Discussion in 'General Discussion' started by Vladamir Begemot, May 15, 2019 at 5:00 PM.
How did you miss this one @Arkah EMPstrike ? It's the biggest one of the day!
WhaaaAAAaaat I didn't see that O.O
Oh my God, this is huge!
Toward the end, in answer to a question. Should have got the timestamp sorry.
Of course, I'm sure it'll still be a loss, but hey it's a step in the right direction!
This from patch notes?
E: got a link to patch notes?
No, I heard Chris say he was putting it in as a high priority JIRA during today's stream.
1 hour 45 mins into his last stream - moved to critical jira - gold value of crafted items scaling.
It needs to be for the NPC sell price of anything the NPC sells with infinite supply.
But for things supplied by players it does not have to be.
It is why I never understood the deadly poison NPC sell price nerf. If you bought everything from the NPC you lost money, but if players supplied it cheap enough it made money, creating demand. That money was only marginally more gold than the farmer would have got selling cotton to the NPC.
So having the items go through the player economy before hitting the NPC economy gold faucet was a better solution to my eyes than the farmer getting gold without touching the player economy.
Agree, I've never understood why crafting-items-to-sell was deliberately made so unappealing - not just "unprofitable" in most cases, but like a 99% loss.
This is definitely a move in the right direction to support non-combat playstyles.
A HUGE step...
I wonder if the value could be depreciated over time, as a market driven stability issue? This would help to drive continued crafting demand, and mitigate the instant negative impact of the action on the SOTA economy.
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