Merchant Archive
Thread: Let's talk ship pricing! Storage
If you have 4 Level 4 Engines you can combine them in an analysis tool (if you are a shipwright) and the result will be one level 4 engine that takes the best stats of the four tools and combines them into the finished product.
This means there will be a market for looted components to be bought by shipwrights and reverse engineered. What the charge on those will be is anyone's guess at this point because there was no real way to test the value of those in beta because there isn't a real economy the way there is on live.
Jaer_Allanon wrote:
I have a couple of questions...
1.) Can any of these components be sliced?
2.) Are there any hands down popular winners that people will buy. (ie. Composite Armor, stun weaponry, etc..)
3.) Do ships come with certification requirements for the pilots?
4.) Do you guys really know what is going to make a great starship? Or are you just guessing what is going to be popular and make the padded leather seats and cup holders because everyone loves them?
1) No.
2) I learned the hard way that shields are a must have. But with eight to ten lines of items you can experiment on, there is no one thing that wins hands down. Each component is individualized, each component even has a number of sub-components that can go into it. With my limited experience I did in Shipwright, I worked mostly on less mass for components, faster recharge rates, faster firing rates, but I sacrificed damage and some manuveribility to do so. There is just too many variables to give one thing that will sell. It's going to take anyone doing shipwright/pilot a few months to test out even half the variables (a quarter?).
3) Yes. Pilots must be certified not only in the type of starship they can fly, but in the level of components they can have in their ship.
4) I would think that anyone that tried out shipwright in Beta has an idea of what type of market they want to fill. I do not think that any one shipwright will be able to produce everything available and have it stocked regularly. I tried doing that just with ship chassis on Betatest and after going through a few million resources (just in metals) in under an hour, and not even getting one of each made, maybe about half... I quickly saw that this would not be an approach I was willing to take.
Remember though, that even after they buy the ship chassis off the shipwright, it's just a blueprint. They still have to take the blueprint and pay even more credits to have it turned into a ship. I think that pricing will have to take this into effect. Not perhaps for those doing shipwright to lower their prices, but boy are the customers going to scream bloody murder when they find out that after we charge them fair market value, they still have to pay more credits before they can fly.
As for me, I will likely do custom orders only. I have a strong customer base and they are already asking if we will have a shipwright on staff at our business house. It's definitely going to take a consultation to get a ship and it's components matched to the pilot. I will also probably only do Imperial ships, at least at first. There is simply just too much that goes into making a ship. I would bothlove it and hate it if the other crafting professions had this level of complexity in it. I can't wait until I get my copy of JTL (the day after it goes live most likely), and can start working on it.
Mistress Kyphi Makarha
DocSavag wrote:
A lot of shipwrights won't bother to try to sell the Tier 0 chassis they make. They have this impression that those chassis aren't worth anything. They are wrong of course becasue no one in their right mind wants to use the n00b ship without hyperspace any longer than they absolutely have to.
But since gaining tier 1 chassis means less than an hour in flight with the starter ship buying a tier 0 chassis will not be necesary for most.
lisasdarren wrote:
DocSavag wrote:
A lot of shipwrights won't bother to try to sell the Tier 0 chassis they make. They have this impression that those chassis aren't worth anything. They are wrong of course becasue no one in their right mind wants to use the n00b ship without hyperspace any longer than they absolutely have to.
But since gaining tier 1 chassis means less than an hour in flight with the starter ship buying a tier 0 chassis will not be necesary for most.
I flew most of Tier 1 and some of Tier 2 in a Z95 because it handles better than the Y-Wing. There are choices and a LOT of people won't be racing through tier 1 like that.
this does not matter. Just because they have to pay a 'berthing fee', will not impact my pricing of ship chassis. This is a complete seperate issue and does not justify a lower cost.
LadyIllyria wrote:
Remember though, that even after they buy the ship chassis off the shipwright, it's just a blueprint. They still have to take the blueprint and pay even more credits to have it turned into a ship. I think that pricing will have to take this into effect. Not perhaps for those doing shipwright to lower their prices, but boy are the customers going to scream bloody murder when they find out that after we charge them fair market value, they still have to pay more credits before they can fly.
