Chef Archive
Thread: The new patch and chef.....
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Smeg3
Wed Nov 10, 2004 4:58 am
#1
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=31775#M31775
Does this mean people are not going to be getting as much money.....
So they won't grind onJantas........
so they won't use as much Brandy/Canape/Ahrisa.......
so chef sales are going to be hit *instantly*??
Any ideas?
Smeg
I only ask cos I am about to buy +6 food exp to give me my 12th point for 18million - but i kinda think the money might be better in the bank and drop Chef......
Batman_TWB
Wed Nov 10, 2004 5:13 am
#2
Basicly the days of being a millionare are gone. Being a crafter is going to be very hard for the next few months due to everyone readjusting and we Chefs will begin to have arguments with BEs again. Shame really. The boards seem to have calmed down for some time now too.
Earymi
Wed Nov 10, 2004 8:00 am
#3
Smeg3 wrote:
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=31775#M31775
Does this mean people are not going to be getting as much money.....
So they won't grind onJantas........
so they won't use as much Brandy/Canape/Ahrisa.......
so chef sales are going to be hit *instantly*??
Any ideas?
Smeg
I only ask cos I am about to buy +6 food exp to give me my 12th point for 18million - but i kinda think the money might be better in the bank and drop Chef......
My guess is that this will hit us hard -- and coming on top of the JTL expansion which has cut my business by at least 70%, I'm guessing it's going to be very tough going for the foreseeable future. I figured sales would normalize after people began to get bored with JTL and came back to the ground game -- but now when they come back they're going to have a hard time getting the money together to pay for food.
I suppose over-all this will help the economy, but I think chefs (and weapon & armorsmiths) will be hit especially hard in the short term.
Higginsis
Wed Nov 10, 2004 8:10 am
#4
This is gonna be a big adjustment in the economy but when it happens i can see a chain reaction happening.
Money into the game plummets > the price of loot crashs > the people who have money (crafters mainly) will hold onto there credits knowing how hard it would be to re-accumulate > the number of people who harvest creature resources goes up > the price of those resources comes down > crafters get into a price war trying to get the little custom that there will be > the value of credits goes way up > the price of items goes down > a more balanced economy.
As it stands now credits are worth next to nothing, with this change eventually the prices will re adjust tho everyone one ends up poorer, but the rich will still be richer than the poor relitivly. The defintion of "rich" will change imo, as it stands you have to have multi millions just to be considered well off, let alone be rich.
Thats alot assuming there, but i think it would happen something like that.
Money into the game plummets > the price of loot crashs > the people who have money (crafters mainly) will hold onto there credits knowing how hard it would be to re-accumulate > the number of people who harvest creature resources goes up > the price of those resources comes down > crafters get into a price war trying to get the little custom that there will be > the value of credits goes way up > the price of items goes down > a more balanced economy.
As it stands now credits are worth next to nothing, with this change eventually the prices will re adjust tho everyone one ends up poorer, but the rich will still be richer than the poor relitivly. The defintion of "rich" will change imo, as it stands you have to have multi millions just to be considered well off, let alone be rich.
Thats alot assuming there, but i think it would happen something like that.
symmetry
Wed Nov 10, 2004 8:44 am
#5
Not sure whether to be happy or not. We just got in a good shift of carnivore meat from Dath, so I spent 40 million on over 1 mil units of it to keep me until the next good shift of meat comes in. My sales have been hit HARD lately, so this worries me. All in all, I think it's good though so that maybe credits will mean something now.
Reicko343
Wed Nov 10, 2004 8:54 am
#6
ummmmm well i havent head much about this vamp, but it scares me lol m alt will be a chef with ots of exp seas. Should i even bother?
Gyopi
Wed Nov 10, 2004 9:04 am
#7
Higginsis wrote:
This is gonna be a big adjustment in the economy but when it happens i can see a chain reaction happening.
Money into the game plummets > the price of loot crashs > the people who have money (crafters mainly) will hold onto there credits knowing how hard it would be to re-accumulate > the number of people who harvest creature resources goes up > the price of those resources comes down > crafters get into a price war trying to get the little custom that there will be > the value of credits goes way up > the price of items goes down > a more balanced economy.
As it stands now credits are worth next to nothing, with this change eventually the prices will re adjust tho everyone one ends up poorer, but the rich will still be richer than the poor relitivly. The defintion of "rich" will change imo, as it stands you have to have multi millions just to be considered well off, let alone be rich.
Thats alot assuming there, but i think it would happen something like that.
I'm just browsing through the forums and noticed this post. I think I agree with you except for one thing. The price of loot will probably skyrocket in the short term because the combat people who can't make as much money from mission payouts will want to make some extra income. The perception amoung combat folks is that combat characters are all poor and crafters are all filthy rich (which is a myth) and many will want to squeeze a little extra money out of the crafting community. I don't think that it affects chefs at all (there is no loot involved in making food or the suppliments for food), but the the loot based schematics for weaponsmiths, armorsmiths and tailors will most likely become much harder to make for a profit and will most likely either be made with loot from the crafter's combat alt, or special orders where someone brings in the loot and asks for an item to be made.
