Smuggler Archive
Thread: The Debate: Slicing Experimentation
Ipseck wrote:
My point was that it's still crafter light, because we only have to worry about 1 resource 1 quality once every 4 months if you put in the effort to drop 3 or 4 harvs. And as your math showed, even the lazy smugglers (combat profs can still drop harvs) are making nearly 300% profit per slice. The ones that put in the extra 4 hours a month are making more. Whats so wrong with that? We're not going to end up playing resource monkey for just 1 resource. That's absurd. I think people are letting their experience w/ other crafting professions skew their view.
Kav wrote:
What compitition will there be when some one out there will be selling the "uber" tools to everyone. We will all end up with the same tools per server in my opinon.
If you want to experiment on items.....become a crafting class....Smugglers are NOT a crafting class...We HOT-WIRE weapons and armor for better performance at the cost of condition of the item...We should be able to do this with what ever quality tools we can get....the skill is in the knowledge ofslicing not how great your clamp is at telling you blue or red...or that super-duper lazer knife that cuts the wire...thats all it does...cuts the wire.....how can a great quality knife cut the wire any better to create a better slice....Think about it...Its not Swoopbike Science.....Its illegal activites of hot-wiring items for suped-up performance that dont last as long as the original design....
Experimentation in spices makes more sense...not that I am for this either
Wale....Master Smuggler.....and if you all get your way....Novice Crafter of Experimented Items that Should Not be Experimented on
( well if I experiment on my butter knife I should be able to make a better PB&J sandwichs...right? )
Dinian wrote:
They aren't going to camp your vendor and ignore the BER12s and wait for the elusive BER13.
Wanna bet? I move BER 13's by the dozen. I move BER 12 misfires like I was selling ice to an eskimo.
- Having a chance at better slices be in YOUR control is a good thing.
Agreed. Lets just add a dialogue box that lets me pick speed/damage. We'll keep the % of the slice a random event, with Masters 5% higher on average and at the extremes.
The cons:
- You will have to watch for high conductivity copper.
Wow that's really hard. What's the problem again? Really?
Like I mention above, it only introduces the illusion of competition. if your concern is competition, then experimentation isn't the way to go. if your concern is control of the slice, then experimentation isn't the way to go. Either way you look at it, experimentation isn't the way to go.
Greatsails wrote:
Dinian wrote:
They aren't going to camp your vendor and ignore the BER12s and wait for the elusive BER13.
Wanna bet? I move BER 13's by the dozen. I move BER 12 misfires like I was selling ice to an eskimo.
Dinian wrote:
You misunderstand me, I know people ignore your BER12s. Hell I did, and still will in the future
My point is that smugglers don't have this problem. Our final product was sold when somebody asked us to slice something.
The equivalent would be only paying for slices that are 33% or higher out of 35% and if we could somehow factory produce 35s.
This is a different business model.
It's only a different business model if your customer is different. But it isn't. You tell me: will you slice your own weapons with low quality tools? Of course not. You ignore BER 12s, and you also ignore poor quality slices. Only the rarest customer will be satisfied with a slice done with substandard tools. But note the word there "substandard," implying that the best quality is the standard. It will be.
Your customer *will* ask if you're giving him the best slice possible. Your tools are experimented to 90%, but Smuggler Joe, 2 clicks away, has 99% tools. You now have 2 choices: you lie and get his business, or you tell the truth, you don't have the best, and he doesn't even say "kthxbye!" before he leaves you in his dust.
It's not different. You only think it is because that's what seems logical. Adding real customers to the mix will break down all logic instantly.
Dinian wrote:You misunderstand me, I know people ignore your BER12s. Hell I did, and still will in the futureMy point is that smugglers don't have this problem. Our final product was sold when somebody asked us to slice something.The equivalent would be only paying for slices that are 33% or higher out of 35% and if we could somehow factory produce 35s.This is a different business model.
So, do you plan to lie when people ask you the quality of your tools? What if the only tools you're able to make are 70% due to the quality of the available resources?
I will be perfectly honest with my customers.
Listen, I get business slicing -- sure -- but so do (Slicer)s. They are a model for people that don't believe that there is still business in non-maximal slicing.
Also, if they walk away because I had 90% tools (which I won't -- Slicing is my favorite part of the profession and I'll work hard as possible to maintain my reputation as one of the best slicers in my galaxy) I would tell my customers as much.
People don't pay me 50k to slice their Krayt Scatter. They pay me 50k because I give it back to them after the slice ![]()
also, only about 3-5 archys on my server manage to make BE13+ most have only BE12 and are suffering from it.
BUT this is entierly diffrent.
That is a case of a crafting class making advanced items with several experiemented sub-componants and hard to find high quality materials by the thousands.
Laser knives are simple and have small material consumption. They will be easier to mass produce and sell "the best". which means some one will want to do just that, open a smuggler shop with the best, and make 3-6k for a crate of good knives, and most of us will pay it, i mean come on a crate of knives is alot of slices.
So in the end the only compition will be Smuggler shops undercutting each other.