Artisan Archive
Thread: Equalibrium in Economics
First of all, let me state that I know I might be way off base here, but nevertheless...
"Overwhelmed" is an excellent word to use in this instance, because its what comes to mind when I think about really working on advancing my artisan. Here is just what I've observed (or worse, what I haven't been able to observe):
Due to both the massive scale of the universe we sell or buy in, and the perception that anyone can go anywhere to buy anything, how does one begin to effectively build a business? (Understand that this is all coming from a complete novice.) Furthermore, how many players are weighing the cost in time and credits between buying from a vendor or on the open market, to training in artisan and making product themselves?
If it is cheaper to build your own than buy, there is effectively no market for product.
However, if it is cheaper based on volume, and an estabilished merchant is building at a quantity for much less, then he can sell product cheaper than someone could just up and build it.
I guess what I'm trying to ask is: Do established artisans have any leverage to fix pricing, or adjust supply to increase demand? This truely is a buyer's market, isn't it? And if it is, what profit margin is there?
In light of that, what do I do? Or how do I even find out what to sell, and where to sell it?
Don't worry too much about it.
The basic unit of currency in the game is "time". You can spend your time in a few ways:
time -> missions -> credits -> buy materials -> craft stuff -> sell stuff -> credits -> buy stuff....
or
time -> gather materials -> craft stuff -> credits -> buy stuff
All that matters is that you enjoy doing whatever tasks you decide to do with your "time".
If you don't enjoy the "gathering and harvester managing" sub-game, do the "missions and buy materials for crafting" game.
It works either way, with varrying degrees of efficiency- which only matter if you're not enjoying the tasks at hand.
:-)
Bushwa
Well,
The one thing I'd like to do, and that I think would be the most challenging, is just maximizing my earnings. So, I guess its "how much money can I earn in the shortest time possible."
If I break it down to that, then what would be the best response to my question?
Soenso
Oh, but if you're going to be an artisan then it's harder
Find the highest quality materials and sell 14.90+ crafting tools, crates of repair tools, and crates of *melee* and grenade powerups.
For Elite crafts there's no doubt that weaponsmiths have the best return on investment, followed by armorsmiths.
DEs are dead in the water for now, and architects are in a limbo while they figure out experimentation and resource quality