Artisan Archive

Thread: Equalibrium in Economics

Soenso
Mon Oct 13, 2003 10:55 am
#1

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?





Olek Nine
Sunrunner
Bushwa
Mon Oct 13, 2003 2:04 pm
#2

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

Soenso
Mon Oct 13, 2003 3:57 pm
#3

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




Olek Nine
Sunrunner
Vaedross
Mon Oct 13, 2003 4:22 pm
#4

I have a friend who is an Imperial master combat medic, master pistoleer and can solo just about every mission with his AT-ST, disease/poisons, souped-up FWG5, and non-CH pets.


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 (sorry I had to make a jab at them, first they complain that experimentation does nothing, but then they complain when they get experimentation)



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
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NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
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