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-   -   Please fix the sellback value of player made items... (https://archive.eq2wire.com//showthread.php?t=281186)

Ultatra 02-13-2005 07:42 AM

<DIV>Hello,</DIV> <DIV>My biggest concern for the character transfer to Test was the tradeskills.  I understand that to make EQ2 a better game, the higher level content needs tested, and all other content needs more testing.  So, it makes sense to bring people onto the server, to test...as that is the point of the server.</DIV> <DIV>As I had said, my biggest concern was the tradeskills.  What I was worried about, is the fact that having been playing on Test since it was opened, and doing tradeskills since then...</DIV> <DIV><BR>25 Alchemist, 25 Jeweler, and my wife has a 25 Weaponsmith, 20 Armorer, and 24 Carpenter...</DIV> <DIV>My worry was that with the new people who have not had to struggle one bit for their skills...and what do I mean by that? Well, the fact on a proddie server you can buy everything you need to progress...books...items, etc.  Not as challenging as having to go and get it yourself...or stopping your experience for weeks so that you can stay in level range of monsters which will/can drop the Advanced books. </DIV> <DIV> </DIV> <DIV>Not to say there are issues with how others have gained their skills, and the ease of being able to buy their components, instead of taking the time to harvest them theirselves...as that is how an economy works.</DIV> <DIV> </DIV> <DIV>So, back to my point...I was not happy about the move only due to my conerns over the tradeskills...and that there would be an influx of people who had already mastered them...which would change the economy on Test...forever.  Now...does that really matter in the long run? Probably not...it just made it so our efforts to test on Test, were for nothing...in that we could easily have leveled a crafter on a proddie server, and moved them over...skipping the Testing process.  Anyway...so...now the transfers happen, and there is a rather large influx in money on Test...I would be willing to say that there are probably less than 3 people on Test who, up until the move has had a platinum...and probably fewer than that...</DIV> <DIV> </DIV> <DIV>So, there is an influx of money to the server...and items...and tradeskills.  So...what happens next? Someone decides to make it so that only people with money can craft...i.e. the transfer people.</DIV> <DIV><BR>What about the rest of us who have been on Test...testing things? </DIV> <DIV><BR>I am not certain to the amount of people moving to Test...but am willing to bet you will be losing a LOT of your testing on Tradeskills...as the current players on Test havent the money to progress in tradeskills...</DIV> <DIV><BR>Yes, there are a few...and I am sure certain players will still craft...although the majority of players who were crafting, will find it a waste of time/effort.</DIV> <DIV>Do I think Tiered fuels is a good idea? Yes<BR>Do I think moving players to Test is a good idea? Yes<BR>What do I think needs to happen?</DIV> <DIV><BR>The sellback of player made items at least needs to be fixed so that players can afford to craft.  I dont care about making a profit while crafting, but I sure dont want to go spend my time harvesting, so that I can spend it all on fuel, just to be able to sell my items back at a loss of money.</DIV> <DIV> </DIV> <DIV>I mean...I spend 96cp on a candle, 6cp on some water...so I can make 4 tempers...assuming I make pristine...<BR>From an item I had to spend my time harvesting...</DIV> <DIV><BR>So,<BR>candle 96cp<BR>water 6cp<BR>102cp + harvest ore= 4 Tempers...which sell for 5cp to the vendor? So, I spend 102p to be able to recoupe 15-20cp?<BR>That isnt even counting the time spent harvesting the items to make the temper.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Bottomline is that the sellback value needs to be fixed...</DIV> <DIV> </DIV> <DIV>People pay money to play a game so they can enjoy, and have fun.  </DIV> <DIV> </DIV> <DIV>If you went to a store, and had to pay $102to get in the door each time...but that gets you a gift certificate which ranges between $15 and $20...um...would you keep going to that store?</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Necessity lvl 30 concerned Test player</DIV> <DIV> </DIV> <DIV>*EDIT* fixed 102 cp...was incorrectly stated 103=)</DIV><p>Message Edited by Ultatra on <span class=date_text>02-14-2005</span> <span class=time_text>01:37 AM</span>

tesarei 02-14-2005 07:40 PM

<DIV>the change in fuels on test did not have anything to do with copies of caracters onto test. this is to test out a change about how cheap it is to produce certian higer tier items and bring in large amounts of cash. (namly i think it affects the alchemest the most as it was a 12 copper combine for a tier 4 items for fuel and water that netted 1-4 items back comanly being 3) i think the other craftings was realy being held in check by other players greed  for "money"  how ever with the new skills alowing you to make all your requierd subs on your own this change is not a bad thing but needs some adjustment still. hence why its on test</DIV> <DIV> </DIV> <DIV>the fuel change has been something that has been in the pip for quiet some time.  While yes some of teh copied players have more money the some of you on test that is not the case for all or even most as you seam to imply.</DIV> <DIV> </DIV> <DIV>also not to trivulize your post but i am one of the people that got copied over and i was never able to buy any of the books. I had to pay way more for my subs then what i have on test (test people are in general more about testing the recipie or helping you then making a profit off of you) so my skill has not beed accelerated due to being on live.  i have a tes character that i was able to lvl almost up to my live in trades in 3 days. why because i could gather the raws mysel. i have friends here in the other trades that could produce what i needed to work on rather then try and find some one willing to make the items and then pay out the wazoo for that sub combine that i had to have.</DIV> <DIV> </DIV> <DIV>i have had at most at any one time 10 gold. the only thing i can say on live that you have a advantage of now over when i started is that the trade skill instances have lvled up makeing it so you can buy the washes, oils and tempers up to tier 3.  on test this is not the case i think the higest is a lvl 5  sociaty? were on live you have 20 to 30 lvl sociaties. so a budding crafter if they have money on live can lvl up faster as they dont have to search for them. and there a lot cheaper the what was being charged.</DIV> <DIV> </DIV> <DIV>any of the high lvl crafters have worked hard to get there skill up. the only advantage they realy had is that they could have started sooner and thuse have had a longer play time.</DIV>

Ultatra 02-15-2005 03:25 AM

<P>Not sure why you got the impression that the my post on the tradeskill changes had anything to do with the moves over to Test...as that wasn't the point of my post.</FONT></P> <P>My post was about "my" concerns on the move...and that my primary concern was Tradeskills...and that after this past patch, the majority of Test players, who didn't move, are at a disadvantage, and Testers for Tradeskills will be lost...and how the changes in "Sellback" has and will reduce the amount of Testers testing tradeskills.</FONT></P> <P>I also have played on a Live server, so know what can be bought and how easy it is to level a tradeskill.</FONT></P> <P>However, the point of the post wasn't to be taken personal regarding the move, or the costs of fuel....as apparently you have taken.</FONT></P> <P>The point of the post was that the "Sellback" needs to be adjusted.</FONT></P> <P>I wasn't attacking the moved players in any way/shape/form...<BR>Only stating that the average Test players coin base, was probably much lower than the average moved player...</FONT></P> <P>However, I do not wish to get off the point...<BR>Which is that the Sellback needs to be adjusted...not to make money...but at least to recoupe more than 20% of your spent efforts.</FONT></P> <P>When a tradeskill can produce an item, which can recoupe 20% of their effort...what is the point in doing that tradeskill? Yes, there are some nice items to make...and yes, those items can sell to players....<BR>However, you won't level a tradeskill by just making items you can sell to players.</FONT></P> <P>So...<BR>Tiered fuels? Yes!<BR>Moved players? Yes!<BR>Higher Sellback? Yes!<BR></FONT></P>


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