out.
I completely with the notion that lot swapping is probably bad, but that much thought needs to go into the solution before anything is implemented (or to decide if anything needs to happen at all as it may work itself out). Anyway, thanks for the debate.
Happymob wrote:
HalasterTheBlack wrote:
You obviously are not a weaponsmith.
I appreciate the additional insight into weaponsmithing. I do often wonder if it's a good thing that so many crafters have stockpiled so many resources (and don't misunderstand - I do it myself - I have a multi-year supply of "best ever" Dantooine Berries sitting in my hopsital). Even if you don't plan on running a major operation, here is the sequence of events that commonly occurs:
- You want to be the "best" crafter in your profession
- Being the best means selling everything. In the weaponsmiths case that is dozens of types of weapons.
- Yougather huge numbers of resources, because the schematics require it.
- You stockpile huge quantities of each resource because you don't know when a next "best of" spawn will occur.
- You make the best weapons on the server (Yeah! Sucess!)
- Because you make the best weapons, you must increase production to meet demand.
- Suddenly, you're running more factories and stockpiling more resources and... you get the idea.
The reality is, you could decide to just do melee weapons (or heavy weapons or whatever). You could operate with a single factory. You could develop a specific niche that requires fewer resources. So you could operate within 10 lots, but clearly your business wouldn't look much like it does today. I understand that many people don't want to operate this way. And I agree that the game shouldn't force you to play this way. But Isuspect the game would be far healthier with50 weaponsmiths running 1 factory operations than5 weaponsmiths running 10 factory operations.
I would agree that a resource glut is not a good enough reason to make this change. The end of holo-grinding may very well cause a glut in grinding resources, but there's clearly no glut in quality resources. Lot swapping has little effect on the quality resource market and I suspect that the grinding market will work itself out.
I completely with the notion that lot swapping is probably bad, but that much thought needs to go into the solution before anything is implemented (or to decide if anything needs to happen at all as it may work itself out). Anyway, thanks for the debate.