View Full Version : Please dont reduce the fuel costs :|
DreadedHunt
02-17-2005, 03:02 AM
<DIV>Right now as an alchy I see the main viability of making and selling chems as being the difference it costs me to kame them vs. other classes - Namely the extra fuel cost.</DIV> <DIV> </DIV> <DIV>By reducing that cost for T5 from 15s 36c to 9s 22c your effectively implying that the profit per craft is capped at 9s 22c plus maybe (and I dont think this will be the case for a while...) a margin due to other crafter not wishing to make their own chems and save time.</DIV> <DIV> </DIV> <DIV>9s 22c would I must point out be acceptable if there wasnt such a huge variance in the costs of raws. As it is on Mistmoore the variance in Ashen, Teak, Fulg etc. can easily exceed that 9s 22c profit margin. So basically unless I get my chems at bottom line cost there is no profit. But considering that every man and his dog will be after making chems the likelyhood of getting raws cheap is going to be pretty slim.</DIV> <DIV> </DIV> <DIV>Same will inevitably apply to metalworkers, woodworkers and jewelers who wish to sell components.</DIV> <DIV> </DIV> <DIV>I am by far in favor of reducing the dependancies but the difference of 1 fuel is pretty slim pickings when compared to the margins i see the end product makers applying plus their ability to simply add the increased costs to the end user.</DIV> <DIV> </DIV> <DIV>In addition I see another reason why crafters will produce their own chems, planed wood, spikes etc.... in simple terms xps. Not only will it be cheaper they will gain extra experience by making their own items.</DIV> <DIV> </DIV> <DIV>I know this is probably the right forum but each patch note is locked and I have hunted far and wide for an appropriate forum to send feedback on patch notes and releases and considering this is affecting a test patch I consider this the most appropriate forum in this instance.</DIV> <DIV> </DIV> <DIV>DH></DIV> <DIV> </DIV>
SavinDwa
02-17-2005, 03:13 AM
<DIV>I don't know quite what to say here. No matter what happens alchemists are in big trouble if the patch goes live. 20% of all crafters are alchemists, so supply is high. Demand is going to drop. The first impact is that players can make their own stuff. The bigger one is players will not be making as much stuff to just sell back to the vendor. I think this may cut production by 75%. That means demand for WROTs goes down by 75%. Couple that with the fact the players can make their own and youa re looking at a 85-90% reduction in demand for WROTs from alchemists. Supply will need to drop in response. The only answer is that at least 1/2 of the current alchemists will need to go out of business.</DIV> <DIV> </DIV> <DIV>Notice I didn't mention inks. The inks need three fuels, that is three extra fuels to make them yourself. So perhaps the sages and jewelers might still buy inks?? We will have to wait and see.</DIV> <DIV> </DIV> <DIV>At first I was totally against scraping the interdepenency amonst traders. For me it was the fun part. For instance, my tailor needs patterns, my woodworker can make quills and paper, my tailor can make the thread. So offer the sage 20 of each and ask for 10 patterns back.. they can sell the other 10.</DIV> <DIV> </DIV> <DIV>The real problem was that the classes are toally unbalanced. perhaps They need to just start over. Step one do away with the dependency. Step 2 add new recipes for magical version of all the T3, T4 and T5 stuff. The new magical recipes will need an item from another trade class. this time make it an even number so that every tarde is equally needed by every other trade.</DIV> <DIV> </DIV> <DIV> </DIV>
Sorentio
02-17-2005, 04:15 AM
<DIV>Alchy's will be fine if the devs ever actually make potions/poisons a desirable product. You should still be able to make a bit of money on inks, too, since it's a 3-combine item, but not as much as before. The WORT market is probably screwed tho.</DIV> <DIV> </DIV> <DIV>Hard to say what will *really* happen when all of this goes live, and judging by how the test updates keep coming to tweak the system it doesn't seem like something the devs are taking lightly, so I'm inclined to wait and see and give it a chance.</DIV>
Urbanna
02-17-2005, 10:03 AM
<blockquote><hr>Sorentio wrote:<DIV> You should still be able to make a bit of money on inks, too, since it's a 3-combine item, but not as much as before. </div><hr></blockquote>5 combine item (oil, wash, reagent, dye, ink)
CerraWhisperwind
02-17-2005, 10:50 AM
Don't buy raws. Some how, some way, you need to figure out a way to get raws without going to the market and paying silver for them. If you can't get them yourself (don't want to level up and train you your harvest skills) then join a guild that will get them for you. If everyone stopped paying the greedy people that sell no value items for such a high price then the price would go down.
Cecil_Stri
02-17-2005, 11:27 AM
<DIV>You will be able to sell things for more profit then that because the cold hard fact is people get lazy.... they will be willing to take alittle bit of a loss just to not make the subs. </DIV>
Bemuvdar
02-17-2005, 06:50 PM
<BLOCKQUOTE> <DIV>"If everyone stopped paying the greedy people that sell no value items for such a high price then the price would go down"</DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV>Harvest items are flagged no value for one reason and one reason alone...to keep from selling them to vendors. They are not listed at no value because devs wanted players not to put a value on them. Christ, use your head.</DIV> <DIV> </DIV> <DIV> </DIV></BLOCKQUOTE>
CerraWhisperwind
02-17-2005, 08:34 PM
I am using my head. They don't cost anything for you to get, so why do people charge so much for them? I am not saying that a price of 5-10 coppers per tier isn't acceptable, but 1 silver for a tier 1 harvest? These cost ZERO to harvest so SoE will always consider them to be a ZERO cost in their calculations. Use your head.
You ever consider harvesting them yourself?I am not sure why the game should compensate you because you choose to over-pay for raw materials.
Korthin Steelfor
02-17-2005, 09:52 PM
<DIV>1s for T1 harvest lol what server are you on? T3 resources dont even cost 1s on Atonina Bayle </DIV>
Vindicis
02-17-2005, 09:58 PM
<BR> <BLOCKQUOTE> <HR> CerraWhisperwind wrote:<BR>I am using my head. They don't cost anything for you to get, so why do people charge so much for them? I am not saying that a price of 5-10 coppers per tier isn't acceptable, but 1 silver for a tier 1 harvest? <BR><BR>These cost ZERO to harvest so SoE will always consider them to be a ZERO cost in their calculations. Use your head.<BR> <HR> </BLOCKQUOTE><BR> Exaggerate much? There are no servers that are selling Tier 1 harvests for 1 silver each. Don't want to pay......get off your duff and harvest them yourself. While they may cost nothing to harvest, they take a ton of time to do so.
CerraWhisperwind
02-18-2005, 04:17 AM
I play on test server, and when people were moved over to test from production servers they started selling T1 and T2 harvestables for 1 silver.... not that anyone bought them as everyone on test harvests for themselves or has a harvester, but they were listed for that price.I have also seen lots of posts where people list the cost for a harvestable at 1 or more silver. Is everyone exaggerating?By the way, of course I harvest my own things, I certainly wouldn't pay anything for a no value item I can easily get myself.
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