Merchant Archive
Thread: The Economy post Patch 10...
MaDuece wrote:
Worrying about a post-publish 10 economy is frivilous. The post-JTL economy will make it pale incomparisson. Preparing for an enormous economic shift after the space expansion should be of primary concern because the post-publish 10 economy will not have sufficient time to settle before JTL hits.
I do agree that JTL will probably have a discernable impact on the economy. Adding that much new content, a new crafting profession (perhaps 2) with it's own resource requirements and so on all in one fell swoop can't help but have an effect. I would hope that the various other crafting professions would be integrated into ship construction, but it sounds as if this is not the case.
Jedi are not now, and will not ever be of significant impact to the economy. They are simply toosmall a percentage of the population.Right now, everyone is trying to become FS because it's new and is something to do. After a while, the "new" will wear off, and the majority of people will realize how difficult it truly is (and won't bother).
RocketM wrote:
Architects only get 1 force xp for 30 architect xp. Since you need 1,275,000 force xp for one branch that's like 37.5 million architect xp for one branch, which will take something like 20 million units of resources for an architect doing statues. While it will be very fast it will also be very expensive. 20 million units of ore and gemstone for just that one branch will likely cost between 40 and 80 million credits. If you grinded something with weaponsmith it'd only cost you 1/6th as much since they get a 1:5 ratio though it'd take a heck of alot more combines to get the xp you need.
Architects get 500 xp per structure module. That uses 300 ore and 200 metal. So, that is only 1 unit per xp. And since walls are a Must for Architects the output will have a use. I ground 3 out of 4 trees in Architect this way. Supply will not be as hard as some people think. At least not for Architects. I have a harvester farm of 19 units in one place. So, putting all of them on one resource I can regularly acquire 750k to 1.3 million units of material at a time. I run out of room for the junk resources. And now that I no longer have to worry about keeping a vendor stocked I can focus on custom orders. I am sure I will be handing out resources to my guildmates in large quantities. Whatever is left over I'd be happy to sell
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Spryte [Haven] - Haven - Corellia - Scylla
Master Artisan - Master Architect
Dabbler
Perelay wrote:
RocketM wrote:
Architects only get 1 force xp for 30 architect xp. Since you need 1,275,000 force xp for one branch that's like 37.5 million architect xp for one branch, which will take something like 20 million units of resources for an architect doing statues. While it will be very fast it will also be very expensive. 20 million units of ore and gemstone for just that one branch will likely cost between 40 and 80 million credits. If you grinded something with weaponsmith it'd only cost you 1/6th as much since they get a 1:5 ratio though it'd take a heck of alot more combines to get the xp you need.
Architects get 500 xp per structure module. That uses 300 ore and 200 metal. So, that is only 1 unit per xp. And since walls are a Must for Architects the output will have a use. I ground 3 out of 4 trees in Architect this way. Supply will not be as hard as some people think. At least not for Architects. I have a harvester farm of 19 units in one place. So, putting all of them on one resource I can regularly acquire 750k to 1.3 million units of material at a time. I run out of room for the junk resources. And now that I no longer have to worry about keeping a vendor stocked I can focus on custom orders. I am sure I will be handing out resources to my guildmates in large quantities. Whatever is left over I'd be happy to sell
.
Spryte [Haven] - Haven - Corellia - Scylla
Master Artisan - Master Architect
Dabbler
- Grinding metals and fiber are selling well. Things required for quests are selling well.
- Armor sales are still way down as its not getting used up the way it had pre patch.
- High end metals and fiber are not selling since folks are not making high end products.
- Its a good time toshop as many vendors are reducingstocks levels and reorganizing right now.
By Barris
Message Edited by IssogiKa on 09-14-2004 01:51 AM
Message Edited by IssogiKa on 09-14-2004 01:51 AM
Message Edited by IssogiKa on 09-14-2004 01:53 AM
Merc93 wrote:
Most of us are sick of the Devs taking away more and more game features, and since the Devs have made up their mind mind, we have made up our mind. Most people I know are quitting this game and cancelling our subscription after this goes into effect. The Devs don't seem to care what we think about this matter, and have decided to eliminate yet another key feature of this game in the interest of extending play time and forcing us to continue to buy subscriptions through cheap tricks rather than keep our interest with great content. I know understand why so many I've talked to that used to play have droppedout of this game, and it's a shame, because I really enjoyed the game's design features. Since most of these features have been eliminated already, this ongoing trend shows no sign of arrest. Understand perfectly well, that you will no longer be able to loop macros for anytthing. we can expect SOE to stand by it's decisions so long as it holds a commercial interest for them, and to back peddle on their promises when they realize players are doing too well against their game. None of us have the hours and weeks and months to push buttons to complete even the most nominal tasks so we'll be quitting. There are other games out there we can spend our money on. I encourage you to take a look at the "In Development" forum and read this thread under the title Recurisve Macros are Going Away, Pt. 2.
I fail to see where this has anything to do with the discussion of this thread.
With that said, I must say that I am in full support of doing away with recursive macros. The people that actually play this game don't need to compete with doctor and entertainer buff bots that only exist for those that only are interested in making money without even being at the keyboard.
Like TH said, the cons will be addressed when this goes into effect. For those of you who want to quit because you can no longer have your means of income without actuallive participation, bye-bye, we won't miss you.
Anyone else notice a problem here? If the crafters are doing all the work why are the merchants profiting?
IssogiKa wrote:
You know, that is a prettycrappy way to thank the people who craft all those items that protect your rear end out on the field. All of those mind enhancing drugs you take, CRAFTERS MAKE. All that armor you wear, CRAFTERS MAKE. The weapons you use, CRAFTERS MAKE. The combat droids you use, CRAFTERS MAKE, etc....
Isso
Message Edited by IssogiKa on 09-14-2004 01:51 AM
Message Edited by IssogiKa on 09-14-2004 01:51 AM
Message Edited by IssogiKa on 09-14-2004 01:53 AM
Elyssa wrote:
That's a server dependant thing.
15k has been the norm on Gorath for quite some time.
KopaL wrote:Anyone else notice a problem here? If the crafters are doing all the work why are the merchants profiting?
IssogiKa wrote:You know, that is a pretty crappy way to thank the people who craft all those items that protect your rear end out on the field. All of those mind enhancing drugs you take, CRAFTERS MAKE. All that armor you wear, CRAFTERS MAKE. The weapons you use, CRAFTERS MAKE. The combat droids you use, CRAFTERS MAKE, etc....IssoMessage Edited by IssogiKa on 09-14-2004 01:51 AM
Message Edited by IssogiKa on 09-14-2004 01:51 AM
Message Edited by IssogiKa on 09-14-2004 01:53 AM
Nowhere in my post did I say that Merchants weren't making money. In my post I stated that it was crafters (which to me included Merchant) that make the items that save his rear end. He was insulting Merchants AND Crafters if you read his post.