PlaneShift

Gameplay => General Discussion => Topic started by: Renoried Kalem on October 01, 2007, 04:26:22 am

Title: What Would You Pay for a 160q Crafted Axe?
Post by: Renoried Kalem on October 01, 2007, 04:26:22 am

Please do not vote if you do not use axes.

I will not contact anyone that participates in this poll.
I'm not trying to make a list of potential buyers and then harass them in game.

If you have maxed your mining skill it is possible to make about 10k to 16k an hour if you can stand mining for that long.




A: I only purchase axes from NPCs (Harnquist or Trasok)



1 Small Battle Axe 160/160q


B: SBA: 500-1000

C: SBA: 1001-2000

D: SBA: 2001-3000

E: SBA: 3001-5000

F: SBA: 5001-8000

G: SBA: 8001-10,000

H: SBA: 10,001+



1 Battle Axe 160/160q


I: BA: 500-1000

J: BA: 1001-2000

K: BA: 2001-3000

L: BA: 3001-5000

M: BA: 5001-8000

N: BA: 8001-10,000

O: BA: 10,001-12,000

P: BA: 12,001-15,000

Q: BA: 15,001-18,000

R: BA: 18,001-20,000

S: BA: 20,001-25,000

T: BA: 25,001-30,000

U: BA: 30,001-35,000

V: BA: 35,001-40,000

W: BA: 40,001-45,000

X: BA: 45,001-50,000

Y: BA: 50,001-55,000

Z: BA: 55,001+
Title: Re: What Would You Pay for a 160q Crafted Axe?
Post by: Jackdaw on October 01, 2007, 05:03:34 am
I use axes, but make my own (don't bother me in game, I'm not selling).

I don't think with the currrent costs to train axe crafting, the time it takes to dig your own materials or cost to buy them make it viable to try to market a 160q axe. I think you have to get quality to closer to 250. At that point people will pay more along the lines of the what it costs to train and make.
Title: Re: What Would You Pay for a 160q Crafted Axe?
Post by: bilbous on October 01, 2007, 06:10:06 am
I do not buy axes. I use whatever I loot. I am loathe to pay much more for any weapon than the merchants will pay for the best lootable one. As for paying people for their training costs, it seems ridiculous to me. Who is paying me for my training costs? I occasionally repair weapons for people but I don't ask for money to do it. I don't refuse tips either though.

Here is a thought though. How much is it worth at 0/160? I'd pay up to 500 for it. I do not think I have ever had a crafted weapon in my hands, do they repair in a similar fashion to looted ones?
Title: Re: What Would You Pay for a 160q Crafted Axe?
Post by: Rongar Elani on October 01, 2007, 06:23:37 am
You are the crafter, hence, you dictate the price, depending on supply and demand. Good axes are rare, good axe crafters even more. It's not immorally to make use of that ;)

Another variable that influences the price: How long does it take you to make such an axe, and how much money could you make in the goldmine in the same time?

Once you are able to make 300/300 axes, aim for a price between 100-200k. Horrendous?! :o Maybe, but they are worth it and people will buy. :whistling:
Title: Re: What Would You Pay for a 160q Crafted Axe?
Post by: bilbous on October 01, 2007, 06:39:23 am
That just shows ol' P.T. was right. There is a sucker born every minute. I would hope that it takes a weapon repair expert to repair such a weapon say sya one with greater than 20 repair skill. If anyone can do it with 1 skill it makes training repair pointless. Perhaps I should practice some more.
Title: Re: What Would You Pay for a 160q Crafted Axe?
Post by: Rongar Elani on October 01, 2007, 08:29:55 am
Good point. But that would require the system to finally differentiate between a standard weapon from a merchant and a crafted weapon, and to rate it depending on the quality. The better the quality, the higher the price to a merchant. And weapon repair skill is currently based on what a merchant would take/give for a weapon.

PS: I think the weapon repair skill is currently borked anyway. With level 2 I could in small steps repair a weapon back to 100%, while a higher level would over-repair it and make the quality drop.
Title: Re: What Would You Pay for a 160q Crafted Axe?
Post by: Zan on October 01, 2007, 09:55:49 am
Personally I would pay around 5000 tria for a good small battle axe and 7000 tria for a good normal battle axe. Prices that go over that range start becoming ludicrous in the eyes of the character.

