Scout Archive

Thread: Make lots of Monkey and become Rich and Famoose

JBMat
Thu Mar 11, 2004 5:45 pm
#1

Hi Gang -


besides picking on Delta again (monkey maker that he is)...HOT TIP


Scouts and Rangers will be in shorter supply come Pub 7, the demise of the camp. (catchy title eh?) Many people have already dropped the professions, more will soon. This is a good thing for us.


Less Scouts and Rangers = Less Harvestors.


Those that can harvest are about to be able to set their own prices for resources. I know, I know, quit sobbing. No math involved. Use my method...eenie meenie minie...50cpu. Take it or leave it, I got the stuff, you need it. As Jesse James says, pay me sucka (the car builder, its tatooed on his right palm)


Good stuff = 50 cpu

medicore stuff = 30 cpu

grindable stuff= 10 cpu


Anyone complains, fine. Wanna bet you can't sell it? I made 200k in less than an hour the other night as someone was paying 100cpu for Naboo wooley. It had 1000 shock, good for armor I am told.


We, meaning the harvestors of organic resources, are being handed the universe on a silver platter. Don't screw yourselves in this deal.


make lots of monkey, then laugh and make more monkey.


oh, I can spell famous. Rich and famoose is what Bullwinkle wanted to be, and I went to his school...Whatsamatta U?


have fun

JB

Hakai
Thu Mar 11, 2004 8:59 pm
#2

wow.......but where are our monkey?!!!! and monkey making opportunities?!!


i do like the idea of less scouts and rangers that whine though....*grin*





Hakai Youkai
==================================
Hakai's Hardware
(-211, -5812) (6197, 4326)
Hunting outfitter since 9/22/03
Anchorhead, and Mos Tyrenia, Tatooine
==================================
Sojourner
Fri Mar 12, 2004 4:25 pm
#3

I wouldn't be pressing the market that hard JBMat!At least not for crafters only interested in general organics, after all there are floraharvesters (buildings), and their numbers won't decrease. So if you charge too much and they have a choice, like in many medic/doctor items, they might pay 7 cpu for good flora rather than 20 cpu for your hide.


Of course that leads us to another issue that we as resource harvesters will still be dealing with. That is thefallout from the crafting change also in Publish 7. On the one hand, it would seem to be a good thing for the "professional" harvester because it will increase the value of high quality organics. On the other it will have dramatic effects on the economy as a whole. After reading Chrysalide's explaination(http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=7255&page=1) of what the crafting revamp's goals are and why, all I have to say is "Ladies and Gentlemen we are in for a wild ride! (And not in a good way!)"


Let me sum it up, the Devs have decided that the general economy of SWG is horribly broken (no argument from me). As their first (and they stress this isn't the only "fix"they aregoing to implement) effort to correct this, resource quality will now set the bounds for the range ofexperimentation. The way I see it soon even master crafters will not be able to "make a silk purse out of a sow's ear." This doesn't directly affect Scouts because experimentation really improve our traps and camps that much (and I think it's the same for Rangers). However, this will ultimately effect us through our other important tools; weapons, armor and medicines. We will probably see an overall decline in quality of these items, certainly before the smiths have a full understanding of the new system.


Granted,I understand what they are trying to do and it might actually work in the long run, but it's going to take at least six months or more to get the in-game market anywhere near a new stabilization point.There are a fewreasons for this.First, it will take that long for a significant amount of the "pre-patch" items to wear-out. Second,stashes of highquality goods many verteran crafters have amassed mustbe depleted. Finally, there needs to be a sea-change the philosophy of the "average" player (that'll probably take longer!).


Until we get to that (hopefully) happy place we all have three choices:



  1. Come to grips with the fact that the new stuff willof lesser quality than"pre-patch", and that people with actual lives won't be able to afford anything near "uber" now. (In case you're wondering,this is going to be my choice)

  2. Refuseto settle for less than "perfect" equipment, andas a result turn yourentire gaming experience into a frenziedmission grinding fest.

  3. Wistfullyrecall the"golden age of crafting"now forever gone, gradually becoming bitter and resentful about the change.

Eventually, the markets willstablize and it willlikely bebetter for the game than it is now. However, I have a feeling it'sgoing to be a longer and more painful experience than what the Devs are planning!




Sojourner
---Navar Rook (Master Scout, Novice Ranger, Carbineer, Medic)
Wanderhome Galaxy
"Wanderhome Galaxy Fourms, you will never find a more wretched hive of narcissism and egotism. We must be cautious."
JBMat
Fri Mar 12, 2004 6:33 pm
#4

Okey dokey- I am simplying this so my wittle brain can handle it - I think I understand you Sojourner


As quality of ingredients will effect the final outcome, high quality stuff will be in demand, low quality stuff not so much in demand. Mid to lower range stuff will still be in demand, except it will be grinders and the lower level (not rich yet) arrtisans buying it, as they don't have a great shot at experimenting yet.


There will be fewer harvestors. Flora is fine. Who cares about flora, it's organic resources - meat and hide mainly, bone a distant third, that we make our bucks on. Fewer harvesting = low supply + high demand = MAD MONKEY MAKING. Simple economics really. If 100 people want high OQ hide, and only 5 people are harvesting (if that many) who sets the price?


People, I already have over 5 million creds in my bank. I have been selling organics for a minimum 10cpu, and thats for crap grindable stuff, as we are already in a low density profession. Come the "demise of the camps" (I so like that catchy name) more people will drop what scout they do have to get whatever. Great for us.


Who harvests now? Rangers, Scouts, BHs (those that are not too stupid to stay lost), CHs (when they are not too busy beating on baby critters) and BEs (I think, not sure, don't know many). Profession-wise, only the Rangers harvest organics for a living. Master Scouts only get 30% less than a Master Ranger. LARGE FREAKING HINT. Get the stuff while the getting's good.


Good organicsare relative. If the best organics only are 800 OQ post patch, charge 50cpu for them. Whatever is the best out there will always command a higher price. It is time for the harvestors to make some MAD MONKEY for a change.


We now return you to your regular progamming...thanx for tuning in....


JB


BlankTim
Sun Mar 14, 2004 3:28 pm
#5

JB is right folks. Now, I'm not saying you should start price gouging, but you definetly need to realizeit may be a sellers market for awhile.



Keep in mind though, that'll change when the new "Be-a-Jedi-in-24-hours" quest system goes into effect. No more grinders means a HUGE drop in demand for low quality harvestables. Or, we may end up with people keeping scout anyway if prices rise too much.


So, if you want to make monkey, you'd best make it now. We won't be in this position for long.


And JB? Making monkey has nothing to do with being famoose. You just gotta be a rascal and endear yourself to the public. But then, you knew that didncha






__________________________________________
Biwaba Darkfeather - Starsider, Naboo, Theed
Master Ranger Novice Rifleman
I want a cookie! Well, No, I'd rather have a woman, but I'll settle for a cookie.
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