Osnin
Wed Nov 10, 2004 9:08 am
#8
What about the effect this is going to have on harvestors? As I was just about to become a chef (today), I have spent time getting up enough money to pay the maintenance on harvestors so that I can get my supplies going. If I make about 10X less money than I used to doing mokks and jantas, yet still pay the same for maintenance on harvestors/factories, how will I even keep up?
Hopefully the harvestors will be adjusted as well, but to me this seems like a few months of woe for all ground based characters. I mean the current items for sale (armor, weapons, food, etc) will probably not change in price, thus making everything more valuable that I own already. So why should I pvp and damage my armor when I cannot afford to buy a new set anymore? Until this all settles down I don't know whether I should just try for master chef, or keep my combat medic character. both seem like they could be equally difficult to enjoy for a bit.
Osnin
Kane_Firestalker
Wed Nov 10, 2004 9:27 am
#9
Higginsis wrote:
the number of people who harvest creature resources goes up > the price of those resources comes down
No more 75 cpu for good meats? 
I never thought of this side of it, but who would run missions when harvesting pays so well
sciguyCO
Wed Nov 10, 2004 11:40 am
#10
I don't know if I can really comment on whether or not this will affect food usage, but I do want to touch on food pricing.
Ok, so combat players won't be making as much money, so they'll have less to spend on food, right? Well, I think that we can still end up making money, even if we end up reducing prices (due to credit deflation).
If you harvest all your own power and resources, resource cost ends up around 0.2 cpu. So in that situation a crate of brandy costs roughly 1287 + 2* TrimCost + TissueCost. With trim running roughly 2k per crate and BSNs at 30k, that means that a bare-minimum cost of a crate of Brandy is 33,287. That does include factory maintenance, and power at the same 0.2 cpu.
Now, it doesn't really make sense to sell an item at less than the market price of resources. Using a rough estimate of 2cpu for grind quality gems/cereal/water and 10cpu for berries/fruit (assuming resource prices come down after the mission payout reduction), that still means that the manufacturing cost of a crate of Brandy is roughly 53687. I used 2cpu for power prices there.
Even if resource prices don't come down much and stay at 3cpu for grind and, say, 20cpu for quality fruits/berries manufacturing costs are still only 68312.
Even with reducedmission payouts, I think customers will still be willing to pay 80k/100k for+400 brandy. That'sa 50% profit margin above resource market price, or 150-200% margin if you harvest everything yourself; a perfectly acceptable income in my opinion.
I'm assuming that the payout adjustment is being done to reduce the "credit faucets" that really have led to price inflation on almost all the servers. If mission payouts are reduced, I'm really hoping scouts/rangers will find it equally profitable (maybe even more profitable) to hunt meat/hide/bone for crafters, increasing the creature resource supply. That's just a player-to-player credit swap, not involving minting new money, so inflation doesn't factor into those transactions.
Dsabre
Wed Nov 10, 2004 7:05 pm
#11
sciguyCO wrote:Even with reduced mission payouts, I think customers will still be willing to pay 80k/100k for +400 brandy. That's a 50% profit margin above resource market price, or 150-200% margin if you harvest everything yourself; a perfectly acceptable income in my opinion.I'm assuming that the payout adjustment is being done to reduce the "credit faucets" that really have led to price inflation on almost all the servers. If mission payouts are reduced, I'm really hoping scouts/rangers will find it equally profitable (maybe even more profitable) to hunt meat/hide/bone for crafters, increasing the creature resource supply. That's just a player-to-player credit swap, not involving minting new money, so inflation doesn't factor into those transactions.
there are definately a lot of ways to "cut costs" but the problem is that the only way to do that is to do everything themselves...this goes completely against the profession interdependency that the devs claim to be so much in favor of...and lends itself towards strengthening monopolies which the devs claim is a problem, and one that they want to fix somehow...yet every change they try to put it to "squash" monopolies only makes them stronger.
this is only going to have 1 effect....that is making it essentially impossible for new players to compete...ever, and for new/small crafters to quit while the large scale power crafters take over.
and then theres JTL...if anyone has seen the prices on the tier 3+ chasis/components vs. the reward payouts for the missions in space, well it doesn't take a rocket scientist to figure out that 90% (or more) of the credits spent on JTL items comes from ground game missions.
with the resource requirements on ship chasis vs. the price a lot of people are willing to pay...JTL is one HUGE credit sink...
having credit faucets never has been, or ever will be the cause of the current state of the server economies...the lack of any credit sink (until just recently) that most people find fun, and worthwhile.
have some npc vendors with "expensive" display or wearable items...they don't have to add stat/skill bonuses but those would be credit sinks that could accomplish the same thing...without making a huge portion of the community extremely upset....and with WoW coming out soon...well its generally not a good idea to piss off large portions of an online game community just prior to the release of a rival game.
Batman_TWB
Thu Nov 11, 2004 1:16 am
#12
Once again SciguyCo ya prove the true meaning of a correspondant. Doing all the math and putting it in cold hard facts like that makes me at ease somewhat.
Mayor_Woosh
Thu Nov 11, 2004 9:25 am
#13
This sort of change before the combat revamp is just stupid. I understand it will promote grouping perhaps...but at what expense? I really think placing what I would call a negative into the game on the eve of new games being released is a mistake. I think group payouts shoul be fantastic...as long as your group is with you.
They should wait until the combat revamp is done, revamp misson difficulty based on the group size, and revamp the payouts then.
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