Artisan Archive
Thread: Are you having problems selling Resources?
I know there are a lot of people who wanted to mine Resources for a living.
I also know that on Chilastra it is getting harder and harder to sell resources because everyone and their brother has all their extra lots housing Harvesters and are selling them.
The Devs got rid of the Miner Profession because they didn't think it offered enough diversity, and they figured that the Miners could still operate without the Profession.
I think they were wrong. I think that if they made it much more expensive to operate Harvesters, and added a Miner Profession that reduced the operating cost and possibly gave miners other advantages, that the market for resources would be much more stable.
Please post your comments here, and include what your Primary and Secondary Professions are.
My primary profession is Master Artisan.
My secondary profession isArchitect.
Selling Items is a waiting game. You just wait for your sale to either get to the front pages for people to see it faster, or for your item to be in demand. The miner profession will make it harder for new artisans to get money from their harvesters. I think it is a good idea but not suitable for the in-game economy. Artisans and it's elite professons need to be able to get what they need themselves or they would litterally go bankrupt and never have money. If anyone has different thoughts on this, please share.
I really think they should put the miner profession back in the game. Surveying and mining is one of the most interesting parts of the game and they could easily flesh it out to a complete profession. Leave personal harvesters ungated and put the others in the mining profession. Buying your resources would become a better alternative for many crafters as a miner could get them in larger quantities at a better price.
And it is a bad thing if a crafter can be completely self sufficent. This game is supposed to be about interaction.
manteena,
I agree with most of what you say.
The one thing I would add, or propose, is that mining the way it is now really needn't change much. But if you add a Mining profession, allow them to mine and harvest more efficiently. It is a pseudo-certification system in which those crafters who really, really don't want to interact with anyone can still be self-sufficient, but at a cost. A properly implemented Mining profession would allow the miner to reduce cost, perhaps as low as .1 credit per resource, while pulling in 5x or maybe even 10x the resources as the current system.
I think you can see that a miner operating in these conditions could supply crafters nicely, and everyone is happy. A full fledged cert system will just anger people in my opinion.
BTW, to the original poster's topic. I am seeing a slow down in sale speed, though not overall sales. It is unclear at this time what is happening in the market. Many factors are at work:
1) more and more people clearing the learning curve on mining.
2). more and more people are buying larger harvesters--notably upgrading from personal to medium.
3). the recent resource duping exploit.
4). fewer grinders plowing through levels.
but there are some opposing market forces now to increase demand:
1). more rapid weapon decay.
2). the galactic war is heating up...(war is good for the economy, right?)
Well that's my 2 units of quadranium for ya...(sorry, just a little mining humor)