DocSavag wrote:
This means there will be a market for looted components to be bought by shipwrights and reverse engineered. What the charge on those will be is anyone's guess at this point because there was no real way to test the value of those in beta because there isn't a real economy the way there is on live.
Not ture. Which this will probably mean is that power PvPers will try to collect all the loot for themselves. Loot items will go for ridiculously high prices. Especially the ones with the desirable stats.
Shipwrights will most likely become like weaponsmiths. The pilot will being in 4 looted engines with good stats. Then the shipwright will RE it for a fee, then the pilot will go on his way.
rexan wrote:
DocSavag wrote:
This means there will be a market for looted components to be bought by shipwrights and reverse engineered. What the charge on those will be is anyone's guess at this point because there was no real way to test the value of those in beta because there isn't a real economy the way there is on live.Not ture. Which this will probably mean is that power PvPers will try to collect all the loot for themselves. Loot items will go for ridiculously high prices. Especially the ones with the desirable stats.
Shipwrights will most likely become like weaponsmiths. The pilot will being in 4 looted engines with good stats. Then the shipwright will RE it for a fee, then the pilot will go on his way.
There will be a certain amount of that too but, especially at lower levels you loot a LOT more components than you could possibly use. In beta we would delete them like mad. I suspect there will be a market for those however in live. We'll see.
DocSavag wrote:
There will be a certain amount of that too but, especially at lower levels you loot a LOT more components than you could possibly use. In beta we would delete them like mad. I suspect there will be a market for those however in live. We'll see.
rexan wrote:
DocSavag wrote:
This means there will be a market for looted components to be bought by shipwrights and reverse engineered. What the charge on those will be is anyone's guess at this point because there was no real way to test the value of those in beta because there isn't a real economy the way there is on live.
Not ture. Which this will probably mean is that power PvPers will try to collect all the loot for themselves. Loot items will go for ridiculously high prices. Especially the ones with the desirable stats.
Shipwrights will most likely become like weaponsmiths. The pilot will being in 4 looted engines with good stats. Then the shipwright will RE it for a fee, then the pilot will go on his way.
Here's the problem with the new additions -- STORAGE.
If there is any single issue correspondents could champion that would help crafters and merchants alike, this is it.
You might know that I am an advocate for 1000k stack, and vendor-like storage for crafter resources, but maybe correspondents could harp on thing that are plan unfair in the storage scenario first and chip away a brick at a time.
For example:
Merchant Tent/Small Naboo Style 2 = 1 lot = 75 storage units
Small houses/Medium houses = 2 lots = 150 storage units
Hospitals = 3 lots = 225 storage units (best storage in the game)
Cantinas = 5 lots = 250 storage units = 1.66 lots wasted
Large houses = 6 lots = 250 storage units = 2.66 lots wasted
PA Halls = 7 lots = 250 storage units = 3.66 lots wasted
People should not be penalized for playing the game to the fullest. Cantinas, large houses and PA Halls should be things you lavishly decorate, not acquire to have enough of your resources in one spot to craft.
This should be:
Cantinas = 5 lots = 375 units of storage (cantinas, more often than not, are the heart of player cities - let us have enough storage to decorate the things!)
Large houses = 6 lots = 450 units of storage (we should be able to display our trophies in one spot, which I cannot do with a large house today)
PA Halls = 7 lots = 525 units of storage (PA Halls should reflect lavishly decorated grandeur reflecting the work of hundreds of people over the period of one year plus to excel.
This is not an outrageous request. IMO, it could be accomplished with the change of three whole variables, most likely and would go a long way towards fair gameplay that respects performance by individuals and groups over the life of this game. Short-sheeting our lots does not, nor is there a viable reason for it when people that just want to have storage for storage are simply placing rows of factories for maximum storage efficiency.
Fivo Asia