Even More changes to Tradeskills
Old 09-18-2008, 12:47 AM   #1
Picho
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Default Even More changes to Tradeskills

Currently i think many of the trade skills are out of place atm.

IMO, Crafting should produce usable products that are created from the refined (Artistry) raw ingredients that resourcefulness produces.


So Crafting would be

Armor smithing
Weapon Smithing
Fletching
Gem Working
Enchanting
Potion Making

Artistry would be

Cloth Working
Flame Working
Wood Working
Leather Working
Brewing
Dye Pressing

And resourcefulness would stay the same.


Secondly I brought up a point about resin in my older post.
I say now, Removing them, and Remove Trophy crafting. Use the left over icons as new potions, for Potion Making.


Potion making should work similar to enchanting. You get some sort of pot, and throw in ingredients for a variarity of single use potions. Some potions have specific recipes, while others are a little more open and work similar to the stones for a temp time.
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Old 09-20-2008, 12:01 AM   #2
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how about it? We cool?
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Old 09-22-2008, 01:14 PM   #3
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Das bump
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Old 09-22-2008, 06:59 PM   #4
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i dont see the point in moving them around and from what i heard you can buy some distill thing which is used for potion making but there are no potions to be made yet but you idea of making it similar to the enchanting sounds interesting

i dont know about the trophy crafting thing as i have never done it
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Old 09-22-2008, 07:38 PM   #5
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Quote:
Originally Posted by Picho
Currently i think many of the trade skills are out of place atm.

IMO, Crafting should produce usable products that are created from the refined (Artistry) raw ingredients that resourcefulness produces.


So Crafting would be

Armor smithing
Weapon Smithing
Fletching
Gem Working
Enchanting
Potion Making

Artistry would be

Cloth Working
Flame Working
Wood Working
Leather Working
Brewing
Dye Pressing

And resourcefulness would stay the same.


Secondly I brought up a point about resin in my older post.
I say now, Removing them, and Remove Trophy crafting. Use the left over icons as new potions, for Potion Making.


Potion making should work similar to enchanting. You get some sort of pot, and throw in ingredients for a variarity of single use potions. Some potions have specific recipes, while others are a little more open and work similar to the stones for a temp time.
I agree with the idea of changing up how most of the crafting works, but why remove the resins? You didn't state a reason.

Resins do make a very high cost in creating the final product, but why don't we just lower the resin requirements for each item- that would reduce cost just as effectively and at the same time keep the gold sink in the economy. If you have people making items so cheap that they could sell it to the store ( as in, simply harvested items + more harvested items = Vendor trash item = bad economy ). It would be much simpler than doing an entire overhaul of the crafting system when the only real problem is the high cost and complexity of the consumable copy process.

I also think potion-making is an excellent idea but it should be a separate idea from the crafting fixing idea.
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Old 09-22-2008, 10:56 PM   #6
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First of all, you are limited to 2 resource skills. So you can't harvest everything to make everything. And even if you could do you know the amount of time and energy you would have to spend to do such a thing?

To make one item you will need

Sinew, Cloth, Dye - Consumable recipe crafted.

Sinew takes a full 24 hours before you can get a rat part, then you have to wait for a server reset to get the sinew from it. Cloth requires four spider threads, and two plants. Dye requires another two plants.

Lets say we are making a grass sword.

You would then need 10 Citian ingots, Three lilac ingots and three mongoose leathers. For now we exclude the resins.

This means you will have to come up with
6 Egg plants
3 fish
9 Lilac ores
30 Citian Ores
10 rotting sticks
3 Dry sticks
6 mongooses
4 Tea leaves
4 Grass spider silks
1 Slimy Sinew.

The amount of time that you would take to spend on making this one level 2 sword from getting the resources alone you could have killed a bunch of monsters and gotten the measly 200g you would have gotten for selling the sword to a store.


Now lets add up the tool prices on such a thing. (Numbers are estimated.)

