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Changes needed for the new professions

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  • wintersmokewintersmoke Member Posts: 1,641 Arc User

    greywynd said:

    Workers get paid regardless of the work they do. They have families to feed.

    Under the old system they weren't paid, now the players are paid unfairly and arbitrarily.

    Example: the Green (uncommon) items that pay 10 Silvers, 13 coppers all the way up to level 70.

    Example: the Blue (Rare) items that are paid 34 Silvers, 18 Coppers from Rank 18 to Rank 70.

    Example: White (Common) items go up every single level all the way to level 70.

    The Players are price controlled, but the artisans get paid more for more for higher level work and the players don't.
    The players are no longer workers... we're management.
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User

    greywynd said:

    Workers get paid regardless of the work they do. They have families to feed.

    Under the old system they weren't paid, now the players are paid unfairly and arbitrarily.

    Example: the Green (uncommon) items that pay 10 Silvers, 13 coppers all the way up to level 70.

    Example: the Blue (Rare) items that are paid 34 Silvers, 18 Coppers from Rank 18 to Rank 70.

    Example: White (Common) items go up every single level all the way to level 70.

    The Players are price controlled, but the artisans get paid more for more for higher level work and the players don't.
    The players are no longer workers... we're management.
    No, I don' think so. With the 'Bait and Switch' where you find a good worker (artisan applying and by the time you have cleared one of the slot to hire this good artisan and 'attempt' to hire them they leave one second before you can press the accept button. That's why we need double the number of slots so we can keep some open for new better hires and get rid of worse artisans to keep slots open for better artisans.
    • We're workers because we don't decide how much to pay our artisans (basic rates)
    • We're workers because we can't negotiate higher prices for higher level rares (2% above the base [level 20] for each level up to 70) up to double the rare rates at 70 from the rates at 20
    • Charging 5% higher rates for goods on MW levels 2-5 each
    • Charging +15% higher for +1 items.
    • AND if we were management we could be able to remove (permanently) from the AH those items sold by the lowballers who drive the prices down to non-competitive levels. We can't do that, we're not management.
    • The Hanseatic League kept prices stable for 400-500 years. The company can't keep prices stable for 2 weeks. I know it would take a lot of work because of the thousands of items on the AH. The easy work is to upgrade the Grren, Blue and Purple armors to prices in AD below which they could not be sold on the AH and confiscate the offending players goods for selling items for less than their fair value. 'Word of Mouth' from players who lost stuff they made by underselling their cost (based on standard commissions) which means that if you have a -75% artisan you sill have to sell your goods based on the standard commissions.
    • We're not management or we would be able to do mass crafting for the items that are made from raw materials and used in end products e.g. linseed oil, various glues, lumbers leathers, ingots, yarn, papers, indexes, etc. It would take longer, but a good -75% commission (and maybe +75% speed) could, at a reasonable cost in a reasonable time, turn a 12-stack of gathered raw materials into a 12-stack of linseed oil, various glues, lumbers leathers, ingots, yarn, papers, indexes, etc.
    • I do agree that we are management who get paid last -or not at all.
    • If after 6 months you are not making good gold, they system is the problem, not you.
    .
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,451 Arc User
    edited February 2019

    With the 'Bait and Switch' where you find a good worker (artisan applying and by the time you have cleared one of the slot to hire this good artisan and 'attempt' to hire them they leave one second before you can press the accept button. That's why we need double the number of slots so we can keep some open for new better hires and get rid of worse artisans to keep slots open for better artisans.

    Hmmm! Instead of asking them to fix the "Bait and switch", you are asking them to spend time to change the system to workaround the "Bait and switch"???

    By the way, you are the management of your own workshop instead of as the "worker" before that needed to go back to collect and restart one task at time. You are not management of the game. You manage your own workshop in the sense that you need to deal with profit and lose. If you cannot make good gold, it is because you choose to run the workshop in certain way or not to run in certain way. That is part of the management. Manage within the given parameters.
    Post edited by plasticbat on
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User

    With the 'Bait and Switch' where you find a good worker (artisan applying and by the time you have cleared one of the slot to hire this good artisan and 'attempt' to hire them they leave one second before you can press the accept button. That's why we need double the number of slots so we can keep some open for new better hires and get rid of worse artisans to keep slots open for better artisans.

    Hmmm! Instead of asking them to fix the "Bait and switch", you are asking them to spend time to change the system to workaround the "Bait and switch"???

    By the way, you are the management of your own workshop instead of as the "worker" before that needed to go back to collect and restart one task at time. You are not management of the game. You manage your own workshop in the sense that you need to deal with profit and lose. If you cannot make good gold, it is because you choose to run the workshop in certain way or not to run in certain way. That is part of the management. Manage within the given parameters.
    They caused the "Bait and Switch",they can spend the time to fix it.
  • wintersmokewintersmoke Member Posts: 1,641 Arc User

    With the 'Bait and Switch' where you find a good worker (artisan applying and by the time you have cleared one of the slot to hire this good artisan and 'attempt' to hire them they leave one second before you can press the accept button. That's why we need double the number of slots so we can keep some open for new better hires and get rid of worse artisans to keep slots open for better artisans.

    Hmmm! Instead of asking them to fix the "Bait and switch", you are asking them to spend time to change the system to workaround the "Bait and switch"???

    By the way, you are the management of your own workshop instead of as the "worker" before that needed to go back to collect and restart one task at time. You are not management of the game. You manage your own workshop in the sense that you need to deal with profit and lose. If you cannot make good gold, it is because you choose to run the workshop in certain way or not to run in certain way. That is part of the management. Manage within the given parameters.
    We are not Bruce Springsteen….. we are Dilbert's Pointy Haired Boss!
  • kharkov58kharkov58 Member Posts: 669 Arc User
    One thing needed in the professions system is the ability to change the remaining quantity of items ordered for each artisan/gatherer. There is absolutely no reason why I could not walk up to an artisan and say something to the effect of "great job, looking good. Add an addition 5 to the order" or stop after this item completed. This also means you do not suffer the gold loss for having to cancel a job after just completing a job since you do not get a refund of the commission on the job you just cancelled, even though it only ran for a few seconds.
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