Refinery Fees
I'm poking around at refineries and notice this:
"Your Cost: 309 marks per batch."
I'm
interested in what the fee is based off of and why it's necessary when I
have purchased the refinery.
Are refinery owners being discouraged from refining their collected materials in their own refineries? I don't like this whole baseline fee thing. It's artificially inflating the costs of production and punishing those who can and choose to produce cheaper.
This was with a newly purchased stesium refinery. With a req
of x4 stesium per kinetic battery, the cost in stesium alone (30.9 marks * 4 = 123.6 marks) is a bit more than the price of two kinetic batteries in the shipforge (100 marks). That's not including the costs of paristeel. Why bother? I wonder if resource-heavy goods such as astromechs, repairkits, and missiles are worse.
0
Comments
You're right to call BS, because it's not (like say killing mobs) out of nowhere. It's a transaction between players - any money a refinery owner might make isn't generated, it comes from another player. Right now refineries are, in fact, a money sink....
Anyways, getting those numbers properly refactored back to the intended levels is on my list for this week (alongside a bunch of economy changes)
Um... c-could we have this one back, please..?
Needing 4 tons and 30 marks per repair tick makes hull hits really expensive and cargo space intensive... although probably a bit less with the shield bypass adjustment just now but still..
Refining Cost: 1 marks per unit.
10 marks per batch.
If money is too easy to make to start with then you screw over anyone who wasn't there when it was easy to make a million marks. So you have to start with razor thin margins and open it up from there.
Tldr Calm down guys, this is a known part of the process.
Then, the team has a better sense over time with data to figure out if incursions should drop more junk, or if the junk should be worth more, etc.
eta: Just read the incursion newspost in game. That's a step in the right direction.
Jin
VOTE FOR STARMOURN
if there's no kittens in space
I'm going on a rampage
TectonToday at 2:17 PM
They're called w'hoorn, Groot
sets out a saucer of milk
They're a pure money sink mechanic, early in the production process, that will scale up as more people buy them. There is, literally, no way for a refinery to generate marks - at best an owner can hopefully skim some off the top (not at current refining prices, but maybe if demand were increased enough). But refineries, as a game mechanic, will always be taking marks out of the economy.
And unless refinery batch prices more than double, that will be most of the marks that pass through them...
The actual problem is that the largest contributor to mark generation (plain bashing) does not interact much with this specific mark drain. Refinery owners are (for the moment) restricted to incursion bashers for their market. Hopefully this changes soon as the game and the economy develops!
"They're excited, but poor."
- Ilyos (August 2019)
Making it a fee that simply scales upwards with the number that exist just enforces a price floor, instead of letting the market be... well, a market.
If ship forges no longer stock these items, your only option becomes buying the 2k mark repair kits we can currently make. I'm throwing a random number there, but IIRC it is more expensive than that. This is prohibitively expensive for newbies in the main quest (and really most people everywhere else).
If autofactory costs are brought down, or batch sizes per unit brought up (ie make 100 repairkits for 15 transteel instead of 15 for 15), then player made kits can be affordable. They might even end up being cheaper or the same price as shipforge kits. Then it doesn't matter if the bandaid is there or not, you've made it obsolete by bringing costs down. You can just remove it whenever and nobody is harmed, as cheap supply will be plentiful with low costs.