Item prices going way up - patch 1 crafting disaster.
Re: Item prices going way up - patch 1 crafting disaster.
jewel merchants are bugged too i think as i sold some jewelry to one lastnight it goes in my list of sales but it doesnt show in the shop i put it in and theres nothing to say what vendor it is on so its probably likely theyll never sell
Re: Item prices going way up - patch 1 crafting disaster.
helbreat wrote:jewel merchants are bugged too i think as i sold some jewelry to one lastnight it goes in my list of sales but it doesnt show in the shop i put it in and theres nothing to say what vendor it is on so its probably likely theyll never sell
Helbreat have you tried the other Jewelry Traders, I have a feeling depending on the level of the item it only shows up on certain traders.
Magorz - Fyros
Re: Item prices going way up - patch 1 crafting disaster.
Oh man, can I be your (<- Notice the correct use of the word your.) friend?maggers wrote:Ooooh I am sorry Mr Uber Player.
Your the one Mis-Informing others.
Your the one clicking off the option to sell at a higher price.
Your the one Moaning like a little kid.
Just quit and get it over with oh and can I have your items ?
^^^^^^^^^^^^^^^^^^^^^^^^
Now thats a flame.. see the difference ?
Now pick yourself off the floor and notice the only one posting on your thread is me. What does that tell you ? No one is listening but me and Im a sad Bas*ard who is sitting here bored at work.
Oh if you want more flaming.. please ask and you shall recieve
You're
(<- Try using that sometimes.) clearly a true master of 'flaming' and deserve alot of respect.
Re: Item prices going way up - patch 1 crafting disaster.
daniel6 wrote:Oh man, can I be your (<- Notice the correct use of the word your.) friend?
You're
(<- Try using that sometimes.) clearly a true master of 'flaming' and deserve alot of respect.
Hahahahah Nice one.. I like reading posts from bored peeps .. YOUR very clever
I just read all 7 of YOUR posts and not one was constructive or even interesting. Actaully all where whines. Did you want some Cheeze with your WHINE ?
Magorz - Fyros
Re: Item prices going way up - patch 1 crafting disaster.
helbreat, check the (previous) q50 mat merchants; they should have jewelry merchants next to them that sell higher q stuff. the old q25 merchants seem to be limited to selling q25 stuff; the old q50s list everything.helbreat wrote:jewel merchants are bugged too i think as i sold some jewelry to one lastnight it goes in my list of sales but it doesnt show in the shop i put it in and theres nothing to say what vendor it is on so its probably likely theyll never sell
Pcheez, were you using wondermats? Impressive someone actually bought that. Maybe I should sell useless armor too.
And getting back on topic...
Tra da! Nothing has been fixed with the latest patch.
- Craft missions still pay less than item costs.
- NPC prices unchanged.
- Impossible to access packer materials in some cases.
- Close combat crafting tree still not rewarding exp, 4 weeks after this was noted in 3 languages on ATS.
- Failure rates unchanged.
I'm high enough level and have enough dappers in crafting so I can probably survive this, especially when I start charging a ton more, which will be the natural result. (For that matter, maybe I'll start working on magic again since it seems to have been boosted.) Lower level crafters trying to level up, however, are toast.
*sigh*
Last edited by usinuk on Thu Nov 04, 2004 11:43 pm, edited 1 time in total.
Re: Item prices going way up - patch 1 crafting disaster.
-The price for wondermats are up, encouraging people to underprice the vendors to get their mats to sell faster.usinuk wrote:1. Prices for harvested mats are up. That's known given the harvesting changes.
2. Purchase prices for wondermats are up about 20%. Example: q50 mats at 100 fame used to run 751 per item. Now they run 866.
-The return price on gear that was grinded out on poor mats is down, but the ease of selling choice made gear has gone up.usinuk wrote:3. Prices that NPCs pay for items are way down...almost 50%. Example: a q50 earring (requiring 2 mats) used to sell for over 1000 dappers per earring. Now it sells for 466 dappers.
-poor example using magic amps since the skill is currently based off from 51 now (close combat crafting) which is currently bugged, and they are working on a fix for that (if you were 51 in melee weapon craft pre-patch, the new branch is greyed out and you recieve no xp from crafting magical amps).usinuk wrote:4. Failure rates for a number of items are up in a big way. Example: a 75th level crafter attempting to make a q70 magic amp previously had a 70% chance (defined as partial/full success...more like 4 in 10 chances for a full quality item.) Now, they have a 40% chance.