0g Fishing rod
20g for a simple bow and arrow
100g Hand Spindle
100g for a single Trap
800g Skinning knife
800g Foraging Book
800g Gardening Shovel
1500g Wood Axe
1500g Mining Hammer
2000g Dye Press
2000g Oil Pot

9620g Total spent to get all these tools (estimated)

9620/200 = Which means you will have to make about 48 of these swords to come out even there.



This means you will have to come up with
288 Egg plants
144 fish
432 Lilac ores
1440 Citian Ores
480 rotting sticks
144 Dry sticks
288 mongooses
192 Tea leaves
192 Grass spider silks
48 Slimy Sinew.

That's just to break even with just selling to the store.

Now for a grass sword, you need about 600g worth of resin. This is 16 Stone Ice resin, and 17 waste resin.

For a skill break down, you need

For gathering resources

Level 1 Gardening
Leveling 1 Hunting
Level 1 fishing
Level 3 Mining
Level 3 Trapping
Level 3 Foraging
Level 3 Wood Cutting

To refine..

Level 1 leather working
Level 1 brewing
Level 3 Flame working
Level 3 Dye Pressing
Level 3 Cloth working

And Finally to craft a level 2 item

Level 15 Stacking
Level 7 Weapon Working

That's with the normal 500g. Remove the resins or severally reduce them, and the stack will go down.
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Old 09-22-2008, 11:21 PM   #7
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I do believe you should heavily reduce the resin requirement. As in like, 1/4th or 1/3rd of the current requirement.

Then the work is actually worth it...
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Old 09-22-2008, 11:30 PM   #8
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That's just a level 2 item, rare, but still level 2.

Reducing the cost of resin to lets say 50g resin, making the profit if sold to a store 150g now.

Would increase the number of swords you would have to make to 64 swords. That's a 16 sword difference before you're miracle crafter could even hope to come even.

Now lets go the other way. Say that perhaps the crafter was capable of getting resources from other people. Lets just say 10g for tier 1 resources and 20g for level 2.

(this is very much assumption that people have semi reasonable prices..)
100g for citian ingots
60g for Lilac ingots
30g for mongoose leather

20g for sinew
20g for cloth
20g for dye

250g spent on resources. With the resin being reduced to 50g, that's 300g spent on the resources to craft this thing.

A person could continue to keep making swords with or with out the resins and will NEVER be able to out of the hole by selling to the store. On the contrary, they will go deeper into the hole.


So lets all got to the auction house. When you sell something you have a min price and a max price. The min price is determined by either the amount of money spent on crafting the item, or the store price. Whichever is higher.

Max price can be determined by two thing. How much people are willing to pay, and how much a store sells it for.

So for the sword, we can't go any higher than 1kg or any lower than 300g. Wait a moment.. Factor in Tax. The Lowest we can sell is 315g with a 5% tax.

Now there isn't any point for us to sell things exactly the price it takes to make them. We need more money for a reason, right? So we sell the sword for 500g. Do level 2 players have 500g they can just wave around? Didn't think so. But we cant sell for 300g. Cause that's what it took to craft the damned thing.

I mean sure, its only a 50g difference from almost none to no resins in crafting. But the amount of work required for the player to be able to craft a sword, let alone 48 swords is tremendous solo.

And that is just a level 2 sword. Can you imagine how much more work is needed to craft something higher level? I'm mining in N pass. right now. I get the tier 1 ore constantly. Then i might get the level 2 or 3. On a rare chance i get the level 4 ore.

So after 10 battles i might have 6 citian ore, 2 lilac 1 coal and maybe 1 quartz. The area is a level 21 area and I'm only level 17. If i had a recipe that called for 3 quartz ingots and 10 coal ingots, I would have to fight over 100 battles!

This isn't including the 10 level sticks i need, and the 3 level four ingots. Let alone every thing else that i would have to get.


Currently there is one crafting skill that is worth its stones. (quite literally) and that would be Enchanting.

I can make a +4 str -4 int item using coal, spider web, elderberry dye and flounder scale. Then sell it for 80g.

