Merchant Archive

Thread: The Economy post Patch 10...

MaDuece
Thu Sep 09, 2004 7:43 am
#27

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.
SeaRaptor
Thu Sep 09, 2004 8:43 am
#28






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).





Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
BlackEdge
Fri Sep 10, 2004 2:49 am
#29

Oh, after the merchant nerf (fix), it seems that doctor buffs have gone up to 15k as the norm now... mainly because the prices they pay for buffs are higher then they use to be. I guess it's not bad, but it shows that an inflation in the economy is coming around the corner.



Pokko - Council Member of Star-Gazers
Professions mastered to unlock: 31 (Merchant) July 16, 2004
Professions mastered after unlock: 32 (Master BH)
Elyssa
Fri Sep 10, 2004 11:01 am
#30

That's a server dependant thing.

15k has been the norm on Gorath for quite some time.



------
Elyssa Alexander (Elder Merchant Correspondent)
12pt. Master Structures Trader / Elder Jedi / Mayor, City of Metropolis
Shop Crazy Durni, Inc., now open in Metropolis, Corellia (885 -6605 Gorath)

"Why the big secret? People are smart, they can handle it."
"A person is smart. People are dumb, panicky, dangerous animals and you know it."

Elyssa was 1000% correct
-Pawlin

Perelay
Fri Sep 10, 2004 11:19 am
#31






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


Rurry
Fri Sep 10, 2004 1:59 pm
#32






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








My mouse just screamed thinking about that.




~ Have you killed an Imperial Jedi today? ~
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Vrond
Sat Sep 11, 2004 8:18 am
#33


  1. Grinding metals and fiber are selling well. Things required for quests are selling well.

  2. Armor sales are still way down as its not getting used up the way it had pre patch.

  3. High end metals and fiber are not selling since folks are not making high end products.

  4. Its a good time toshop as many vendors are reducingstocks levels and reorganizing right now.



Vrond Novawolf
Get onboard the Falcon kid this game is gonna blow
IssogiKa
Mon Sep 13, 2004 11:48 pm
#34






"Hero, on number 1, I fail to see how a lesser number of people selling goods is a good thing. All it makes for is less shops, lesser availability, and higher prices. So unless you like the above, it's not a good thing.


And I have seen vender blow out sales and ones closing because of this pointless nerf that people who bitched, thought it never really affected then other than lowering prices. All those who keep a vender to sell loots are now going out of business because of this P.O.S skill point drain. I know you don't do much more than constant craft for a living Hero, or as I have seen from how you act, but you need to look at it more than just from the 'Oh good, I'll have more business now that other people are giving it up' aspect.


Try to actually make a living off non constant crafting of goods and you might have a real idea.


I'm glad bitchy merchants got their wish to ruin the economy."




By Barris




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....


I have both a crafting character AND a fighting character, so don't sit there and tell us merchants to "Try to actually make a living off non constant crafting of goods and you might have a real idea. " I DO have a real idea. It is pathetic how people like you blame ALL the changes in the game on "bitchy merchants". If you don't have the skills then YES you should NOT have a vendor. Just like if we don't have the combat skills we shouldn't be able to go kill the high level animals/npc's that you do. The empty vendors and those that just use it as "storage" should not be allowed to. Tell me, as a fighter who needs something, how fun is it to go check a vendor to find everything is listed at 9999999999 and YOU can't purchase it?


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



Issogi'ka Itydo
~Haute Cotour Extraordinaire~
Union of Neutral Artisans (UNA)
UNA City, Corellia
MaDuece
Wed Sep 15, 2004 9:42 pm
#35






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.


KopaL
Wed Sep 15, 2004 10:17 pm
#36






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



Anyone else notice a problem here? If the crafters are doing all the work why are the merchants profiting?





Kopa Longwood <OPAHEY>
Elder Bounty Hunter*Elder Combat Medic
Elder Tailor*Elder Weaponsmith
Elder Swordswoman
***Killing Imps, One Life At A Time***

BlackEdge
Thu Sep 16, 2004 8:44 am
#37






Elyssa wrote:

That's a server dependant thing.

15k has been the norm on Gorath for quite some time.







Umm it might be, but a regualr buff use to be 8-10k (10k tops for 2.4k buff), then it started to rise slowly after people hearing about the merchant nerf, so then it went 12k. Once the merchant nerf kicked into place, blam 15k.


I've talked to some doctors, and they told me they had to raise the price since the prices of the doc buffs they bought went up higher. I mean sure, it tends to be server specific, but I'm sure we're not the only server that prices have started inflating.


Also, it's a lot harder now to find doctors because of this, usually you use to see 2-3 docs in coronet in front of the starport, now it's like 1 if you're lucky sometimes (this is for Scylla anyways). Before merchant nerf, it use to be 2-3 docs the norm around the prime time of the day...



Pokko - Council Member of Star-Gazers
Professions mastered to unlock: 31 (Merchant) July 16, 2004
Professions mastered after unlock: 32 (Master BH)
joined42904
Thu Sep 16, 2004 9:01 am
#38

With the ability of elite combat classes to run 30k missions in solo groups, at the very leastpaying 15k or even 30k for a buff that makes this child's play for close to 3 hours isn't something that I think is going to really affect anyone's gaming experience in any kind of significant way.



Issadra 12-pt Master Armorsmith, Master Merchant
NERF Armory 5103, 2008 Lost Sanctum Dantooine
Specialty Shop and Outlet in Andromeda Corellia
IssogiKa
Thu Sep 16, 2004 9:39 am
#39



KopaL wrote:


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....
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


Anyone else notice a problem here? If the crafters are doing all the work why are the merchants profiting?





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.



Issogi'ka Itydo
~Haute Cotour Extraordinaire~
Union of Neutral Artisans (UNA)
UNA City, Corellia
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