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Post by Kitsunenotsume on Jul 21, 2015 17:41:59 GMT -5
Well, being able to gather ingredients will make crafting a lot more feasible, as well. To some degree. However, much of the crafting cost is absorbed by the act of crafting, not by the materials. Iron costs just under $9, It costs me $250 and 2 iron ingots to make a crossbow. If the obtaining of reagents lower the cost, it would be great. Otherwise grinding for funds is the only reliable means to generate crafting XP.
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Post by sareth675 on Jul 21, 2015 18:02:33 GMT -5
^ With kitsune on this. Basic materials are a paltry cost compared to the overall price of the weapons I make. A fully geared up sword might take 4 iron ingots and some mercury, but that takes up less than $200 of a sword where it's cost can go up to $3k just to craft :S
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Post by eba on Jul 21, 2015 19:54:15 GMT -5
Ultimately okay with this because it makes money more valuable and crafters a more desirable means of obtaining gear. Maybe crafters will start charging a little on top of their craft rather than working for base costs =) This isn't a thing. Crafters need to grind WAY MORE then anyone else. I gave up crafting cause the grind. ANd the problem isn't the expense of the mats, but the expense of grinding 100 guns before you can do a good one
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Post by argumantive on Jul 21, 2015 21:30:52 GMT -5
Would suggest visiting the docks some more, Hold'em is way more profitable ^^
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Post by Nippon on Jul 21, 2015 23:15:17 GMT -5
I've easily sunk over ten grand into my crafting. Tipping your crafter for the badass piece of armor that only they can make should be a thing.
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Post by sareth675 on Jul 22, 2015 4:03:21 GMT -5
If we see the merchants in "tiers" and the free market is the lowest "tier" of merchant (instead of Beggars Cross, which should be tier 1 effectively with the free market being tier 2)... and merchants with shops offering more (Bobs guns being tier 3)...
Why has Bobs guns prices been nerfed into the ground as well? So far shop prices have been a blanket reduction regardless of these merchant "tiers" that seem to be the goal of the economy patches.
I think something that's being forgotten as well is that, whichever merchant offers the highest buy prices, will get literally all the players selling to them. I don't think anyone will "prefer" using the free market for $12 an item when we could go to John's Smithy in downtown Calidor and get $30 an item. The 2 minutes extra traveling time isn't a concern I think >_>
As much as this price reduction is trying to be justified, I think the general consensus is that it has been implemented badly. At the very least, implemented at the wrong time. I know the free market is intended to offer less, but until more merchants are put on the server to make up for this reduction in maximum buy price, it's just hurting everyone's drive to actually play, since the rewards are even poorer and options become even more limited. Limiting the player base further isn't exactly encouraging. :S
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Post by Guest on Jul 22, 2015 10:13:32 GMT -5
Not sure it's trying to be justified:
"This one isn't working as intended. To much money in level 1 items and not enough in better ones. The original plan was to give higher level stores worse prices but higher max buy. Great plan when you have the resources to make stores at every level but not when you don't and every item is breaking max buy.
Expect worse merchant buy prices overall and a single higher max buy per character that depends on mercantilism in addition to abilities. Aiming to have max buy hit for items of level 15-25. "
"This one isn't working as intended."
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Post by eba on Jul 22, 2015 11:12:21 GMT -5
YEah, why was bob also nerfed, twice, into oblivion?
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Post by sareth675 on Jul 22, 2015 11:14:57 GMT -5
Shall we go over your points you have quoted Guest and make some questions of them, and add to the discussion eh?
"This one isn't working as intended."
Could the vendors be rolled back to how they were until the system is working as intended on a beta build or whatever the servers builders work on? I think that's a reasonable request no?
"Expect worse merchant buy prices overall and a single higher max buy per character that depends on mercantilism in addition to abilities. Aiming to have max buy hit for items of level 15-25."
Worse merchant buy prices overall is fine if that's the intended direction of the server economy. A higher max buy per character that depends on mercantilism in addition to its abilities... this is what confuses me.
1) Is mercantilism going to increase max buy prices based on proficiency as well as abilities? Or is it just the abilities that improve max buy rate (as I've already seen listed). If the latter, then... 2) Is it reasonable, i.e. fair, to reduce merchant buy prices NOW whilst every character on the server has too low mercantilism to actually take these abilities to improve max buy rate? Is this making mercantilism too much of a "must have" skill, or else facing the risk of being broke all the time?
Thanks for highlighting these points that Psionic originally said, as it's helped highlight some key questions.
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