I can craft such a thing because i don't have to spend several hundred gold on the resources and resins, or have to work hours to collect the resources myself, then spend the several hundred for resin.

Granted I can't make higher than +4, and even that is often difficult due to most people not wanting to produce resources because there isn't enough crafters producing items and using the resources.


Another reason enchanting is so good because the biggest enemy crafters have are Adventurers. An adventure can get any item that a crafter can make, and sell it for exactly the store price gaining much more profit without hardly any work that the crafter went though.
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Old 09-22-2008, 11:33 PM   #9
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Quote:
Originally Posted by Strye
I do believe you should heavily reduce the resin requirement. As in like, 1/4th or 1/3rd of the current requirement.

Then the work is actually worth it...
Nope still really isn't worth it. You would still have to use 150g-200g for the grass sword which means you still have to sell it for a couple hundred to get anyone to buy the grass sword as a level 2.

Just imagine the recipes that have 100 resin stacks.

Meanwhile adventurers still can sell items for exactly the price.

Don't get me started on epic crafting. That is even worse!

Also the reason for skills changing places on which tab they are is because half the crafting/artistry skills provide items that cannot be used for anything other than crafting something else. These items will only be able to sell to other crafters.

Switch it so they can make 2 items to sell to everyone, 2 refining skills for selling to other crafters and 2 resource hunting skills they sell to other crafters as well.

Last edited by Picho; 09-22-2008 at 11:38 PM..
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Old 09-23-2008, 12:01 AM   #10
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New One

Break Social, Crafting, Artistry, Adventurering, and Resourcefulness away from the level limitations.

Reason for this is to allow people who want to become dedicated crafters/tradesmen to do just that. The down side for the person of course are these facts

A) Since Resourcefulness relies on the area as well as the level, they will have problems wrestling up higher level resources.

B) Until they hit level 20, they will only be able to get one of each skill up beyond 10. This would mean, if my skill swap idea goes through, they can only make 1 useful item that everyone can use, and only provide 1 refined and 1 raw resource.

C) Learning skills still take penalty for being above the characters level. Which means there will be a point in time where all exp there is practically drained to nothing. Which then means that increasing the resource skills higher will become harder and harder to do. Especially those fun little hell levels.


On the bright side, they can stay in one spot and constantly craft then sell the things they want to do.
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I'm just sayin hello
Old 07-19-2009, 10:23 AM   #11
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Default I'm just sayin hello

This look interesting,so far.
If there's anyone else here, let me know.
Oh, and yes I'm a real person LOL.

See ya,
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Old 07-19-2009, 02:14 PM   #12
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Admittedly crafting right now is pretty insane. One can create the base materials fairly simply but creating an actual item that someone would want takes an amount of time that is slower than simply getting the money you would have made in profit on the transaction.
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What up people?
Old 08-23-2009, 02:09 PM   #13
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Old 08-23-2009, 05:39 PM   #14
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Ok...

First thing, you can skill up all the Ressourcefulness skills, with the Collection skill. Read properly.

Now, Item crafting is calculated for people that sells to other people. Making the cost of crafting lower that store sell cost would make AH selling crafted items pointless. Everyone would become a crafter if it was that easy to make money through crafting, sitting with 1 recipe, stashing the ressources and then just multiplying the profit.

The system as it is is..ok. It can be improved, but it is stated by Glitchless that crafting is for dedicated people and not for everyone. At low levels YES you'll pay more than you get back, but choose your recipes wisely and it will be worth it.

And for trophy crafting...why getting rid of it? It is mostly stupid to do it for anyone who is paid, cause they can get their trophies for cheaper. I, for one, never buy trophies under 33.3g/k ...Since I can craft them myself for this cost...

But, Trophy crafting is the only way for N's to get trophies beyond farming them. In brief, trophy crafting hinders NO ONE who is paid, while helping N's. I don't see why taking it away.
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Old 08-27-2009, 02:48 PM   #15
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