I also completely disagree with Rongar about the 100k-200k prices. He thinks as a player, not as his character. His character needs to make a living, put food on the table, pay taxes, etc. All in all, the characters live in a different world than the still unbalanced and incomplete version we players see. Sure you'll find people who pay insane amounts, just look at the guild houses ... but you need to ask yourself. Do I want to make a pile of money with my character, disrupting the already shredded economy further or do I want to contribute to a stable, realistic and better world within the game?
Title: Re: What Would You Pay for a 160q Crafted Axe?
Post by: Rongar Elani on October 01, 2007, 10:40:56 am
Personally I would pay around 5000 tria for a good small battle axe and 7000 tria for a good normal battle axe. Prices that go over that range start becoming ludicrous in the eyes of the character.

Yup, that's the price a merchant would pay for a good weapon.

Quote
I also completely disagree with Rongar about the 100k-200k prices. He thinks as a player, not as his character. His character needs to make a living, put food on the table, pay taxes, etc. All in all, the characters live in a different world than the still unbalanced and incomplete version we players see. Sure you'll find people who pay insane amounts, just look at the guild houses ... but you need to ask yourself. Do I want to make a pile of money with my character, disrupting the already shredded economy further or do I want to contribute to a stable, realistic and better world within the game?


Ideally, it should be like this:

Quote from: Players Guide
(http://i130.photobucket.com/albums/p274/Rongar83/Bildschirmfoto-7.png)

But as long as NPC trainers take millions of tria, it's not only a living I have to earn money for. I agree though, that 100-200k for a weapon seems ridiculously expensive, compared to what you'd pay for a pterosaur, and how much a farmer earns in one month, however, it is not us players who are responsible for a stable economy. We take what we think is appropriate  And until the economy is being balanced by the developers, I don't see horrendous prices like this vanishing.

And balancing the economy means to lower the costs for training, and to create a counterweight to the crafted weapons, like in lootable weapons of about the same value. Remember, supply and demand is what determines the price on the open market, and this always under consideration of the current economy.
Title: Re: What Would You Pay for a 160q Crafted Axe?
Post by: Zan on October 01, 2007, 01:28:11 pm
But it are us players who are responcible for the economy. We are the economy. Sadly most of us are ruled by greed. :P So we take what we can, not what we think is appropriate .. save a few exceptions. I can't blame anyone for that and I definitely don't expect it to change.

There are two approaches you can take towards this game's economy.

Either you let the game mechanics determine your economy for you, which is what you're doing by taking what you can and following the laws of supply and demand.

Or you use the settings to work with and build ahead of the Devs programming. Which is what I prefer to do. I don't wait for the game to catch up with me and force me to play by the settings. I actively try to follow the settings as much as possible, even there where I don't necessarily have to yet.
Title: Re: What Would You Pay for a 160q Crafted Axe?
Post by: bilbous on October 01, 2007, 06:03:01 pm
Perhaps the crafted weapons ought to degrade faster than the looted ones. After all the good looted ones are crafted by masters with skill far beyond any available to the players. That is the ability to imbue magical bonuses into the sword. Contrariwise possibly what needs to happen is that the magical swords stop being dropped as loot except under extreme circumstances and loot weapons start being matched to what is possible for players to create. For example the normal weapons dropped would be 50/50 as is already the case, a good drop might be 150q weapon or a 70q weapon with a minor magic ability -- say 10 points of charisma, a great drop would be a 300q weapon or a 150q with a significant magic bonus -- say 20 points in a skill and a stat or 50 points in one. The ultimate drop only available from the strongest humanoid opponents could be that mystical 300q weapon with the maximal magic bonus and it would be extremely rare.

All weapons, looted or crafted should have realistic NPC resale prices. I am not sure you were correct that repair time is based on merchant price but I have not looked at the code. It appeared to me to be somewhat arbitrary Certainly weapon size was a factor. I do thing repair needs to be improved, sometimes I can repair things with no loss other times not. It may be related to another system that is being used by the repair function.
Title: Re: What Would You Pay for a 160q Crafted Axe?
Post by: Cumeri Tarenes on October 01, 2007, 10:39:52 pm
Well, I suggest to use a formula to estimate the value of self crafted weapons:

When you use (Q-150)*(Q-150)*4 + numbers of needed steel stocks you get in my opinion a number which is a balanced price. [Q is  the quality]             

In detail it would mean that a weapon that has Q150 or less would cost only the number of stocks or even because there is nearly no demand for these weapons.

For a Q 160 weapon this would mean: number of stocks + 400 tria

Q200: stocks + 10k tria
Q250: stocks + 40k tria
Q300: stocks + 90k tria

Of course I read the post above and I know that this suits not in the setting, but it suits also not in the setting that a miner earns much more than a farmer. So the question would be, why not change the setting...it is much easier than to change the costs for training and/or the gold price.