-2 days on newb isle you could get to 50+ in armor and melee weapon craft and be sitting on a nice 500k+ dappers, just doing missions. And this doesn't seem a little wrong? And again, your calculation are based off from using the npc items, not player sold.usinuk wrote:5. Crafting missions now pay out 1/10th of what they did before.
What does all of this mean?
Income for young crafters just went away. #5 means that the way most of us paid to level up in crafting is gone. Prior to the patch, most craft missions ended up giving you 2x the cost of purchased mats if your fame was up, plus nice experience in what you crafted. Now, you get 1/5th of the item cost back for doing a mission, which is even less than what the NPCs pay.
-Only if you purely use vendor purchased (npc items), if you buy what the players sell your costs will probably be lowered considerably.usinuk wrote:Grinding for young crafters now costs 3-6x as much, meaning its unlikely you'll see many more crafters around. #2 and #3 mean it should cost you about 2-3x what it used to cost to grind mats. #4 adds a much higher failure rate. Net net - somewhere between 3-6x costs to level.
-Higher failure rates applied to magical amps (above q60), I had no issues of anything else having lower success rates during crafting, between this and the previous point, your calculations are off.usinuk wrote:The combination of fewer crafters, more expensive mats, and higher failure rates mean item prices are going way up. #1 means mat costs to crafters are probably double. #4 means item failures are way up, probably adding another double to prices. Fewer crafters...well, supply and demand will make things even worse.
Poker of things, caster of sparklies, maker of stuff, digger of dirt, wanderer of paths....
Oh yea, and Princess~
Oh yea, and Princess~
Re: Item prices going way up - patch 1 crafting disaster.
But whats the point of doing those crafting missions now? To gain fame? What good is fame if you can simply buy player sold items and sell it through the same system? Why should I waste my time crafting things that I know I will lose massive amounts of money on? As if those missions were not boring enough before. Now they just got redundant altogether.
You told me you maxed out your tryker fame already zzei. So would you ever do another crafting mission for tryker anymore? You won't even get more fame.
You told me you maxed out your tryker fame already zzei. So would you ever do another crafting mission for tryker anymore? You won't even get more fame.
Korin - Tryker - Retired
125 2h pierce melee, 105 2h slash melee, 91 lake forage, 55 forest forage, 55 desert forage, 61 prime roots forage, 91 heavy armor craft, 55 light armor craft, 58 medium armor craft, 62 2h melee craft, 52 1h melee craft.
125 2h pierce melee, 105 2h slash melee, 91 lake forage, 55 forest forage, 55 desert forage, 61 prime roots forage, 91 heavy armor craft, 55 light armor craft, 58 medium armor craft, 62 2h melee craft, 52 1h melee craft.
Re: Item prices going way up - patch 1 crafting disaster.
Again, what do you grind with if you're a young crafter? I can't find 1000 seeds and 1000 amber...no one sells bulk q50 grinding mats except for...NPCs. I'm sure you'll come back with an argument there will be a player that does. I hope that's the case... but as a 98th level harvester I can't imagine someone going out, spending 10 hours harvesting this quantity, and putting it on the vendor. Your packer is too small, your bag too small, and the profit level isn't there. Much better off as a harvester concentrating on choice mat spots. Might as well take the NPC mats off the vendor as the only thing they're good for is grinding material.zzeii wrote:-The price for wondermats are up, encouraging people to underprice the vendors to get their mats to sell faster.
-The return price on gear that was grinded out on poor mats is down, but the ease of selling choice made gear has gone up.
-Only if you purely use vendor purchased (npc items), if you buy what the players sell your costs will probably be lowered considerably.
Yep, and the bug has been known for 4 weeks on ATS, even reported in French. Shame on them for rolling out a patch with it, and a mini patch that ignored this.-poor example using magic amps since the skill is currently based off from 51 now (close combat crafting) which is currently bugged, and they are working on a fix for that (if you were 51 in melee weapon craft pre-patch, the new branch is greyed out and you recieve no xp from crafting magical amps).
-Higher failure rates applied to magical amps (above q60)
And the 'failure' rates in general have been a known issue since the game began. You don't get 85% success...you get 60%, with a bunch of degraded items. The CC failure rates are well above this.
Where do I begin? Yes, if you want to craft exclusively and run only crafting missions you could get rich under the old system...assuming you ignored the trees that didn't give missions, which I for one haven't. But...most crafters immediately poured their mission earnings back into grinding more. It was the only way they could afford the loss rates.2 days on newb isle you could get to 50+ in armor and melee weapon craft and be sitting on a nice 500k+ dappers, just doing missions. And this doesn't seem a little wrong? And again, your calculation are based off from using the npc items, not player sold.
