sehracii wrote:The changes you propose would have little practical effect. A ranger who crafts their own ammo still needs to maintain his craft level at the same level of his fight for maximum damage. If you leveled craft making only ammo, you would make possibly a magnitude greater quantity ammo to level the craft then you would need to level the fight.
Making up numbers as example, say you craft 10 stacks of ammo to gain a craft lvl and use one stack of ammo to get a fight level. Increasing ammo output per mat would mean I'd craft 100 stacks and still only use 1 for my fight lvl- either way the vast majority is just being sold to NPC.
Gotta disagree with that, and on two counts.
Quick one first. Your argument holds water all the way from level 1 to level 249, however at level 250, it collapses about the same way a ming vase collapses when hit by an express train.
The second problem is that you're assuming that mats dug up are free. As long as you do, you'll continue to make some economic mistakes. If I dig a mat that I could sell to a vendor for 300 dappers, but use that mat to make something,
I just spent 300 dappers for the mat. Because my bank balance is 300 less than it would have been had I sold it.
Crafting for grind is a tremendous money loss: cost of goods used via the above metric is much higher than the sale price of end product. Therefore what I'm proposing helps to offset this cost. I'll admit that it doesn't completely fix it, but it sure improves things. Instead of shooting 50% of the ammo I make (and therefore losing it financially), I shoot 0.5% of what I make, thus having more to sell.
Now, granted, cash flows pretty easily in game, but even so .....
calel wrote:
Sounds like enough damage to me already. Increasing it would mean I' d be churning out more ammo I can' t use and won' t sell.
Lots of ql 110 - 130 100/100 ammo up for sale in the Lakelands at around 100 dappers a bullet (yes, that' s 0% markup; blame my fame or the vendors)
Nobody's buying it because it's too damn expensive. A ways up thread I cited a cost of 120 dappers per shot, here you are quoting 100 (and you're taking a loss there).
Increase the quantity made per build and the price has to drop (think about it for a sec). At my suggested 2 orders of magnitude, you'd be selling for a dapper a bullet, and probably wouldn't be able to keep the stuff in stock.
Range isn't popular because the cost
to the person pulling the trigger is too high. It doesn't matter one iota who makes it, the final cost is borne by the person who shoots. Again, think this through and you'll realize that's the case. Make ammo cheaper, and the whole economic pipeline has a chance to start flowing.