Shipwright Archive
Thread: Focus Thread: Factory Support
styx66 wrote:This thread is for the issue of factory support.The poll showed a slight majority in favor of no change to factory support, but a significant number of you believe there should be some change.So in this thread, please:
- (Optional) State what way you voted (or would have voted) in the poll.
- (Optional) Why you voted (or would have voted) this way.
- If you believe factory support should be increased, please state how you think this would be best achieved with minimal reprocussions to those on the other side of the issue.
- If you believe factory support should not be increased, please provide (if any) proposals you would be willing to compromise on.
PLEASE do not start major arguments or flame wars here. This post will be deleted and/or restarted if it gets out of hand. This will be a post the devs eyes will see, so lets make it good.
Also, I have a dev statement about why factories are the way they are. I will post when I get the OK.
Message Edited by styx66 on 11-25-2004 01:34 AM
I voted No further factory support. This reduces 'mule' crafters who craft only for the quick credit. It also reduces huge guild's potential to monopolize the market.
And for the devs consideration, it also limits the ability of RL credit sellers to exploit the wealth of JtL.
As for compromise, I'm inclined to follow the opinion of the above poster who stated that, as a majority opinion, we should entertain compromise options from the minority opinion, and not vice versa. Reducing schematic size isn't a viable option as multiple lots and x-server lot swaps defeats the effectiveness of this limitation.
To me, the only viable compromise would be a reduction in quality of the factory-produced product. But then this creates another layer of quality competing with looted components and handcrafted.
My firm opinion is that the devs actaully hit the nail squarily on the head with SW factory support, and thus doesn't need much tweak at all.
Now if the devs want to make a few components virtually disposable such as armor and boosters, having these things wear out faster, then I could see factory support for them as well.
styx66 wrote:
This thread is for the issue of factory support.
The poll showed a slight majority in favor of no change to factory support, but a significant number of you believe there should be some change.
So in this thread, please:
- (Optional) State what way you voted (or would have voted) in the poll.
- (Optional) Why you voted (or would have voted) this way.
I voted yes, because handcrafting thousands of components is a real pain.
- If you believe factory support should be increased, please state how you think this would be best achieved with minimal reprocussions to those on the other side of the issue.
The "time per item" should be pretty high. I think a 300-400 second timer would be reasonable. Given that wewould bethrowing away THOUSANDS of premium resources in order to make, for example, a Mark 5 schematic, I think factory support is a completely legitimate request.
- If you believe factory support should not be increased, please provide (if any) proposals you would be willing to compromise on.
Niacia wrote:
certifiedandrew wrote:
Given that we would be throwing away THOUSANDS of premium resources in order to make, for example, a Mark 5 schematic, I think factory support is a completely legitimate request.
This depends on your mode of operation. If you keep only the best components and throw away any critical fails on experimentation, you actually save resources by making larger factory runs.
This is why I say, that factories give an advantage in cost and/or quality.
Regards
Niacia
I can't see the logic of throwing them away. Cut down the price accordingly and put them on a discount vendor. I do, and I still sell them.
certifiedandrew wrote:
Niacia wrote:
certifiedandrew wrote:
Given that we would be throwing away THOUSANDS of premium resources in order to make, for example, a Mark 5 schematic, I think factory support is a completely legitimate request.
This depends on your mode of operation. If you keep only the best components and throw away any critical fails on experimentation, you actually save resources by making larger factory runs.
This is why I say, that factories give an advantage in cost and/or quality.
Regards
Niacia
I can't see the logic of throwing them away. Cut down the price accordingly and put them on a discount vendor. I do, and I still sell them.
Right you are. But the reason you sell them, is that there is no factory support...
With factory support, you probably would not be able to sell those comps.
And even now, there are some crafters who throw those components away..
Regards
Niacia
- (Optional) State what way you voted (or would have voted) in the poll. I would have voted for increased factory support
- (Optional) Why you voted (or would have voted) this way. I feel that, just as every other crafting profession does have, that making factory runs and stocking vendors is part of SWG crafting. It is unfortunately obvious that SOE looks at Shipwright different than any other crafting profession.
- If you believe factory support should be increased, please state how you think this would be best achieved with minimal reprocussions to those on the other side of the issue. I don't see how having to hand crafting most every item allows players to effectively serve customers. I think that SW should be setup like every other crafting profession from Artisan. Why reinvent the wheel? I think the customer interaction workes just fine for all the other crafting professions. i.e. I met a tailor the other day (I moved to a new area) and wanted to get some clothing to go along with my pilot jacket. We talked about colors, styles, etc and are working on a custom wardrobe.
I don't see how increasing factory support will hurt those that don't want to do factory runs of armor or other items.
DingoBoi wrote:
If factory support goes in on any major level.. it will kill my 250M credits thus far business. I'm in an out of the way location on naboo but people travel to me because I am well stocked. If they can get that same stock anywhere, i'm sunk. Well done on the business!!
/vote NO on factory support I disagree
ps: i've barely left my shop since launch and this is why.... but if you don't want to spend the time crafting, then don't... just do custom orders. Don't expect to steal my profits because you want to cry about no factory support and how you can't be uber. Why is it ok that SW is only viable to players who have the time and are willing to devote 100% of thier playing time just to SW?? This goes against how the crafting system is set up for all the other professions?
however, I might give a nod to extremely limited support as above. Just make everthing factory produced inferior
certifiedandrew wrote:
Given that we would be throwing away THOUSANDS of premium resources in order to make, for example, a Mark 5 schematic, I think factory support is a completely legitimate request.
