I seem to remember that a long time ago there were a couple in Skrekk. I went there recently looking for them but they're nowhere to be found.
My only comment is that the rarity of gold and silver is one reason everyone isn't walking around covered in "max level" gear. Is adding some scraps from scrapping going to tip the scales on that, probably not, but there is an inflection point somewhere at which the economy for gear collapses and the path to it is lined with gold and silver.
Well coming from a player that actually plays, the economy won't change much adding gold and silver scraps... It really wouldn't do much for a player like myself who is already set up for mining and crafting. It would just make getting into it seem less grindy, and make 2 recipes actually usable. Right now the gold and silver scrap recipes aren't viable because we can mine much faster than you could ever farm gold or silver scraps. You get much less gold and silver ingots if you try and farm scrap right now. Prob like 95% less ingots then if you were just mining... If you added like 20 ways to acquire gold/ silver scraps, the rng of crafting would still tear it apart. It would just polish up the fact these recipes are unusable. Currently a new player will see the recipe and search for how they're suppose to acquire scraps. But there isn't a viable way to do it. Rinaldi explained it well.
Unfortunately I don't want to have to micromanage that many sets of gear to protect against a durability mechanic that shouldn't exist alongside the RNG of creation in the first place. At present, you get screwed on both ends - creating the gear and wasting 99% of the mats, and then it doesn't even last you. Blessing of maintenance does nothing notable to mitigate durability loss in my experience. My personal choice is not to spend months (years) grinding out the gear I want and then not be able to wear it because of durability concerns. That's a bit stupid. Every time we bring up the horrible problems with crafting system the answer is always "well, just accept mediocrity." But even with "godly tier" gear, a significant amount of end game content is not possible except with very twitchy builds involving fire magic or pets and unlocked glyphs, so not wearing my best = not an option if I want to have an enjoyable game experience and be efficient and/or pull my weight in a group not using one of those builds. I have done nearly all the content in the game at this point. I don't want to just casually run around whacking stuff in Tier 5 scenes, I actually want to do the other stuff, and for that, you need the gear.
Its more for consistency than for any sort of economic benefit at this point, unless the game wanted to start spitting them out in meaningful quantities (such as on par with metal scraps or wood scraps).
Call it what it is, buffing gold and silver ingot production. What folks are asking for would, depending on the details, double the amount of ingots a player could grind through in an hour. I agree, grinding out gold and silver ore is boring, I've been dipping my toe in it again and I can't even find somewhere to mine that isn't insultingly easy for someone at AL 108, never mind the really high level folks and Pokémon masters. When it comes down to it, I'd be happy if they just tossed in a few higher level mining areas, though the difficulty curve makes that hard. But, I get that many crafters are after numbers rather than gameplay, so the devs might as well just introduce a place-able item that would let you mine up scraps in towns, maybe limit it to basements or something and require some input like mechanisms. That'd satisfy the need for scraps without altering thousands of salvage recipes while sinking a separate resource to balance the economy.
Then they could just call for the "Lead" Designer to introduce Lead as a new metal and ALCHEMY be able to transmute it to Gold like they tried in history...
Yeah, use some time and space to keep it some what reasonable and add a branch to an existing skill tree. That, or to to keep it simple, one gold scrap for five metal scrap and five mandrake root, one silver for five metal and five nightshade.
That's not true - unless the scrap came directly from mining gold and silver nodes. Any time spent making the scrap or acquiring it, cuts into the time you can mine the ore up. Like I was saying, it won't change the output of ingots dramatically if they do it right. It will just make it feel more polished.
Penmawr Island has two gold goblets in a house in the center of the little harbor town. I visit at night and harvest a bunch of black pearl, get a Pax Ring off some pirates, and grab the gold goblets. Without the ring and black pearl the trip wouldn't be worth it though. They are deep in K'rawl. (Silver Goblets)
If it doesn't drastically increase the amount of enchanting and masterworking folks can do, I don't see why folks would be asking. No offense, but generally players request changes that would benefit them not always with the best interest of the economy, or the game in general, in mind. Consider how often folks advocate for crafting to be made profitable to NPC merchant, that'd break the game, but it is still one of the most common requests. In this case, if gold and silver scraps where common enough to be used like metal scraps for copper and iron, you'd be able to craft twice as many ingots with the same input of gold or silver ore. Sure, there'd be a higher fuel cost, but considering the net value of enchantments and masterworks, especially if they are also a source of gold and silver scrap, that's not much of a downside.
FYI: salvaging candles and candelabras yields silver scraps. Not sure if it's all of them or only specific models, though.
Historically barbarians (e.g. germanic tribes) held no value to silverware they looted from the rich roman provinces. They divided silver by weight, cutting and breaking plates or goblets or statues in pieces. As such it would make perfect sense to add silver scrapes to the loot table of barbarians.
Historically, wineries in southern France didn't need to clear cut every forest from the canaries to the Urals to supply sufficient wood to build their barrels, if we are going to drag history into things
That would only be true if, it would be far easier / less time consuming to get the silver scraps than the silver ore. Currently silver ingots need: 4 silver ore <--> 2 silver + 12 silver scrap Right now it´s more time consuming to seek out silverwares to salvage to get 12 silver scrap in goblets and lootable candeliers than it´s to mine another 2 silver ore, e.g. in Elysium. And there are more silver stuff in the game than is lootable. There are a lot of places that have ligthing by silver candeliers that can be turned on and off but are not takeable. The existance of silver scrap to get from silverware would be a reason to turn the deco candeliers into existing, lootable chandeliers. I mean I returned from Malice after defeating Anapa with *0* silver candeliers despite a dozen standing around there but had 37 chamberstick candles and 14 Candle in Bulb Bases dragged home from there...