Merchant Archive
Thread: Sometimes I bet the devs feel dumbfounded
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.
Wire3k wrote:
Blamj wrote:Well what they wanted at the start is to go like this.Miner-Mass producer *factories*-MerchantSchematic 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.
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.
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.
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 :-)
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.
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.
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.