Upcoming changes to crafting in R 53 - Gold Inflation and more Items for vendors

Discussion in 'General Discussion' started by Elrond, Mar 22, 2018.

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  1. Rada Torment

    Rada Torment Community Ambassador (ES)

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    "Right now to make a 3x3 carapacian epic cloth chest it takes 14k of beetles"

    He never said good or bad, just the amount of igg needed for beetles.
     
    Last edited: Mar 23, 2018
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  2. Spinok

    Spinok Avatar

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    Hm I completely agree on 99%. Crafting changes if they will be implemented this way - will be very bad.
     
    Last edited: Mar 23, 2018
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  3. kaeshiva

    kaeshiva Avatar

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    This 'lock' system will result in an increase in the amount of junk items.
    From a logical perspective there are two ways to arrive at the goal of "less junk items on vendors that nobody buys."

    1: Find something else to do with junk items.
    Without incentives to sell-to-vendor that is not an option.
    Without an improvement to salvage that is not an option.
    Changes to durability will not affect this since nobody is wearing the junk.

    2: Stop so much junk from being created
    Get rid of this 'randomness' and 'breakage' idea completely at high level crafting.
    Voila, no more junk is being created!
    People can set up boutique shops selling nice things, and can price things at resource value + margin for their skill/time.
    Gear can be crafted to order, with the customer given a quotation for mats and the crafter does their business.
    A higher level crafter with higher level stats can make slightly nicer stuff, and charge more for their skill

    The more I think about it, the more sense it makes to me to stop junk from being created, instead of trying to find outlets for it.
    Yes, this will affect resource costs; demand will be less, and as a result, prices will go down. Suddenly a crafter can perhaps afford to buy resources, craft, markup, sell. Which is as it should be.
    Suddenly we don't need to chop down an entire forest to make a single bow. Which is as it should be.
    This is a step in the right direction toward creating equilibrium so that finished products can start selling for more than their components, which is as it should be.


    The proposal to put junk into the loot tables may do something to improve loot, but honestly, if the item was so bad that its creator felt the best course of action was to sell it to the NPC vendor, what do you think the person who looted it is going to do? I don't see what this will achieve, really.
     
  4. Earl Atogrim von Draken

    Earl Atogrim von Draken Avatar

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    Why can't we have discussions that don't pull towards the hysterical starting with page 3?

    Really, folks, there is a post mortem coming! Ask your questions right away, that's what the post mortems are actually for.
    All this doom and gloom complaining about EVERY topic starts to be annoying.
     
  5. Nietzsche

    Nietzsche Avatar

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    How about the items that blow-up have a 10% or less chance of making it to the loot table as they are . when someone finds the item they have an option of being 'virtuous' and sending it back to the original owner. The original owner has an option to also be virtuous and pay the nice guy some reward money for his trouble. If the item looks really nice and you want to be chaotic / unvirtuous you could always keep it.

    I know having the blown-up item just "magically" making it to the loot table isn't so realistic but to be honest not a lot about the way the enchant / master working feels realistic as it is anyway.
     
  6. Hornpipe

    Hornpipe Avatar

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    Some nicely expressed concerns and probably an useful thread here but...

    [​IMG]

    ...Do some people here realize that we just heard about an early draft ? Things can behave in a lot of different ways, depending on how it is set up. Maybe you should just wait for more precisions before predicting the end of all things ;)

    I love the loot idea personaly, and it was something planned very early.
     
  7. Chrystoph Reis

    Chrystoph Reis Avatar

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    Come on man... don't ruin the chicken littling!
     
  8. Kain Darkmoor

    Kain Darkmoor Avatar

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    Isn't the early draft when you are supposed to offer critique? :p

    As someone who gathers and crafts with 95% of his gameplay, I think this is a bad idea and I am concerned that it would ruin the part of the game I find the most fun. Not really sure why that is considered gloom and doom or chicken littling.


    Crafting has two problems:

    1. It's a casino and the house has the edge.

    2. Vast majority of what you craft is garbage that nobody will buy for anything close to what it costs to make.

    The proposed solution fixes the first problem but at the expense of making the second problem much much worse.
     
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  9. Hornpipe

    Hornpipe Avatar

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    Where do you see that I 'm against any critic ? And how can you offer critics over speculations ?
     
  10. TheBalance

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    @Elrond Spot on. Let's get one thing straight, still, unless tens of thousands of players show up to this game on launch day and stick around for months (while playing more than 15 minutes a day), the economy is likely going to remain in a state so broken its not worth debating for at least a year. I've explained why in numerous threads, feel free to do a search on it, it's actually pretty interesting if virtual economies are your thing.

    So, there are folks holding onto a TON of stuff that they'll now be able to vendor. The money supply is going to explode rapidly. That's super bad. New players will have an even TOUGHER time catching up now as the value of gold with be worth significantly less as a result from just this one change, alone. On top of that, it'll be happening as these new players first join the game. The gold they pick up off a dead body will be worth less when its in their pockets than it was a second ago on a corpse. That's the potential we're talking about here.

    On top of the inflation problem, which is honestly a big enough problem to not even make discussing this next point worth it, but... seeding drop tables based on any player action is a hilariously bad idea in a game already plagued by hilariously bad and poorly implemented ideas. What is the point of this, to distribute the junk that wasn't worth selling until now so it can be sold again...?

    Nobody is gonna go hunting for vendored gear hoping that the insane RNG associated with this much selling favors them. They're not gonna wait if they need an upgrade, they'll make it, or go get a crafter to make it for them. What is the point of implementing this?
     
