Author Topic: Crafting Price Issues  (Read 5667 times)

Herihi

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Re: Crafting Price Issues
« Reply #15 on: January 20, 2012, 09:33:05 am »
Really? Because with only 30 in metallurgy I can make 500k an hour.  I think that is more then enough to pay for training no matter the expense.

Pakarro

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Re: Crafting Price Issues
« Reply #16 on: January 20, 2012, 10:53:33 am »
Wow! I'll check my numbers... Maybe iron/steel is far worse?
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Illysia

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Re: Crafting Price Issues
« Reply #17 on: January 20, 2012, 05:35:31 pm »
I still think the problem is that everything is over priced, yes training as well. But the economy has always had too much money and just changing prices of stocks and weapons won't work as that was done in the past and look how good it is working now. ;) They even took away platinum twice to try and balance things out.

However, the economy problem is too complex for it to be fixed through mechanics at this point. Player regulation is your best bet, but it is not likely that players will self regulate just for the sake of keeping the economy in balance. Never really worked in the past either.  :-\

Rigwyn

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Re: Crafting Price Issues
« Reply #18 on: January 20, 2012, 05:57:18 pm »
Not complaining.... But....

We have NPCs with an unlimited supply of money that will buy exerything in sight - effectively swapping your time for their money. Each time the NPCs pump more money into the system, they may the tria worth less and less... effectively, the buying power of the tria is lowered.

I'm not sure you CAN have a balanced money system as the player base changes in size, and players come and go - leaving millions in old unplayed characters, and brining those characters back in to game.


Gilrond

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Re: Crafting Price Issues
« Reply #19 on: January 20, 2012, 06:02:35 pm »
Herihi: Yes, I can make a million or two if I mine and smelt for a few days (and not everyone has time to do that for hours also). But I do it as needed, to pay training expenses, to cover some crazy prices on glyphs and  so on. And it's monotonous enough as is. Increasing need to mine / produce stocks to pay for training will make it just too boring, and I doubt I'll be interested in it.

Is your goal to make everything harder, or to make crafting more rewarding? If to make it harder - I don't agree, it's hard enough as is. Training metallurgy takes time, refining metal isn't instant as well, don't forget about mining time / expenses. So I see no problem here whatsoever. I do agree that crafted items pricing looks strange if it's equal to pure metal pricing. But that doesn't mean metallurgy needs to be degraded to make it "even".
« Last Edit: January 20, 2012, 06:15:16 pm by Gilrond »

Herihi

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Re: Crafting Price Issues
« Reply #20 on: January 21, 2012, 09:43:01 am »
I'm sorry Gilrond but I have to disagree with you.  While it is boring that is part of the game just like a job in real life can be dull and boring.  While this is a game they are trying to aproximate real life in certain things.  So you have to work for a living and do some things that are boring.  Kind of real life there.

Rigwyn brought up an interesting thought about the economy being messed up.  If you go to summer of code wiki you can see some of the things they were working on.  I'm not sure if some of them will ever be implemented or not but one of them is about the economy.  I think the idea the devs had about supply and demand with npcs is a great idea.  Instead of unlimited needs for all items npcs prices will vary depending on how much of an item they get each month.  This should plummet prices of certain items like bronze stock.  I am not sure if it will help to deal with the issues in the game with too much tria getting pumped into the game or not.  They could always have a certain limit to how much tria npcs have but I'm not sure how they would go about doing it.

Pakarro bronze is so much better then iron it's not even funny.  It's easier to mine, you can get more tria for it if you sell the ore, and the price for 300q stock is 2000 tria more for the same amount.

Pakarro

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Re: Crafting Price Issues
« Reply #21 on: January 21, 2012, 11:50:54 am »
Thank you, Herihi! I wasn't aware of that. I thought is was just minor differences....
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derula

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Re: Crafting Price Issues
« Reply #22 on: January 21, 2012, 01:43:28 pm »
While it is boring that is part of the game just like a job in real life can be dull and boring.  While this is a game they are trying to aproximate real life in certain things.

So, the game is boring on purpose?



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Bonifarzia

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Re: Crafting Price Issues
« Reply #23 on: January 21, 2012, 02:27:13 pm »

There has been a lot of discussion about rules issues recently, maybe because players feel some progress in the field and are increasingly encouraged to point at the various problems.

This thread started with a very simple and specific request, and the idea got somewhat lost with other, bigger, much more complicated things. So, wasn't the initial idea something like this?
Please consider by design that base prices (i.e. quality factored out) of result items should never be lower than the sum of the ingredient items base prices.


Herihi

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Re: Crafting Price Issues
« Reply #24 on: January 22, 2012, 09:55:08 am »
Yes that would be the main problem right now, along with the fact that the prices shouldn't even be close to each other to begin with.  But the fact that long swords and short swords aren't even worth the stock they are made from is the biggest problem right now.

Caraick

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Re: Crafting Price Issues
« Reply #25 on: January 24, 2012, 10:08:02 pm »
Again, hopefully that can be changed soon.

Was there any discussion on this topic in the recent Dev's meeting?
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Herihi

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Re: Crafting Price Issues
« Reply #26 on: February 04, 2012, 05:44:53 am »
Well I hope they are planning on reworking the economy soon because the chainmail implementation just put it in chaos.  Now that you can make a killing selling 300q closed steel rings to npcs prices are more crazy then before. Though I am still not sure about the speed and efficiency between the two.  But 9000 for steel stock is a pretty good deal when you sell to npcs and last I checked a 300q reinforced battle axe 300q didn't sell for 25k. 

Herihi

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Re: Crafting Price Issues
« Reply #27 on: February 04, 2012, 05:45:37 am »
Not that it isn't totally awesome that armor making is being implemented :).  I am totally stoked about that.

Bonifarzia

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Re: Crafting Price Issues
« Reply #28 on: February 04, 2012, 12:36:25 pm »
Now that you can make a killing selling 300q closed steel rings to npcs prices are more crazy then before.
I had the impression that intermediate items are supposed to have a lower value when sold to NPCs than result items.
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« Last Edit: February 04, 2012, 12:38:57 pm by Bonifarzia »

Gillis Norone

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Re: Crafting Price Issues
« Reply #29 on: February 04, 2012, 01:10:50 pm »
I just spent about 2 hours to make 3 chainmail gloves q300 from 54 steel ingots. One pair of gloves sells for 2430 Tria. So I earned around 7200 Tria and in the same time spent around 20k Tria on training BS and AM. I don't even think about how much money I could have made out of the 54 steel ingots, cause it's just too depressing....

Each and every choice of profession should be able to earn yourself a living. If I'm a hunter I don't want to bother with mining and met. Even worse are things with baking and cooking, fishing, harvesting and don't know what else. If you really stick to your RP character, making money is hard unless you're a miner or metallurgist. In a game that puts so much weight and importance on RP, professions are really badly unbalanced.