Business And Economy Archive

Thread: Idea for novice crafters to make money on useless items

brokguitar11
Mon May 09, 2005 3:27 am
#1

I had a thought about all thestuff that i make crafting just to destroy or give awaycause i feel i cannot sell a) without putting it on the bazaar for 20 creds (entry fee) b) its a junk item made of junk material c) everyone is selling that item and i would wait in line to sell d) noone uses the item e) etc ,etc,etc. Lets me give a artisan example, i make a personal ore extractor and after crafting it its a BER 1. We all know this is worthless to build and use as far as money and power wise so, why is there not a a mission terminal, npc vender, a wishing well, etc. in the game that will by this stuff from us so we can continue to build this stuff and get some loot out of it. Lord know how many personal harvestors i build just to destroy cause they would never find a home. Say i built this BER 1 extractor, and brought it to a npc dealer of sorts, he would then in turn give me a return of money maybe 1 cred per resource used to make it, so it wouldnt be a outrages amount of money but, i dont feel the need to destroy everything i make that is crap. Just a idea and maybe someone can add a thought to this, seems like a fair deal......?
Tavtrin
Mon May 09, 2005 3:33 am
#2

I'm 99% sure that is why they made practice mode for crafting



Trin Tavtrin
Proud Member Of RGU
Wanderhome

brokguitar11
Mon May 09, 2005 4:02 am
#3

ok, i agree u destroyed the items you make in practice mode but, what did i get out of it say if its a small house?exp,right? takes a lot of running around,alot of collecting of materials, and creds to mantain extractors just to destroy that item which i cant sell? it would be nice to give me something else to run around and do toget creds and forwhile the combat guys who get exp for missions by killing AND creds at the end of the mission. So crafters just get exp for items that cant sell without a saturated market of that same item because the profesion only allows me limited items to craft and everyone is crafting THAT same item? Not that its a big issue but it would be nice to get at least 1 CREDIT per resource used to craft it. I not really a whining about the issue but i think it would be a great option to have to feel like i am accomplishing more than seeing my items go to waste for just exp. bring a tear to my eye to let it just be destroyed. lol well not treally but hey thought it would make a good discussion.
Night4554
Mon May 09, 2005 1:05 pm
#4

If I could get 1 Cred per resource, I would make a fortune by mining resources at significantly under 1 CPU cost to me, making said item, and selling for 1 CPU. Or I could cut out the harvesting completely, and just buy ore at .5 CPU or whatever the bulk dealer sells it for, and make the money easier.

And that is why it's not here.



---------
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brokguitar11
Mon May 09, 2005 1:33 pm
#5

Ok , i didnt mean to sell ore outright. I think you are taking a look at the idea and saying a can attack it with something and shoot it down without actually contributing a even beter thought to something that might work. How about .25 a credit for every 1 resource or 1 credit evry 10 resourcesfor said item that was CRAFTED NOT JUST THE RESOURCE. Isnt there a junk dealer who buys unusable stuff? Does anyone use it...probably not cause its not much money for junk. well in turn if there was a npc guy in a player city that would buy a personal harvestor for 10 creds i wouldnt leave the player city, that and a public craft station i could craft my goods, sell the useless crap , and place the good crafts for sell at my local shop. Seems like a intersting point of view to me. along with apartments in player cities thinks would start looking up for a empty city and crafters could maybe just maybe bring people in to player cities.
Eerif
Mon May 09, 2005 6:03 pm
#6

I'm always buying runs of chef components such as carbosyrup, dough, soypro, alcohol, etc. You don't need the best resources to mass produce them and it's an easy way to incorporate the lower level crafters or those just looking to make a quick buck. Course, there isn't any experience in doing the factory runs.



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antooine
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Tavtrin
Mon May 09, 2005 6:11 pm
#7






brokguitar11 wrote:
I think you are taking a look at the idea and saying a can attack it with something and shoot it down without actually contributing a even beter thought to something that might work.






His comment was entirely constructive, and while it "shot down" the 1cpu priceit did it in a unoffensive way. Your post contained an accusation, and if you really look at it was more about "shooting down" his post, then his post was about "shooting down" yours.






brokguitar11 wrote:
How about .25 a credit for every 1 resource or 1 credit evry 10 resourcesfor said item that was CRAFTED NOT JUST THE RESOURCE. Isnt there a junk dealer who buys unusable stuff? Does anyone use it...probably not cause its not much money for junk. well in turn if there was a npc guy in a player city that would buy a personal harvestor for 10 creds i wouldnt leave the player city, that and a public craft station i could craft my goods, sell the useless crap , and place the good crafts for sell at my local shop. Seems like a intersting point of view to me. along with apartments in player cities thinks would start looking up for a empty city and crafters could maybe just maybe bring people in to player cities.




Yes an extremely low return would be good, or just a npc/crafting kit for pcs which returns some grind quality resources. The junk dealer could be made toperform this function, not many people use junk dealers outside of getting the combiner for loot kits as far as I know. Well considering that crafting stations are cheap, and easy to find in popular cities I wouldn't say itmaking themable to be placedis one of my priorities for player city items. The vast majority of people/crafters do live in player cities, they just don't spend as much time there as player cities don't much reason to stay in for large periods of time.