  11. Chris

    Chris Tech Lord Moderator Ambassador SOTA Developer

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    Guys, the other thing that might not have been said in that talk is that we're going to take a pass at processed ingredients to raise their prices to be more proportional to actual player prices. That allows us to then raise the finished goods prices. That means that merchants will pay more for crafted goods and more players will sell them that way.

    While I appreciate the concern, this is about the bazillionth time I've read players suggest "Change X is going to destroy the economy!" Seriously, it won't...

    The reality is:
    • More items will get sold to merchants and show up as drops (though in a highly damaged state)
    • Crafters will far less often feel that they spent a week working to craft something and then end up at the end of the day with nothing.
    • The economy will inflate very slightly because more gold will be returned for items sold to merchants vs items destroyed during crafting
    • More players will put mediocre items on vendors for modest prices, which is something that is needed for an expanding player base
    • High end items will still fetch the highest price BUT people will likely not pay quite as much because more mid to high bonus stuff exists and they say, "Meh, +7 or +9 is good enough"
    • There will likely be more high tier gear because players will take more chances on low chance items
    • We will remove some of the rope that we have given crafters to hang themselves with

    And as always, we'll evaluate these changes and adjust if things don't go as planned.
     
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  12. Browncoat Jayson

    Browncoat Jayson Legend of the Hearth

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    Another way to help curb the "sky is falling" would be to add something when an item is sold to an NPC. I don't think making it unsellable is the solution, but consider increasing the "Major Repair" count by one each time it is sold (while keeping a low "looted from NPCs current durability) so it takes more COTOS to repair. This decreases the chance it is used/sold back to a vendor, and increases the change it is instead scrapped for salvage.
     
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  13. Hemswal The Descended

    Hemswal The Descended Avatar

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    I also tire of the doom and gloom. Our devs are doing a great job!
     
  14. Daxxe Diggler

    Daxxe Diggler Avatar

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    @Chris - I love this plan to remove instant destruction and instead give a "locked from further enchantment with decreased durability". Getting at least something back for all our efforts will be a huge improvement IMO and I believe it will definitely increase the quality of the higher end stuff because people won't be as afraid to push their luck even further.

    I also love the idea that selling crafted items to merchants will not only have a slightly higher value... but will also finally have a chance to be put into the loot tables. That's a pretty exciting feature that a lot of crafters will really appreciate.

    However, I have a couple questions about when crafters vendor their "broken" good stuff and it ends up on a mob:

    1. Will the item strength (ie +3 or +12) factor into which mobs get which items. In other words, will better items appear only in the higher tier zones or will the item quality not matter at all? I think it would be cool and exciting for a newbie to get a really nice item randomly on a lower tier boss... but not so cool to get a +3 "subpar" item to drop on a Tier 5+ boss... leading me to question #2.

    2. If a player loots a subpar crafted item that they can't use and decides to also vendor it... does it get put back into the loot tables again? Or will there be a limited number of times a specific item can be recycled into loot and just get destroyed instead?
     
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  15. Hornpipe

    Hornpipe Avatar

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    Could we imagine a system which dynamically scale with player economy on the long term @Chris ? And some shortage/limits on NPCs gold coins and materials ? Problem with NPCs prices as they exist now is probably that they act as a psychological minimum.
     
  16. Jayfire

    Jayfire Avatar

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    I am super excited about this change!!

    Couple Suggestions

    One perhaps specialization allows for something to not get destroyed in this fashion instead of everything gives a great incentive to specialize and makes since, also will still have people destroying items trying to craft all there stuff for themselves or they can craft what there good at and buy from others what others are good at.

    Second I suggested something very similar here https://www.shroudoftheavatar.com/forum/index.php?threads/crafting-daily-quests.111264/#post-951937
    The only real difference is instead of paying in gold pay in a crafting currency that can only be used at crafting merchants to purchase recipes or even upgraded crafting stations and tools, even tier 2 recipes. This would one lower recipe costs for everything making crafting a little more accessible to new players, and not inflate the economy. Plus if they are already thinking of adding another currency (platinum) then why not just make this new currency, that you could even sell to others if you need extra gold. maybe they pay out in coto's, not just gold but silver, bronze and what not to help lessen the damage to the economy.
     
  17. Chris

    Chris Tech Lord Moderator Ambassador SOTA Developer

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    Also, sorry if my previous post came off as a "Shut up, we're perfect" sounding post. Rushed it to get a 4 year old to school on time.

    I totally expect this to require some massaging to keep things in the economy where we want it BUT as always, this is a give and take thing. Currently crafting in our game is just a bit too brutal, especially for casual players. The work work work work craft DESTROYED and you get nothing loop is painful enough that it needs some adjustment.

    I think a bit of this is just the usual fear of change and I completely understand that. I'm not claiming that this won't change some major aspects of the economy as it surely will. I expect prices will fluctuate, what people put up will vs sell will change. Change isn't always bad though even though it frustrates some initially. If anything goes very unexpectedly with the change, we'll adapt and adjust quickly as we always do.
     
  18. Weins201

    Weins201 Avatar

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    can say it enough or again - adding to loot tables of complete junk is bad, adding top end stuff also has a draw back.

    I asked same will the loot table become full of failed crafted stuff ??
     
  19. Arkah EMPstrike

    Arkah EMPstrike Avatar

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    When a crafted item is found as loot, does it leave the loot table?

    Are they gonna be severely damaged and/or low durability like other lootable weapons?

    Are they gonna be resellable for the same price if found as loot?


    I think that its being assumed that they are gonna drop in full repair rather than how other weapons drop
     
  20. Vladamir Begemot

    Vladamir Begemot Avatar

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    @Chris any thoughts on letting the enemies USE those weapons? Or are they just loot?
     
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