Crafting Rewards

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ticketguru
Grandmaster Scribe
Posts: 99
Joined: Fri Jun 12, 2009 11:25 pm

Re: Crafting Rewards

Post by ticketguru »

I do a lot of hunting with a garg knife to fill my leather vendor so have seen a lot of elementals. The garg knife spawns random elemental type that don't correspond with the type of leather you skin from a creature, but only up to the highest elemental type that you can skin from that creature; skinning drakes will produce leather (and elementals) ranging from barbed to shadow. I skin a lot of dragon and with luck I might see only 2 or 3 ethy elementals in a day burning through 1000 uses on a knife.

If the elemental spawn from gargoyle axes and pickaxes were random as well, that would drastically effect the number of platinum hammers and tool kits that people get without actually taking them away. You would randomly get any elemental from dull copper through platinum when mining at a electrum or platinum spot.
KnitePrince
Legendary Scribe
Posts: 233
Joined: Wed Jan 14, 2009 2:20 pm

Re: Crafting Rewards

Post by KnitePrince »

TheWatcher wrote:The problem with removing runics is the effect it will have on what I believe is an already thin runic armor market. From my experience it is already a hard slog finding a decent vendor with only a handful regularly stocking runic armour. The removal of easy to obtain hammers will drive prices up as evident in the recent powerscroll market.
TheWatcher

Isnt that the entire point though? i ;ove tp make armor, given the choice, its what i would do, 10 hours a day, crafting armor and weapons.. but the fact is, the armor nor the weapons sell very well, which is why I quit selling it. i had an armor vendor, and a wep vendor... about once every other week i smelted 3/4 of what was on my vendor and made all new armor to try to sell... the pieces you "thought" were pretty nice you saved and put on the vendor... two weeks later you smelted 3/4 of it again... the point is, everyone wants "the best" and anything lesser is purely garbage.. there are no armor vendors because they can only sell that top 5% of the stuff they make. the other 95% is wasted both in wasted hammer uses and wasted money your vendor is charging to keep the stuff in inventory.

i am not a fan of rotating ores, nor even really a fan of "large sweeping change" but feel that something needs to change, either in how ores are mined, or how runics are obtained.. those were my suggestions and the arguments behind them, i would be happy in the extreme if someone could come up with a solution that did not involve that big sweeping change... I would like to keep my ore locations, I would also like to keep the ease of obtaining runic hammers, in the same breath i would also like to be able to make a fair income from making armor and weapons... I am sure you have heard the saying, you cant have your cake and eat it too?? well i want my cake and I want to eat it too... unfortunately I dont think it will happen.. so given the choice of ease of acquisition of both ore and runics over being able to sell what i make.. I would have to go with being able to sell my wares.... Come up with something better and i will follow in your footsteps singing songs of praise...

I used to sell my iron ingots for 20 ea, I know of several vendors that still sell their iron for 20 ea.. the price the three?? npc's sell it for is having no impact on that price... I never could keep my ingot vendor stocked at 20 ea, and I have had to go to several vendors to buy iron, so can assure you that they too are struggling to keep their vendors stocked. NPC prices of Iron have little to do with the price Iron sells at, unless you let it.

I have argued at first, against ore changes, then once i sat down and ran a buisness profile on "predicted" putcome, i changed my mind.. that doesnt mean i "LIKE" change, I only argue for what I think will eventually lead to something better, even if i don't like it... most people argue against of even for something without ever setting down and figuring out exactly what that change would eventually lead to, so basically, my challenge to you all, is put up or shut up.. if you dont like the propsed changes;

Come up with something better!

or stop arguing about it. we need solutions, not naysayers.. the world is full of pessimistic naysayers, you can find one pretty much everywhere you go. Bring forward the thinkers and planners and give us a viable solution that does not involve that big sweeping change.
Kimitsu
Expert Scribe
Posts: 34
Joined: Wed Jan 06, 2010 5:43 am

Re: Crafting Rewards

Post by Kimitsu »

feel that something needs to change, either in how ores are mined, or how runics are obtained..
none of those changes will greatly affect the sales. the root of evil here is general uselessness of craftable non-leather armor. as for weapons, if only they were leveled on the same terms with some well-known arties, there could be a bit more attention to em. if something would be done to it, then it would not hurt to change ores or lower runics drop. otherwise, the change will just seal off the remains of the market.
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Tael
Elder Scribe
Posts: 166
Joined: Sun May 17, 2009 1:44 am

Re: Crafting Rewards

Post by Tael »

In some cases, lowering availability can increase value, but not when the value is depressed because there's no interest in the good or commodity in the first place. The answer to making craftable metal goods more valuable is to make them more desirable -- ie, by making them better. So once again, tweaks are the answer rather than nerfs.
Taelwrath - noobus perpetuus
NewPlayer241
Expert Scribe
Posts: 38
Joined: Tue Dec 01, 2009 11:02 pm

Re: Crafting Rewards

Post by NewPlayer241 »

Another option for crafting rewards would be new recipes. The current crafting recipes seem to really fall short compared to most artifacts in the game.
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