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Economic Concerns for Crafting

Discussion in 'Release 30 Feedback Forum' started by Xander Xavier, Jun 21, 2016.

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  1. Xander Xavier

    Xander Xavier Avatar

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    SotA's player driven economy depends on crafters to meet player demands for armor and weapons. However with the current exceptional item chances, master-crafting, and enchanting one can expect to make 10 of an item in order to produce a fully master-crafted and enchanted exceptional item. 1 out of 5 items crafted will be exceptional (maybe) and 1 out of 2 exceptional items will be destroyed during master-crafting and enchanting. For a single item such as a weapon this is somewhat manageable. But consider an armor set of 5 pieces. That is 50 items to gather resources for and make. And with the random nature of stats generated by master-crafting and enchanting you may not get the item you want from that 10th item. Of course once our weapon and armor sets are complete we need to start making replacements for when they wear out. So when did you expect us to have time to make anything for anyone else? What do you expect us to do with the 4 out of 5 normal items we produce? Prime spots for private vendors are not that common. Stuff can sit on a backstreet vendor for weeks unnoticed. As for public vendors, everyone seems to want to use the Owl's Head vendor. It does not take long at all to use up your quota of spots on a public vendor, that is where you want to post your good stuff.

    I would suggest the following:
    Have npc vendors pay a premium for player crafted items of the type they normally stock, i.e. blacksmiths and weapons merchants would pay more for player crafted armor and weapons than say an innkeeper.
    Have npc vendors retain player crafted items of the type they normally stock in their inventories for a limited time and offer for them sale.
    Doing these things would make the npc vendors part of the player driven economy. Players would know where to buy standard non master-crafted or enchanted equipment. Crafters would be able to sell their standard unexceptional crafted items with a small profit margin. This would keep the public and private vendors free for exceptional items and crafted consumables.

    XX
     
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  2. Bluefire

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    Taking this a step further I see no reason why the NPCs couldn't the turn around and sell all the items they bought from the crafters for "a profit" to players and additionally humanoid MOBs. The MOB "purchase" would be behind the scenes until a day when MOB and NPC AI can be affected such that humanoids actually leave scenes and go shopping or pillaging in the towns and then head back out to their camps wherever they are from.

    This follows the original idea that player made items supply nearly all items in game. These items on the NPC MOB would have a chance to end up as a drop and thus a player would have a chance of looting a player made item.

    If the item isn't something the NPC merchant typically sells then there would be a behind the scenes transaction where they sell the items to a merchant that does typically sell this type of item. One day this could result in a reason for couriers or a short trip for the merchant to a neighboring town.
     
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  3. Damian Killingsworth

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    I think the idea of this player run economy is that crafters won't do every job in the process of making leet gear.

    For example, one person will gather materials and sell them to another who will refine them and sell them to another who will craft exceptionals who will sell them to an alchemist to enchant etc.

    So if you wish to be a self-sufficient mule type character that can craft anything it will take you ages to complete one item because your crafting skill pool will be distributed over more skills.

    However, if you find a niche (like mining), you can max out the swift harvesting and meticulous collection skills, find a nice place to mine, and you will be able to harvest and sell enough ore to buy your gear.
     
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  4. Noric

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    I'm not so sure this is currently really a thing. That is not to say mining can't be profitable, but the leveling gains have dropped a lot for both of those. I almost feel the big limiting factor is now whether you have the attention span to do so certain steps.
     
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  5. Xander Xavier

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    Go check the prices of raw materials on the Owl's Head Public Vendor, then tell me how practical or profitable you think it would be to buy the materials to craft items.
     
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  6. Damian Killingsworth

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    I managed to mine over 200 silver ores in an hour with all of my mining skills around 50. So it is indeed a real thing.
     
  7. Damian Killingsworth

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    The economy will take a few months to mature. Also current vendor prices do not reflect the post final wipe markets. This due to an exploit which occurred within this wipe which inflated the total gold in the economy. Also we must consider that many people are selling reward items they normally would not have because they will be getting them back after the wipe.
     
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  8. Noric

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    That's the point. My mining skills are in the 90's and I'd barely gather faster than you. Training mining skills is pretty bad atm. Specializing has more to do with items than skills now.
     
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  9. Xander Xavier

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    I would also point out that under the current crafting experience system you need to gather resources in order to gain experience points to spend on your production skills. The system is not designed to support production specialist. Crafters spend hours gathering resources with their skills lock in order to have large experience pools to spend on their production skills. As for how it will be next release or after the final wipe, I cannot say. I can only judge by what I see now in the game.
     
  10. Arkah EMPstrike

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    Having high meticulous collection and proficiency still have a really good effect on mining.

    Desolis public vendor has also been very active the past couple of releases, with much cheaper ore prices than owls head. Cheap enough that it never stays stocked for very long

    Ive also seen affordable materials on the vendor in resolute, and etceter public vendor sees gold buy orders filled often, so there is traffic there too.
     
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  11. WrathPhoenix

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    Well, most of the things i see being promoted here are actually already in the plan. Vendors will pay a premium for the goods they prefer, they will resell to players, and that stuff will be sold to npcs as well which will make its way into the economy and loot. Just not at this stage of development.
     
  12. QTIP

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    This game would be well served to have both player crafted items (weapons/armor) and strong Add On Store items of similar power. That would let dedicated players to earn for free great items and those with funds but little time to obtain items while paying for the game we all love/enjoy to continue to develop and exist. With pledges now largely irrelevant and soon discontinued, Port needs income. Gold crowns and/or houses/pets will not support this game's expansion or maintenance. Start selling killer armor, weapons and buffs (potions are none of the aforementioned) and revenue will flow. Allow players to earn all that is sold for real dollars, which keeps the playing field level and the Novia map full of players. To do otherwise is to reward only those who play often but pay little, which is not a viable business model. Incentive to play to earn keeps games playing; incentive to pay to earn keeps cash flowing. Simple, fair and viable method to keep the game going while maintaining integrity and fairness.
     
  13. Xander Xavier

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    While there are some npc vendors who pay premium prices for some items, I suspect these are leftover from days gone by. I think they are systematically being hunted down by Lord British's secret police and disappearing in the middle of the night. I remember an npc vendor in Ardoris who I always sold my weapons loot to. Then one day he was gone and there was a stranger in his place who did not pay premium price for weapons. I regret not remembering his name, for I would surely put it on my ancestor reward tomestone.
     
    Last edited: Jun 28, 2016
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