Decay rates way to high :(

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joscelin
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Joined: Fri Sep 24, 2004 3:44 am

Re: Decay rates way to high :( Example

Post by joscelin »

usinuk wrote:Actually, one benefit of the rapid decay is that equipment is a very effective credit sink - one of the many things that ruined SWG was massive inflation after a bit...

It would be a credit sink if you were not BUYING your weapons from other players. As it is, it only makes credits switch hands since the crafter has no need to buy his material since everyone wants choice materials. If we were buying from vendors then sure it would be considered a credit sink.
lonwolf
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Joined: Wed Sep 22, 2004 11:15 pm

Re: Decay rates way to high :(

Post by lonwolf »

WHAT!? Crafters actually have a purpose and some clients in a MMO!?

I think the decay rate is fine, It is way too easy to make money for both crafters and fighters to say any different. If something does break buy another one! I have never had a suit of armor or weapon break in one day, that is ridiculous. Maybe the item did not have many points in it or maybe you bought it used.

Remember you too can become a crafter....
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shrike
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Joined: Tue Sep 21, 2004 2:26 am

Re: Decay rates way to high :(

Post by shrike »

tetra wrote:Harvested mats are not always better than mob drop mats. Often yes, generally yes, always in every situation?... no.
Granted. So, in 95% of the cases it's better to get harvested mats (either because they are better for that item or because they are equally good, but since it's like 100 times easier to get them...), while in 5% of the cases moss mats may be actually worth the effort to get them.

Not sure if this justifies the term "many". And it certainly doesn't changes that we seem to have an serious imbalance here.
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jdiegel
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Re: Decay rates way to high :(

Post by jdiegel »

lonwolf wrote: Remember you too can become a crafter....
I shouldn't have to though that explains why the fighter/crafter combo is becoming increasingly popular.
Auriga
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jdiegel
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Re: Decay rates way to high :(

Post by jdiegel »

One thing I have noticed is that missions do seem to pay better than straight loot selling. I just can't find missions I can finish.
Auriga
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mikwana
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Post by mikwana »

If crafters are charging too much for the item, then don't buy. If everyone doesn't buy, then the price will come down, simple supply vrs demand. As a rule, I'll craft you anything I'm able to, for free, if you bring me the materials. But thats me, I'm nice.

Or you could join a guild that has a good policy in place for their guildmates and crafting.

Also remember that if you use things above your level, then they decay much much faster than if they are at or below your level. And of course, depending on the materials used and the skill of the crafter, it's possible to have something of a lower quality level much more effective than a higher one with different materials.
aedri
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Joined: Sun Sep 26, 2004 8:09 pm

Re: Decay rates way to high :(

Post by aedri »

Don't forget in the next patch, player merchants will be installed. This will additional help to stabalize the economy, it is like all the crafters being on 24/7 with their wares available to purchase and for everyone to see what everyone else is selling for.

But prices will be high until it doesn't take four harvesters to craft for one crafter, there are still some serious harvesting issues, especially on Tryker island with the lack of higher than q50 mats.
kisedd
Posts: 221
Joined: Thu Sep 23, 2004 9:58 pm

Re: Decay rates way to high :(

Post by kisedd »

I can't speak to the decay rates a couple weeks after release.

One issue is that there are very few crafters who can make armor for level 80 players. So you have a very limited supply of items. Crafters at the cutting edge of their skill, probably can charge anything they want. When more crafters reach those levels and the supply increases, prices should fall.

Right now choice armor, and everyone wants it, sells at a premium. I have no idea if this will remain the case. Maybe players will decide that choice armor isn't worth the price premum and wear basic or fine armor for their grunt work. Perhaps this cheap stuff, will allow them to hunt more cust effectively.

All those mats that you find, you should be able to sell to crafters for better prices than what you can sell them to a merchant. Crafters are dying to get their hands on any kind of mats that will help them level up.
ariaki
Posts: 46
Joined: Wed Sep 22, 2004 8:11 pm

Re: Decay rates way to high :(

Post by ariaki »

Upade of the group i was in today.

Example of how the group I was in today is this the highest blaster mage hasent even got a staff no one make them yet. the highest level healer has no armor the price the crafters are charging can not be affordered,
the highest level fighter at 93 is using qu 25 store bought because no crafter is making qu 90 and one makes qu 70 for 500k which can not be afforded, 2 of the others on the team are in patch made mage armour and are fightersbut can not live through a round or 2 if they taunt. We have a seriouse problem if crafting is not keeping up with the hunters them the hunters are board with nothing to look foward too but skills that wont work because the qu of the weapons used wont benifet from them at all. All ready people in the 90es are talking about quitting the game ie the post about the tyker guy. even if the drops were low qu it would be better then nothing like we have now. What we have now when hunting for 8 hours a day is a good team is wearing out to fast.
alugilac
Posts: 43
Joined: Fri Sep 24, 2004 7:29 pm

Re: Decay rates way to high :(

Post by alugilac »

Armor and weapons do degrade fast. The developers intend this to be a guild based game. Im not sure whats going on in your land, but my guild all have q50-80 armor, weapons, and jewlery. My mages all have light armor and wands. Nearly everything i have mentioned are made with choice or supreme materials. Sounds like you need a good guild. My people support thier crafters, and in turn they support the members.

The game works really well if you follow its design. With the exception of special named mobs, It would be hard to convince me that any looted material would yeild a better item when used to craft, then choice or higher foraged materials. The stats are just not there. Maybe later in the q100+ range, but I have yet to see it.

Good luck in your area. I hope that you find a good home that can help you along in your adventures. We are in your lands as well, you might want to look us up.


Stigian
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