Klandaghi
Apprentice
*AND DELETE AND START OVER*
So this originally became a really long rant about how not everyone is playing the game as a beat stick or a caster and that those that are playing to be a merchant or a crafter need a way to make money as well. There are players that are doing this. Radulfr is a great example. The character was actually born out of the player's inability to be too active in a weekend or it would exacerbate health issues, potentially to the level of missing one or more days of work, which it has done. The market value and price of something will almost never me pennies over what it costs to make it. That's bad business practice and is not very rewarding for people playing those characters. I agree getting greedy for profit is a bad thing and getting the best deal you can is a good thing. But if everyone sells everything at just over production prices you are not encouraging that style of game play at all. In fact I'm certain the crafters with their special abilities at the higher levels of their skill would just quit. You are encouraging the death of the economy. The points behind the Double Production as the market value are:
1. It makes is easy to determine market value.
2. It allows the vendor HAGGLE ROOM which is Role Play opportunities.
3. Players that are playing to be merchants have a system by which they can still make money at a reasonable rate compared to those that are adventuring and still be able to offer discounts if desired. The concept of a Bulk Discount doesn't exist when you charge barely over production. There's no savings for people making in Bulk, so the mere suggestion I've found laughable IG. In fact the "Bulk" system of batching COSTS MORE.
I have had a theory, that I cannot confirm, that originally had the prices at the merchants guild so high that players wanted to take over the guild just so that they could make it be reasonable and in line with a defined set of market values. That the prices were meant to drive players to find other players that could craft and sell their wares at prices that were easy to tolerate. People looked for alternatives and they found them and when the market price seemed steep, they found ways to bargain a discount. This was all do-able under the double production market value.
I can concede that maybe double production is to much of a mark up, but I'd like to hear a proposed market price that works, is consistent, and people can remember easy to be able to work with it on the fly. Remember to make some of these things people have had to have dumped a lot of build that you're using for spell casting ability or weapon skills to be able to make them. To be able to even strengthen a weapon (and yes I agree Strengthening and Silvering is rather exorbitant) requires 10 points of blacksmith. That's at best 20 Build for being a Dwarven artisan, templar, fighter, or scout doing leveling blacksmith. That's the best case scenario, what would you do with an additional 30 build on your sheet, [pulling the value based on all races]? I know that's near 1/3rd the build of most people at level cap. Is that worth only a few extra copper per item?
In the end, you want there to be players that can make those things that are high level to fill out the world, but it has to be worth it to those players to play those characters. If you want to nickle and dime the merchant players out of the game you can, you just won't have people to make 31+ Suites of armor for you and will have to find it in game or be at the mercy of whatever the Merchant's guild is doing. I'd rather have a known system where there is a profit for crafters where they can deal with while allowing them to play with their character and prices how they see fit. If you don't see the value in that level of market price I don't know how to make you see the value. The market value needs to be something that is upheld all around by the players and viewed and observed by Plot and NPCs. Without that stability the economy and market value is whatever people decide it is. It would be like suddenly having everything in the game not able to be hit by weapons, only magic and the loot system was based around damage done. Sure you could pick up a wand, but it forces you to play and do something you really didn't want to.
Lastly, I'm not a fan of being able to spend goblin stamps on production of items. I understand we have a lot of giving players contributing to try to make this game as great as it can be, but if the benefit you are recieving is used to circumvent the needs of the world to breath and live as a world, do you want that benefit? As a crafter I have to pay in coin the production cost as well as use my production points which limit my ability to produce. Gobbies for Production of an item being item without the skill feels like there's no point to leveling a crafting skill at all unless you intend to really dig into it. I can obtain a limited amount of anything I want, except for armor 31 points and over, for just having the gobbies and you are right that is the biggest competition that merchant players and the merchant's guild will face and it does break the economy. It's not an in game option that is available it is an optional player benefit for trying to help the game.
I think I wound up on a soap box again and I apologize for that, but I'm not re-typing this again. There will be the original rant on my facebook later cause I don't think the original post had a place here as it was much more personal and emotional. I'm not angry, upset, of attempting to attack anyone in this post. The concept of market value and the ability to make a profit as Not an Adventurer/Quester/Modder is something that really hits home for me. This very concept and no one seeming to be willing to agree to a market price that was more then pennies over production is one of the reasons I had been considering quitting the game all together. Quitting is not on the table at the moment, but I am changing things up a bit for me and my play for a while.