Now...you can't. There's frankly no reason to ever take an overseer mission - if you want to waste money to increase fame, you can just take a welcomer mission. Costs less, and gives you 1 fame point per mission rather than 1/5th a point.
And the source of income for young crafters to pay for grinding is gone. Items crafted by senior crafters with much lower failure rates will cost less than what you can produce using player mats, so can't make money that way. Can't make money running missions. And Heaven help you if you make jewelry...never degrades, so every q50 set ever made is still out there. Good luck trying to level in that if you can't pay for it somehow.
How they grind without being harvest or melee specialists I don't know. Do I think that there should be a level cap on overseer missions so you can't milk run 200k every 90 minutes? Yeah, at some point. That's what you have senior overseers for giving q100 missions. But the way this is done just destroys newbie and lowbie crafters.
Not really. At the very least, this means a lot fewer crafters coming in = less supply = higher pricing. I've pushed jewelry and armor prices up between 50-200% already and they're selling like hotcakes. Probably won't be on the upper end of my estimates given it looks like we might be able to get a reasonable amount of player mats with the harvest fix, but grinding costs have gone way way way up, and pricing is going to reflect this even for higher end crafters.between this and the previous point, your calculations are off.
What really irks me is this makes the least newbie friendly MMORPG out there even less newbie friendly. More expensive gear, very very difficult to level up to craft your own gear...not good.
Why the second least played class in the game (after ranged weapons fighters, which I am as well) had this happen I frankly don't understand.
I like some of the changes - selling stuff on vendors is useful, and reducing plan costs a bit helps me take more plans in general (along with halving ammo costs) - but I am not going to sit quietly while I watch an entire generation of people below me get the shaft. It might help you (and me) not to have competition on the crafting side, but I like to see people play the game the way they want to play it.
Last edited by usinuk on Thu Nov 04, 2004 8:50 pm, edited 1 time in total.
Re: Item prices going way up - patch 1 crafting disaster.
hey guess what - on newbie island you only have player-sold mats available as well. I went to the raw mat bloke to buy 35 lining and found they only had 1 in stock.
I don't like the comment 'if you play your crafter for 2 days you can get 50k and 500k in dappers' - perhaps if you don't do anything else for those 2 days and forage all the mats yourself. I've played my crafter for probably around that - I'm level 38 and I have about 130k in dappers which I don't think is unreasonable. If you were a melee fighter and you sold all your loot you'd have about the same - whats the problem?
Besides lvling in melee costs you money only for armour (but theres no point in wearing it) or for weapons (which you don't need *that* often). Crafting burns thru money like no tomorrow - the overseer missions were the only way we had to offset it.
If the problem is people exploiting them to make too much money then just set the respawn time for the missions to a greater interval, don't make them completely stupid loss making exercises.
My main character is a melee fighter - but out of all the changes in Patch 1, this nix on craft is by far the most annoying for me.
I don't like the comment 'if you play your crafter for 2 days you can get 50k and 500k in dappers' - perhaps if you don't do anything else for those 2 days and forage all the mats yourself. I've played my crafter for probably around that - I'm level 38 and I have about 130k in dappers which I don't think is unreasonable. If you were a melee fighter and you sold all your loot you'd have about the same - whats the problem?
Besides lvling in melee costs you money only for armour (but theres no point in wearing it) or for weapons (which you don't need *that* often). Crafting burns thru money like no tomorrow - the overseer missions were the only way we had to offset it.
If the problem is people exploiting them to make too much money then just set the respawn time for the missions to a greater interval, don't make them completely stupid loss making exercises.
My main character is a melee fighter - but out of all the changes in Patch 1, this nix on craft is by far the most annoying for me.
Re: Item prices going way up - patch 1 crafting disaster.
Ummm - let's put it nicely - you're wrong guys.
The route for crafting now is to harvest, then craft. No more grinding of NPC mats.
Harvesting has had a big boost and mob mat drops a leseer boost (they drop more and higher qual mats).
If you fight and craft - use animal mats to level craft.
If you harvest and craft - use harvested mats to level, and level on the highest qual items you can make.
If you just craft - you're on to a loser, but can get mats cheaper than before from players via the traders.
If anything , crafted prices seem to be going down, at least they will be once I start flooding the market!
The route for crafting now is to harvest, then craft. No more grinding of NPC mats.
Harvesting has had a big boost and mob mat drops a leseer boost (they drop more and higher qual mats).
If you fight and craft - use animal mats to level craft.
If you harvest and craft - use harvested mats to level, and level on the highest qual items you can make.
If you just craft - you're on to a loser, but can get mats cheaper than before from players via the traders.
If anything , crafted prices seem to be going down, at least they will be once I start flooding the market!