Merchant Archive

Thread: Sometimes I bet the devs feel dumbfounded

Blamj
Sun Aug 29, 2004 10:06 pm
#1

Well what they wanted at the start is to go like this.


Miner-Mass producer *factories*-Merchant


Schematic maker *weaponsmith for example* - mass producer - Merchant.


But under the current system. The Schematic maker does everything... sometimes i bet the devs are like "ummmm we never intended it to be like this..." lol
BoberFett
Sun Aug 29, 2004 10:21 pm
#2

I imagine you're correct.
Wire3k
Mon Aug 30, 2004 2:18 pm
#3






Blamj wrote:

Well what they wanted at the start is to go like this.


Miner-Mass producer *factories*-Merchant


Schematic maker *weaponsmith for example* - mass producer - Merchant.


But under the current system. The Schematic maker does everything... sometimes i bet the devs are like "ummmm we never intended it to be like this..." lol






They may not have intended it to be like that - but that's absolutely what they should have expected - that's the way human nature works, that's what folks WANT to do. Personally - I've always thought factories were a bad idea, if retained at all - should have been for JUST components or high consumption goods, not final product.



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DocSavag
Mon Aug 30, 2004 2:50 pm
#4



Wire3k wrote:


Blamj wrote:
Well what they wanted at the start is to go like this.
Miner-Mass producer *factories*-Merchant
Schematic maker *weaponsmith for example* - mass producer - Merchant.
But under the current system. The Schematic maker does everything... sometimes i bet the devs are like "ummmm we never intended it to be like this..." lol



They may not have intended it to be like that - but that's absolutely what they should have expected - that's the way human nature works, that's what folks WANT to do. Personally - I've always thought factories were a bad idea, if retained at all - should have been for JUST components or high consumption goods, not final product.




There is consider support in many areas to limit the schematic size for final builds to far lower than it currently is. The economy was never really designed for 1000 run final builds. It was designed around 100 builds.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Eerif
Mon Aug 30, 2004 2:55 pm
#5

but with the amount of players demanding things like food, doing 100 runs would be too time consuming. Instead of chatting and dancin it up in a cantina, I would be sitting around my factory waiting for the run to finish.



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DocSavag
Mon Aug 30, 2004 3:02 pm
#6



Eerif wrote:
but with the amount of players demanding things like food, doing 100 runs would be too time consuming. Instead of chatting and dancin it up in a cantina, I would be sitting around my factory waiting for the run to finish.





The point of the lmitation is to try to encourage more smaller crafters and fewer larger crafters. Its obviously a controversial position.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



LadyGrey
Mon Aug 30, 2004 4:08 pm
#7






Blamj wrote:

Well what they wanted at the start is to go like this.


Miner-Mass producer *factories*-Merchant


Schematic maker *weaponsmith for example* - mass producer - Merchant.






Well, with the changes to merchant, this will never be able to happen now.


Then again, the devs have NEVER told us how they thought the economy would function. So one guess is just as good as another.







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MeciniaLua
Mon Aug 30, 2004 5:57 pm
#8

I'm sure that is what was intended however they fail to give the tools to make it effective.


The current system relies on trust between the players. Merchants have a really hard time, as there is no ingame mechanic to make consignment sales. But they aren't the only ones.


The game probably should not have been released for another 6 months while more testing and work was done. In essence we are beta testing Star Wars Galaxies 2: Rise of the New Republic........


Changing the economy now might be more devastating than is thought especially a change from 1000 to 100. Such a change could also be economically hard on the game in RL. Many persons have invested money in more than one account to have a resource gatherer, crafter and merchant. If the scale of runs is cut so severely they might not need anything more than one account. ( I only have one account.....and I can't afford more or I'd have another......but I don't think SOE really realises how many folks have more than one account....if you move such that they no longer need those extra accounts...then they'll cancel them. You could see subscriptions fall by 20 to 35% in just a month or so......not something the game can take really.



