keoni wrote:Just for a bit of perspective from personal experience... Jewelcrafting is hard to get up there, yes. But I think it actually takes more mats to level armor crafting. Also, it's generally considered a lot easier to level with the high-mat pattern (diadem) rather than the low mat one (earrings).
I don't think that there are any problems with the Atys economy that can't be fixed by a larger server population, and something to spend money on so people will start to look for ways to earn it. Both may well arrive when they release chpt 3.
The economy IS broken: Suggestions / Reasons?
Re: The economy IS broken: Suggestions / Reasons?
Yep, but that branches out, and eventually you HAVE to level earrings ONLY, just to get the next level. At least as far as I know, you can't JUST level using diadems. But then I gave up when it cost me everything I had to gain ONE level in jewelcrafting, before Patch one.
Re: The economy IS broken: Suggestions / Reasons?
In fact you can, and I have. XP gain per crafted item maxes out (as far as I've ever seen) at 300xp per mat used. Of course you won't get that with your leveling pattern (since there's no way to craft that above your skill) but the basic principle of proportionality to material consumption holds true. If I had tried to level with earrings rather than diadems, it would have taken about the same amount of mats, but five times as many individual grinding actions.lyrah68 wrote:At least as far as I know, you can't JUST level using diadems.
Keoni of <Ouroboros Nocturna>
...are we having fun yet?>> off playin' Civ IV
...are we having fun yet?>> off playin' Civ IV
Re: The economy IS broken: Suggestions / Reasons?
XP gain per crafted item goes up higher than that. I suspect it reaches 900 using a q250 plan with a level 50 skill. I don't yet know of anyone who has tested that, however. In theory every 25 levels you craft above your craft level results in an additional 100 experience points per mat. I know this scales to 400 per mat or so, and I don't see why it wouldn't go all the way. So yes, it is possible to level JUST diadem to 250, and that is the most efficient way to do it. Even degrades from a q250 plan will be worth more (usually much more) than a success from a q60 plan. I don't know how the degrade/success ratio scales, but it seems to reach some maximum point.
Saiwin - Leader of the Silver Watch
Re: The economy IS broken: Suggestions / Reasons?
In my experience (and I have lots of experience crafting way way way above my skillmadnak wrote:XP gain per crafted item goes up higher than that. I suspect it reaches 900 using a q250 plan with a level 50 skill. I don't yet know of anyone who has tested that, however.

Keoni of <Ouroboros Nocturna>
...are we having fun yet?>> off playin' Civ IV
...are we having fun yet?>> off playin' Civ IV
Re: The economy IS broken: Suggestions / Reasons?
I agree on 300 being max xp per matkeoni wrote:In my experience (and I have lots of experience crafting way way way above my skill) the xp cap is in fact 300 per mat consumed.
Re: The economy IS broken: Suggestions / Reasons?
ozric wrote:I agree on 300 being max xp per mat
If it's only jewelry, ok.. I won't argue. But unless my mental math is way off, 9,000 xp for crafting a heavy helmet is more than 300 xp per mat used. (And before anyone says 9k xp is wrong math, I've done it repeatedly.)
Re: The economy IS broken: Suggestions / Reasons?
How many mats do you use for your helmet ? What plan ?
A high qual heavy helm uses 32 mats
A high qual heavy helm uses 32 mats

Last edited by ozric on Tue Mar 29, 2005 3:19 am, edited 1 time in total.
Re: The economy IS broken: Suggestions / Reasons?
ozric wrote:How many mats do you use for your helmet ? What plan ?
A high qual heavy helm uses 32 mats![]()
Med quality Zorai heavy. If I remember correctly, that's only 20 mats. 20x300 = 6000, 3k less than what I got. That's also using a 160 action, and a mid 50's skill.

Re: The economy IS broken: Suggestions / Reasons?
Hmm, a miscalculation in my original statement, high qual helm uses 40 mats in fact
.
Am i mistaken that med qual helm uses 6 clip, 6 stuffing, 9 shell, 9 lining ? (30 mats)
*edit* srry to drag this thread off-topic

Am i mistaken that med qual helm uses 6 clip, 6 stuffing, 9 shell, 9 lining ? (30 mats)
*edit* srry to drag this thread off-topic
Re: The economy IS broken: Suggestions / Reasons?
hi all 
Dapper are scrap atm in most cases yes .
I bow to many crafter that do their job perfect and that for nearly worthless dapper
Think thats part of the potions we get in game later as described in an other thread.
If we can talk about suggestion humm ....
See it from the point of view of a gamedeveloper ...
- They have a plan . Not all pieces of the Plan are in game.
- There are bugs (like in everygame)
- They are behind their time.
even if we have a good suggestion they arent be able to change things as fast as the player wish that.
One of the biggest disadvantages they have is that they have to split their time.
one part for developing the system (bring in missed parts of the game) and the second part is bughunting.
its even realy more difficult to build up a gamesystem if it is running public and it costs lot more time cause every bug kills some player out of game so u can only do all very gentle.
if u kill bugs and patch the game it costs lots of developer hours, hours that lost for developing missed thingis ...
i read the leaving thread of lyrah :/ can understand her in parts and make me sad :'(
thats the second big difficult thing, motivate the comunity.
the gamedeveloper here have a hard job we dont see ... but in some cases we have to understand what happens behind the scene ...
but all our suggestion can only be developed if the ground stand so we have to wait, np for me cause i learn many nice player here known
they help me to forget time
ehm yes iam sorry for my terrible english :S

Dapper are scrap atm in most cases yes .
I bow to many crafter that do their job perfect and that for nearly worthless dapper

Think thats part of the potions we get in game later as described in an other thread.
If we can talk about suggestion humm ....
See it from the point of view of a gamedeveloper ...
- They have a plan . Not all pieces of the Plan are in game.
- There are bugs (like in everygame)
- They are behind their time.
even if we have a good suggestion they arent be able to change things as fast as the player wish that.
One of the biggest disadvantages they have is that they have to split their time.
one part for developing the system (bring in missed parts of the game) and the second part is bughunting.
its even realy more difficult to build up a gamesystem if it is running public and it costs lot more time cause every bug kills some player out of game so u can only do all very gentle.
if u kill bugs and patch the game it costs lots of developer hours, hours that lost for developing missed thingis ...
i read the leaving thread of lyrah :/ can understand her in parts and make me sad :'(
thats the second big difficult thing, motivate the comunity.
the gamedeveloper here have a hard job we dont see ... but in some cases we have to understand what happens behind the scene ...
but all our suggestion can only be developed if the ground stand so we have to wait, np for me cause i learn many nice player here known

they help me to forget time

ehm yes iam sorry for my terrible english :S