So this originally became a really long rant about how not everyone is playing the game as a beat stick or a caster and that those that are playing to be a merchant or a crafter need a way to make money as well. There are players that are doing this. Radulfr is a great example. The character was actually born out of the player's inability to be too active in a weekend or it would exacerbate health issues, potentially to the level of missing one or more days of work, which it has done. The market value and price of something will almost never me pennies over what it costs to make it. That's bad business practice and is not very rewarding for people playing those characters. I agree getting greedy for profit is a bad thing and getting the best deal you can is a good thing. But if everyone sells everything at just over production prices you are not encouraging that style of game play at all. In fact I'm certain the crafters with their special abilities at the higher levels of their skill would just quit. You are encouraging the death of the economy. The points behind the Double Production as the market value are:
1. It makes is easy to determine market value.
2. It allows the vendor HAGGLE ROOM which is Role Play opportunities.
3. Players that are playing to be merchants have a system by which they can still make money at a reasonable rate compared to those that are adventuring and still be able to offer discounts if desired. The concept of a Bulk Discount doesn't exist when you charge barely over production. There's no savings for people making in Bulk, so the mere suggestion I've found laughable IG. In fact the "Bulk" system of batching COSTS MORE.
I have had a theory, that I cannot confirm, that originally had the prices at the merchants guild so high that players wanted to take over the guild just so that they could make it be reasonable and in line with a defined set of market values. That the prices were meant to drive players to find other players that could craft and sell their wares at prices that were easy to tolerate. People looked for alternatives and they found them and when the market price seemed steep, they found ways to bargain a discount. This was all do-able under the double production market value.
I can concede that maybe double production is to much of a mark up, but I'd like to hear a proposed market price that works, is consistent, and people can remember easy to be able to work with it on the fly. Remember to make some of these things people have had to have dumped a lot of build that you're using for spell casting ability or weapon skills to be able to make them. To be able to even strengthen a weapon (and yes I agree Strengthening and Silvering is rather exorbitant) requires 10 points of blacksmith. That's at best 20 Build for being a Dwarven artisan, templar, fighter, or scout doing leveling blacksmith. That's the best case scenario, what would you do with an additional 30 build on your sheet, [pulling the value based on all races]? I know that's near 1/3rd the build of most people at level cap. Is that worth only a few extra copper per item?
In the end, you want there to be players that can make those things that are high level to fill out the world, but it has to be worth it to those players to play those characters. If you want to nickle and dime the merchant players out of the game you can, you just won't have people to make 31+ Suites of armor for you and will have to find it in game or be at the mercy of whatever the Merchant's guild is doing. I'd rather have a known system where there is a profit for crafters where they can deal with while allowing them to play with their character and prices how they see fit. If you don't see the value in that level of market price I don't know how to make you see the value. The market value needs to be something that is upheld all around by the players and viewed and observed by Plot and NPCs. Without that stability the economy and market value is whatever people decide it is. It would be like suddenly having everything in the game not able to be hit by weapons, only magic and the loot system was based around damage done. Sure you could pick up a wand, but it forces you to play and do something you really didn't want to.
Lastly, I'm not a fan of being able to spend goblin stamps on production of items. I understand we have a lot of giving players contributing to try to make this game as great as it can be, but if the benefit you are recieving is used to circumvent the needs of the world to breath and live as a world, do you want that benefit? As a crafter I have to pay in coin the production cost as well as use my production points which limit my ability to produce. Gobbies for Production of an item being item without the skill feels like there's no point to leveling a crafting skill at all unless you intend to really dig into it. I can obtain a limited amount of anything I want, except for armor 31 points and over, for just having the gobbies and you are right that is the biggest competition that merchant players and the merchant's guild will face and it does break the economy. It's not an in game option that is available it is an optional player benefit for trying to help the game.
I think I wound up on a soap box again and I apologize for that, but I'm not re-typing this again. There will be the original rant on my facebook later cause I don't think the original post had a place here as it was much more personal and emotional. I'm not angry, upset, of attempting to attack anyone in this post. The concept of market value and the ability to make a profit as Not an Adventurer/Quester/Modder is something that really hits home for me. This very concept and no one seeming to be willing to agree to a market price that was more then pennies over production is one of the reasons I had been considering quitting the game all together. Quitting is not on the table at the moment, but I am changing things up a bit for me and my play for a while.