Trin Tavtrin
Proud Member Of RGU
Wanderhome

Transig
Mon May 09, 2005 8:11 pm
#8

I use the practice mode at the earlie stages because i know that a lot of what i make so does everybody else who training(how many cdef rifels do you think i could sell in a month 2-3 maybe ) and as i hate wasting resources an npc who buys my junk items ,even if it means i make a loss still would feel like im not wasting anything


Maybe the junk dealers could be set up to sell basic itams like level one weapons ber1 harvestersat realy low prices for any one that may just want to try them out without expending too much money (check the baazar i know on farstar some of the players are trying to sell these items at stupid prices ,once saw a cdef carbine condition 1/1 at 6000 credits ,i ve also seen a ber1 min harvester at 10k) at least if there selling stuff back you can see it as not wasting resources at the same time your training.


brokguitar11
Tue May 10, 2005 1:32 am
#9

I did a experiment on a personal ore extractor to test out how sensable this idea would be and here is what i found : Personal extractor has 110+60+50+15+15 resources needed to make the deed which equals 250. Now i build the harvestor without pracice mode for 892 exp and with practice mode 850exp and no product to show for it. If there was a buy back of 15% x 250 (resources used) that would get me 37 credits, exp points lost 42. I also did a survival knife 6+4+2+2 resources equals 14 resources. With a buy back of 15% x 14 that would get me 2 credits a piece. I am not sure how many items characters have grinded out at one time but at least it would give you a choice between that extra exp or a few pennys to save. Seeing how general crafting exp is gained for almost every crafting profession (excluding architect) it might be nice to save what u can in creds and keep cranking out the items for credits and a feeling i havent wasted all that surveying work for a product that will never see the light of day. TAVTRIN , thanks for your insight and i realize that NIGHT4554 was putting in a positive thought towards this idea. Another idea is that said NPC would give a fixed amount for the product ex: cdef rifles no matter what stats or condition would bring in 10 credits. I know it does seem kinda low to worry about saving 2 credits a knife or making 10 credits a cdefbut it makes it worth a little more if u craft 100 said item.
sciguyCO
Tue May 10, 2005 12:31 pm
#10






brokguitar11 wrote:
Wow thanks , i didnt know he even existed. Is the contactor for architects only or for all professions? (architects only ones needing structure exp). Another question is do structure exp points count toward general crafting and why dont weaponsmiths and armor smiths have their own experience only obtained by weapons and armor. How does making a shirt get you experience in weapons .Should general crafting exp only be used in artisan and the rest of the proffesions have to make things in their own category? seems it would put a new dimension on those professions.




I must've missed some details.


First, the contractor asks you what crafting prof (if you have more than one) you want the job for. If you have both weaponsmith and armorsmith, you can get jobs for weapons, armor, or artisan (since that's a pre-req for those two profs). I haven't played too much with them, but I assume that he'll contract out items from any crafting prof (I've only personally checked artisan and chef).


Every crafting profession does have its own xp type. You get xp related to the prof where you learned the schematic for the item you're making. Food and clothing learned in "Domestic Arts" branch of artisan gives general crafting xp, not Tailor or Chef xp. Personal harvesters are gained in Engineering 3 and 4 and also give general crafting xp. Once you get (say) Novice weaponsmith, you have to craft weapons from the weaponsmith profession to gain weaponsmith xp, you can't improve by making CDEF pistols.


If you're asking about the contractor's xp reward, you get the proper type of xp for the item you made. So if you pick an Artisan job, you make an artisan item and are rewarded artisan xp; if you take a weaponsmith job you get weaponsmith xp for making a weaponsmith item.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
sciguyCO
Tue May 10, 2005 3:29 pm
#11

You might try checking out the "contractor" NPCs at some of the training halls (usually the ones with the artisan trainer inside).


Talk to him, pick a crafting profession, and pick a "difficulty". The contractor selects one item of the difficulty (basically how high up the branch it is), asks for N of them (N can be as high as ten, the lowest I've seen is three), and gives you a crate to handle delivery.


After making N items, you put them into the crate and give it back to the contractor. He pays you 2 cpu (not counting resources used in subcomponents) and50%of the xp earned crafting the items.


So say you luck out and get an order for 10 wind generators. Whip them up (quality doesn't matter), using up 2600 units of steel, ore, and aluminum. Put the ten deedsinto the crate, hand it back, and you get 5200 credits and 2120 general crafting xp as your reward.


The only hurdles to the system (which makes it tough to exploit):



  1. You can't pick the item for the contract, it's random. It might be an order for 10 wind generators (paying 520 credits each), it might be for 3 chance cubes (paying 12 credits each).

  2. You can only have one contracting job at a time.

  3. The benefit from selling back items using subcomponents is much less, since only the raw resources used in the item count towards your payment. If you fill a contract for two-pocket belts (10 fiberplast, 10 metal, and metal fastener component made from 15 metal), you get paid 40 credits per belt, not 70. And when you get into requiring identical subcomponents, it's pretty much pointless to go this route. Of course, those items are generally in the elite crafting profs anyway, so you should have other sources of income by that time.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Pawlin
Tue May 10, 2005 8:52 pm
#12






sciguyCO wrote:

... He pays you 2 cpu (not counting resources used in subcomponents) and50%of the xp earned crafting the items....






Ah. I didn't realize they figured the pay that way. Makes sense of some weird jobs they would give architects. We had examples of them asking for several large structures and then offering to pay out a relatively small amount given the total resource cost. But for most of our structures the large bulk of our materials are in components.


2 cpu isn't a bad payout if you find the right jobs.





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brokguitar11
Tue May 10, 2005 10:44 pm
#13

Wow thanks , i didnt know he even existed. Is the contactor for architects only or for all professions? (architects only ones needing structure exp). Another question is do structure exp points count toward general crafting and why dont weaponsmiths and armor smiths have their own experience only obtained by weapons and armor. How does making a shirt get you experience in weapons .Should general crafting exp only be used in artisan and the rest of the proffesions have to make things in their own category? seems it would put a new dimension on those professions.
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