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Lyzi
Tue Aug 31, 2004 3:01 am
#9






DocSavag wrote:





Eerif wrote:

but with the amount of players demanding things like food, doing 100 runs would be too time consuming. Instead of chatting and dancin it up in a cantina, I would be sitting around my factory waiting for the run to finish.







The point of the lmitation is to try to encourage more smaller crafters and fewer larger crafters. Its obviously a controversial position.




But as a weaponsmith to make a schematic of 99 T21's i need to make 1000 identical power handlers, so a schematic limited to 100 would be insane for some of us, an option would be to remove serials for subcomponents :-)





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DocSavag
Tue Aug 31, 2004 4:37 am
#10



Lyzi wrote:


DocSavag wrote:


Eerif wrote:
but with the amount of players demanding things like food, doing 100 runs would be too time consuming. Instead of chatting and dancin it up in a cantina, I would be sitting around my factory waiting for the run to finish.





The point of the lmitation is to try to encourage more smaller crafters and fewer larger crafters. Its obviously a controversial position.

But as a weaponsmith to make a schematic of 99 T21's i need to make 1000 identical power handlers, so a schematic limited to 100 would be insane for some of us, an option would be to remove serials for subcomponents :-)






Or only limit the final schematics to 100 and let subcomponents stay at 1000.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Bermag
Tue Aug 31, 2004 5:33 am
#11






DocSavag wrote:


There is consider support in many areas to limit the schematic size for final builds to far lower than it currently is. The economy was never really designed for 1000 run final builds. It was designed around 100 builds.





Who cares what it was designed for, it is 1000 now and that is what people want evenif they don't take advantage of it.We have been through that change before and devs decided after massive player protests to have 1000 item limit instead of 100. Don't support any ideas they might have about changing this. Even if it is only for final item and not components. Some items are both components and final iem (likw with Proton grenades).


For consumables like powerups, food, grenades it is really bad. 10 crates of powerups? That is what would sell out to 2 persons. 4 crates of grenades


That argument about small vs large crafter is false anyway. Even if you are a large scale crafter like me, mostof the time I don't make full runs anyway.If there is a new resource with better stats the old will be obsolete so you only do as many weapons you will sell in a reasonable time.


It would be better if more time was spent to make game more fun than just add more dull work.



---
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joined42904
Wed Sep 01, 2004 7:36 am
#12

I like this idea to limit final schematics to 100. I think most armorsmiths could live with that. Goodness, it takes me two full runs (1000 segs each) to make 80-some suits of composite armor. Each of those 1000 segs took 3 full runs of layers.


Limiting non-component schematics would really help out the smaller crafters and would make the work of large-scale crafters sufficiently tedious that they would eventually get bored of it.



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DocSavag
Wed Sep 01, 2004 1:26 pm
#13



Cafa wrote:


DocSavag wrote:


Eerif wrote:
but with the amount of players demanding things like food, doing 100 runs would be too time consuming. Instead of chatting and dancin it up in a cantina, I would be sitting around my factory waiting for the run to finish.





The point of the lmitation is to try to encourage more smaller crafters and fewer larger crafters. Its obviously a controversial position.


If meat limitations weren't there I might agree with you, Doc. But the small amounts of meat that are realistically available force Docs, Chefs, BE's, Tailors and CMs to pay the ridiculously outrageous prices for those items or people just simply do not go out and get them.

Why? Because it is not fun. I and my retired father have spent the last THREE WEEKS hunting 2 of the best avian spawns ever on Tempest and I'll probably walk away with 400K of avian. This is literally everyday for 2 weeks. The resulting buff from these items will sell out in 4 weekends, at most.

Personally, I think they should tweak the meat gate *somehow*. It is the one limitation that forces overwhelming conglomerates to be made, and limits the starting crafter on MANY MANY levels.

Fivo Asia






Actually I agree with you there. I feel the entire organic market is gated too low currently. So far that hasn't been commented on by the devs.

I didn't mean to imply this was my plan or that I was pushing this agenda. I am aware of it. I have my own opinions about it but they aren't any more relevent than anyone elses opinions about it.



----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



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