Business And Economy Archive
Thread: Making non Master crafters useful, and wanted.
Psionic_Maji wrote:
What if +100 expirimentation was thrown into the novice box. This would allow them to sell thier goods without having to master a profession. This could get combat oriented professions into crafting more, as they wouldn't have to master the profession to be successful at what they do. At the same time it would allow the masters to focus more on their high end products while allow the novices to makemore of the smaller stuff. As you progress you would just get differant schematics and abilities.
This actually isn't so far fetched of an idea. Tailors and Architechs already work this way (for the most part) and back in beta you couldn't make lower crafted items then your highest level, thus keeping novices and lower ended crafters in buisness. I just think that this would encourage more people to go into crafting without being daunted by all the skill points they would have to invest. Also everyone could become a 12 point crafter if they want to work at it.
Psionic_Maji wrote:
What if +100 expirimentation was thrown into the novice box. This would allow them to sell thier goods without having to master a profession. This could get combat oriented professions into crafting more, as they wouldn't have to master the profession to be successful at what they do. At the same time it would allow the masters to focus more on their high end products while allow the novices to makemore of the smaller stuff. As you progress you would just get differant schematics and abilities.
This actually isn't so far fetched of an idea. Tailors and Architechs already work this way (for the most part) and back in beta you couldn't make lower crafted items then your highest level, thus keeping novices and lower ended crafters in buisness. I just think that this would encourage more people to go into crafting without being daunted by all the skill points they would have to invest. Also everyone could become a 12 point crafter if they want to work at it.
Message Edited by Psionic_Maji on 01-22-2005 03:32 PM
Message Edited by Psionic_Maji on 01-22-2005 03:45 PM
Who, Where, Why, What orWhen was it ever stated that this game was supposed to be easy?
The way I see it, you're supposed to make friends who wont care if you're not a master & want to help you get there, or doing something else to get on your feet before you try to "get into crafting".
How is a novice Arch supposed to be competitive with a Master who has more credits, miners & customers?
Well no-one said it was meant to be easy, but equally no-one said that you have to be master of a profession to be competitive.
Putting the experiment points in the novice box sounds like a good idea to me. Then if you want to specialise in just making guns for example, then you can just make guns. The 'advantage' of being master would be decreased failure rates for assembly and experimentation, as well as the extra schematics it gives you.
If this system was used, then new weaponsmiths, for example, could actually make half-decent dh-17 level weapons and stuff like that that a 'master' considers themselves too good to make. This would also give people who dont like just grinding a profession out a chance to experiment with all of the different weapon types and make some kind of profit at the same time.
As the system currently is, anyone non-master makes stuff thats complete crap so whats the point in even trying to make it?
Message Edited by Psionic_Maji on 01-22-2005 08:50 PM
billy125 wrote:
Who, Where, Why, What orWhen was it ever stated that this game was supposed to be easy?
The way I see it, you're supposed to make friends who wont care if you're not a master & want to help you get there, or doing something else to get on your feet before you try to "get into crafting".
How is a novice Arch supposed to be competitive with a Master who has more credits, miners & customers?
Well no-one said it was meant to be easy, but equally no-one said that you have to be master of a profession to be competitive.
Putting the experiment points in the novice box sounds like a good idea to me. Then if you want to specialise in just making guns for example, then you can just make guns. The 'advantage' of being master would be decreased failure rates for assembly and experimentation, as well as the extra schematics it gives you.
If this system was used, then new weaponsmiths, for example, could actually make half-decent dh-17 level weapons and stuff like that that a 'master' considers themselves too good to make. This would also give people who dont like just grinding a profession out a chance to experiment with all of the different weapon types and make some kind of profit at the same time.
As the system currently is, anyone non-master makes stuff thats complete crap so whats the point in even trying to make it?
Well, I completely disagree. As a novice Artisan working my way up, I made a good amount of things that sold on a regular basis - It's called learning how to do the profession you've chosen. I used the experiment points I was given, got the item as good as I could - and then priced it to be lower than a Master, but yet still good enough to be usable. I did a good business on the Bazaar. The mistake in the theory here is that a Novice should be able to make a certain level of parts as well as a Master, so they can sell items. That's not the actual case - You want a Novice to have the points a Master has, so you can sell goods AT THE SAME PRICE as a Master, which isn't a realistic economic model.
In addition, with the theory as laid out - you will increase the cost of high end goods even more than they are now. Why? Novices can now make 1/3 to 1/2 of whata Mastercan, with the same experimentation points - This means a lot of people will not go Master, but be producing those 1/3 to 1/2 of the goods in abundance. You've caused the Masters to lose a portion of the sales they had before, so to recoup - They stop making low end goods, focus on high end goods, and increase the price to reflect the difference between Novice items and Master items. Sure, a novice and Master could both make a DH-17 - But why would the Master bother with it at that point?
There will always be a place for non-master goods. Newer players, people wanting instant gratification on items that don't matter with experimentation.. Even the difference between master styled Brandy at 416, 50 fill @39 minutes and a lower level 402, 49 fill @38 minutes - One sells for say 200k a crate, the other at 150k - Economy of the player will dictate the case the player buys. If they can afford premium, they'll buy it - But if they need a close product at a better price, believe ME, they will buy it.
Psionic_Maji wrote:
Tailors and architects already do this.
No, architects do not get 100 experimentation points at novice.
However a lot of the things architects make don't use experimentation, like houses, factories and furniture. So, non-master architects can setup a useful business selling items. It actually works fairly well that way. THe novices can make small houses and some furniture and factories. And if you dabble a bit, say 4004 then you can make a lot of furniture and houses.
I think if more professions had more useful schematics at lower levels which either don't have experimentation or where experimentation isn't so crucialthen it would help out the non masters by giving them some items they can make that people actually want.