This depends on your mode of operation. If you keep only the best components and throw away any critical fails on experimentation, you actually save resources by making larger factory runs.
This is why I say, that factories give an advantage in cost and/or quality.
Regards
Niacia
(Optional) State what way you voted (or would have voted) in the poll.
- (Optional) Why you voted (or would have voted) this way.
Factory support consistent with other professions. And even there, factory support increased across the board to allow free utilization of schematics (limited by resource availability, not schematic caps). Allow us to make our production runs as we see fit, so I can do them in a way convenient to my schedule, my time allotted, and my ability to harvest the resources needed to fuel a particular production run.
This game does not respect the gamers' valued game time. Caps are placed on everything with the presumption of controlling the game economy. As I say in the next example, if all the major players grouped together under one umbrella company and pooled their efforts in one profession, other players would still be able to produce and sell the same product. Truth. The resource spawns are at the root of production. With spawns only lasting a couple weeks tops, and peeps only having so many lots for resources, NOBODY can create a monopoly. No groups of peeps can effect a monopoly. So to cramp our gameplay and our convenience and our most most most most VALUED and LIMITED game time with all these gates is just silly. There are no monopolies in this game. Lift the caps, let crafters operate with options and flexibility suited to their individual game style, game time, and game ability. Focus on the player experience for once, rather than gating it.
If you believe factory support should be increased, please state how you think this would be best achieved with minimal reprocussions to those on the other side of the issue.
What consequences are there to those on the other side of the issue? If all the major crafters I actually see in our server today, all the major armorsmiths, weaponsmiths, medsetc.banded together, dropped their professions and all became shipwrights, I would still be able to practice my Shipwright profession unmolested by their efforts. To make a claim that factories used by others materially affect my ability to flourish is sillyiness.
Factories, like harvesters, are a matter of convenience, enabling us to keep vendors stocked in x-% of the effort and repeated, redundant processes that we would otherwise have to do, so i can do it once every two weeks instead of every 3 days, for example, impacting my gametime, my ability to enjoy other aspects of the game, my time spent... not anyone elses.
If you believe factory support should not be increased, please provide (if any) proposals you would be willing to compromise on.
Bleh to that. Thanks for talking about a nerfed factory support, at no cost to anyone other than the crafters themselves who must then repeat everything they do exponentially and be left with more cast-off odds and ends littering their factories and houses storage from all the odd-lot production pieces.
Little-Green-Guy wrote:
no factory support is needed. thank you
not a single person can provide an argument ( a great argument) as to why we need (additional) factory support.
The currenty method is pefrect the way it is. It ensure many a shipwright will be employed on the servers, thus, eliminating any monopolies or oligapolies that will form.
The same "arguement" as u present here would apply to all other crafting professions - and - therefore is not applicable
Little-Green-Guy wrote:
Little-Green-Guy wrote:
no factory support is needed. thank you
not a single person can provide an argument ( a great argument) as to why we need (additional) factory support.
The currenty method is pefrect the way it is. It ensure many a shipwright will be employed on the servers, thus, eliminating any monopolies or oligapolies that will form.
pervel wrote:
Kalano wrote:
pervel wrote:
I very much like the idea bout making a ship factory that can only be placed by a shipwright and that every shipwright can only place one. It should only cost 1 lot to place. Otherwise it would not benefit the small shipwrights much.
Although it is not the theme of this thread, I think this could be extended to all crafting professions. Architects can only place one structure factory. Tailors and armorsmith only one clothing factory. Doctors, CMs,Chefs and Smugglers only one food factory. Equipment factories should probably be placeable by all crafting professions.
you haven't done a lot of the crafting proffesions have you? Limiting to one will hurt many also. some items take several factory runs for the sub components and even they take a long time to make. Unless you cut down a large amount of factory time and sub components, one factory only will really hurt the unguilded and friend supported crafter. I know, because i am not part of a guild and not supported by others. I have used more that one factory at times because i didn't want to wait three days to get an end product as master artisan. it gets worse the higher you go.
I have been weaponsmith (still is), architect, artisan, and now shipwright. I have never used more than one of each type of factory and have done quite well. I would'nt mind extending it to 2 factories per person. But this thread is about trying to find compromises.
Pervel, I usually agree with you on most things, and I can even agree with you on this if push came to shove. But why do this? I'm an accomplished executive in retail, finance, banking, and marketing, and the bottom line in business is customer satisfaction tied to preferences and choices. Give the customer what they want, and that means give them choices. When you dictate to customers what they want, you have dissatisfied customers. That's why there's different model cars, and different model checking accounts.
I'm not here to tell anyone what they should want or shouldn't want, that's a losing path for any business, including SOE and SWG. People want different things, some times more informed than others. My preference is many factories, no caps, let my time and effort, and resources and lots and radioactive constraints, and spawn time length dictate with finite certainty any constraints. Give me flexibility to manage my time with. My 10 factories, or 10 harvesters, or the amount of time I spend searching for a higher % spawn, or the amount of time I spend experimenting,or the amount of time I spend watching diligently for spawns to catch them early on, or at all, or how many planets I survey on, are all variables, and my efforts in these regards will not impede another of the same profession at all from selling thier goods, only determining how satisfied I will be with SWG personally.
There are alot of variables that determine what makes someone competitive or successful in marketing their products, including the venerable Location, Location, Location. Factories are so nill to the equasion that this is silly, and a lot of the pontificating that people do around here is silly. Open it up and give customers choices, and don't try to dictate to other players what they should or shouldn't do. It's a losing strategy down to the basic fundamentals of business and marketing.
Message Edited by RedDestinyCC on 12-04-2004 11:57 AM