Game Guides Archive
Thread: The State of the Economy.
Page 4 of 4
mzf5c5
Thu Dec 16, 2004 7:25 am
#42
Ty-Kaz wrote:
Starsider:
Full Doc Buffs 10-15k without resists
Musician Buff --- 5k
Dancer Buff --- 5k
Swoop Bike 15-30k
Small Generic House --- 6-9k
Small Tatooine House --- 6-9k
Full Kinetic Composite --- 250-300k
Full Stun Composite --- 250 - 400k
Completed Loot Kit Items 300k-750k
Grinding Quality Avian Meat --- 6 - 10 cpu
Excellent Quality Avian Meat --- 150-250cpu
Grinding Quality Steel --- 2cpu
Excellent Quality Steel --- up to 30cpu
Grinding Quality Fibreplast --- 2 - 4 cpu
Excellent Quality Fibreplast --- 10 - 30 cpu
Low Quality Crystals - 50 - 100k
Premium Quality Crystals 500 - 3 million
KraytPearls 100k and up, up, up
GDK Scales --- 1.75-2mill
Base Acklay Bone --- 200 - 300k
800+ Dmg Pike --- 500 - 2 million - DOTS are more important to a pike on our server
800+ Dmg Powerhammer --- 1 to 5 million
Slicing --- 100c per % or around 3k per slice
Ahrissa --- 100k/crate
Vasarian Brandy --- 200k/crate
I'll also add, the average price for furniture is 3cpu (around 10 for the elegant items), heavy mineral harvestors and fusion generators go for 100-120k, starship chassis have dropped to 3-4cpu with components varrying, and the rare crafted items (such as the jetpack and RIS armor still come with the biggest pricetags).
Updated the Starsider stuff.
DoctorTressth
Thu Dec 16, 2004 9:44 am
#43
The price information is interesting but if you follow the macro economics of the game you will see that JTL really took a large chunk out of the ground game economy which I would say took a 50% hit. Crafters of armor, weapons, chef food, buffs/meds all took about a 50% decrease in sales from what I can tell, because pilots don't need any of these items and about half the players playing time is now in space. Meanwhile the ground game took another large blow with the loss of solo group payouts, meaning less rinse and repeat missions on Dant for cash. Again less armor, weapons, food and buffs used. Slicing smugglers took a 50% decrease in demand as well.
On the counterside shipwrights have done well and so have resource vendors and architects. The demand for ship resources is still high and the demand for harvestors and lot swaps is high for the new shipwrights. The architect/harvestor demand will fall off in the next month and has already started from what I can see (most of the heavy mineral miners on Flurry got bought up off vendors), the shipwright demand will level off (but stay high I think) as well I think as more and more players are making Ace and buying their Ace ships.
Anyway if you ask me the impact on the economy from JTL is more important then the impact on the game from the solo group nerf. A better game design would have had pilots dependant on more then just shipwrights. Unfortunately armorsmith, weaponsmiths, chef, smugglerand docs got left out of JTL. [Tailors have never been viable and still aren't really able to make large money consistantly, the only answer for that is to put new tailor items in ever patch, or get real good tailor schematics effect items.]
Anyone else have thoughts? agree? disagree?
Milgram
Thu Dec 16, 2004 10:04 am
#44
Kettemoor
800 damage PH: 5-7 million
Premium crystals: almost always 5 million.
Premium Pearls: 5 million
Completed loot kits: 400k
Brandy: 200k per crate
Slicing: 4k per slice
Weapon Experimentation: About a million per point, 500k for +1's, a little bit more once you get to about +5
2h Weapon Speed: 1 million per point, 500k for +1's, +5 is where AA's go for more than 1 mill per point.
Weps_Avock
Thu Dec 16, 2004 10:52 am
#45
I would have to totallly agree with DocTress. I'm a Master Weaponsmith, Master Chef on Intrepid and have easily seen a 50% (if not greater) drop in sales since JTL came out. It's really too bad that Weaponsmiths weren't given the...oh I don't know...weapons to craft for spaceships and let's see....what would a good profession to make armour be? Anyone? Armoursmith?!? Now why didn't SOE think about that? Maybe they did, maybe they didn't.
As for the economies on all the servers, nice to see that for the most part things are fairly even out there....I just need to move to a server where I'm selling Ahrisa at 150k a crate instead of 87.5k
The one thing that isn't covered is the cost of weapons, which can vary greatly from smith to smith. My average pricing for melee is 5-12.5k and ranged are 3-12.5k, with a few exceptions. Nice job and a lot of work went into this thread. Good to see so many people with their input.
Weps Avock
Master Weaponsmith +18 Experiment +20 Assembly
Master Chef +10 Experiment +10 Assembly
Master Artisan
Lousy Pilot
>>Weps Weapons and Food in Circinus on TatooineWP -2803 -6812<<
>>Weps Outlet Store near the Mining Outpost on Dantooine WP 37 1851<<
SmokeMare
Mon Dec 20, 2004 4:46 am
#46
I might try and get this stuff in a table soon, if I get time... Sorry about the lack of updates, but I have limited net access at the mo and limited time.
I think Tailor should have gotten something like Cabin (Ie Upholstery etc.) With functions to change the style and colour of the seating in the larger ships and the cockpits in the fighters. Armoursmiths should have gotten Ship Armour, Weaponsmiths Weapons and some components required in Master Artisan. Shipwrights still have chassis and engines etc so it could work well.
Weapons I think are difficult to price, quality and prices vary more than any other item on my server so I thought it best to leave it out. The Acklay Hammer being the exception.
It's nice to see similar values across the board, it does seem that the cost of lviing works out a little higher on some servers though.... Interestingly...
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