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Rondari
02-11-2005, 08:09 PM
<DIV>Hmm,</DIV> <DIV> </DIV> <DIV>While I certainly understand the need to to make player food more 'valuable', I have to disagree with adjustment to vendor food.  (this kinda falls into the horse thing for me).</DIV> <DIV> </DIV> <DIV>Rondari :/</DIV>

Ceruline
02-11-2005, 09:37 PM
Personally, I like this iteration of tradeskill adjustments. I don't, however, think it goes far enough, or deals with one of the primary issues in this patch.Provisioner food needs to be cheaper, not more effective or desireable. I've mentioned my worries (which are far from unique to me) that players will simply go with vendor supplied food rather than purchase more expensive provisioner food. The effectiveness modification on vendor and summoned food does a little bit to alleviate this, but does nothing to alleviate the slack supply of food or drink, which effectively prices it out of the casual player market. Before patch, the high price of drink was caused primarily by a LOT of demand for it and not so much supply. The patch isn't doing anything to change those mechanios, and is adding in drastically higher materials costs.I feel strongly that we need to see multiple yields on "Finished" provisioner recipes in order to increase drink supply. I don't feel that level appropriate provisions ought to be a luxury item available only to twinks and powergamers - the price should be worth it to the casual gamer. With the fuel mechanics in place, I feel that the price floor we have now (due to fuel costs) is above what a casual gamer will want to pay for a consumable, regardless of how good the benefits are. Another solution to the provision supply problem is resource based. Right now provisioners are more hampered than most crafters because they rely on multiple ingredients than spawn from a single node. This makes acquiring a full stack of wheat, for example, considerably more time consuming than gathering a stack of iron or maple. I am under the impression that this was done partially because provisioners were one of the few self sufficient crafters (The other self sufficient class, Alchemists also had similar issues with their resource nodes). Now that all the classes are self sufficient, it would be very helpful if the flow of resources was increased to provisioners through some mechanism (Increasing the number of harvests per provisioner resource node, perhaps?) While I favor the increasing of provisioner yields, as this would also reduce the price floor due to fuel costs, making our resources more available would also help decrease prices, though by a lesser extent.The lowering of task rewards is a good thing because it removes a different effective price floor that I believe was in place on the live servers. I do feel that the % profit could stand to be slightly higher than 20% - perhaps 30%. Especially for recipes which have a lower raw material cost, 20% margin over resource cost makes the gross profit from the task too low to be worth the crafter's time in some cases. My preference would actually be for a flat amount of coin over materials costs per tier, so that a crafter could be assured of a certain amount of gross profit regardless of the item assigned.

Archae
02-11-2005, 10:27 PM
<DIV>This change is nice for the society rewards, but if your making mulitple items to get the first time creation bonus, this doesnt help since it means you still dont recoup fuel costs, only if your on a society task.</DIV> <DIV> </DIV> <DIV>Also, WASHS please add them to the apothocary books so we can actually make the other recipes in the other books <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>