Supply and Demand (the new harvesting/crafting crisis thread?)
Posted: Wed Oct 27, 2004 3:35 am
From what I've gathered from many of the posts on these forums, and in-game experience, the game's economy is most certainly less than stable. While I grant that this might in part be a problem that is due to game balance issues between the advancement of different classes, there are certainly things that we as a community can do to aid this problem ourselves. The main problem that everyone seems to harp on is the inability of crafters to keep up with demands for gear, while harvesters surge ahead to better and better materials that the crafters can't utilize. Secondly, there is a definite price variance between regions, as, for example, q80 heavy armor goes for roughly 300k in Matis territory, while q100 heavy armor in Fyros land can be found for 200k on average.
The latter discovery (price variance between region) would be justified if resources were more scarce or harder to reach in the regions where prices were higher. Yet, in Matis territory, 3/4 of the q100 materials needed to craft the aforementioned armor can be found in close proximity at one location and generally far from mobs that aggro. The fourth is also abundant and can be located far from anything hostile. In essence, crafting q100 and below armor is neither complicated, overly time consuming, or dangerous. Between myself (a harvester) and a crafter partner, we can churn out 3-4 full sets of heavy armor in an hour or less. What takes time, is selling it.
At the time I am writing this we have six sets between us. That six sets includes the two sets that belong to ourselves-- we'd be willing to sell them if the first four sold and the we had a potential customer who didn't care about buying 268/271 hit point armor. But that's not ever really a problem. We can't get people to buy the first four. And yet there is constant talk about crafters being unable to keep up with the demands of melee characters.
I believe I have discovered the problem. That is not to say that the problem was difficult to find and that I should get a cookie for find it, but simply that I believe it is an issue that everyone knows in the back of their mind and should be brought to the general forum for discussion. The problem is thus: Guilds are unwilling to purchase items outside of their own crafters. I realize that this is a generalization prone to exception, but I know that most guilds look down on buying items out-of-guild when guild crafters could as readily make such items for the guild members without spending any dapper.
And yet- what gain is there in this? Consider the hypothetical: I broadcast that I am selling q80 Modi Heavy Armor, +240 Hit Points, Max Dodge, in Yrkanis (Matis capital). Generally, I expect to get a few tells from people whose Constitution scores are probably too low for the armor anyway, since when I tell them the price they seem surprised and tell me they can't afford that much. I'd like to think (maybe I'm wrong) that if you're high enough melee level to equip the given armor, then you ought to have quartered (or had the chance to quarter) enough resources to bring yourself close to being able to afford the armor-- or at least be able to go fight mobs long enough to quarter the resources to be able to afford it.
The inability of lower-level characters to afford the armor is not the problem. Rather, I know there are two or three characters out there that most certainly could use some new armor. They told their guild, and their guild crafters (being busy churning out higher level armors, like 100, 130, 150 etc) and guild harvesters (similarly concentrating on higher grade materials) haven't gotten around to concerning themselves with making this person's armor. I'm not saying they don't care about lower level characters, or that the character in question should not be responsible perhaps for learning to harvest his or herself and going out and doing some of the work instead of placing this burden on crafters and harvesters alone. I'm simply saying that the common solution to this problem in MMORPGs is that "Guild Gear" gets passed down from one tier of characters to the next, and the lower level characters are usually fine with hand-me-downs since they are free and better than what they would otherwise be using. In this game, due to the apparently rapid degradation of items, it is hard to pass one's armor to a lower level character after extended use since generally that armor will be rather worn out. And it almost certainly won't live long enough to be passed on a second time.
What I would suggest as a solution to this problem is that guilds not close their doors to buying from crafters out-of-guild, if such is currently their practice. If you are having problems supplying your guild members with armor, for what reason other than spite or greed would you shun the aid of outside crafters to alleviate the pressure of keeping up with your guilds melee characters?
Trade agreements between large guilds (regardless of race) need to be arranged if they are not already in place, open license to buy wares from out-of-guild crafters needs to be granted if the guilds crafters and harvesters cannot keep up with the guild's demand, and price universality between guilds, independent crafters, and races, needs to be addressed.
I don't know what exactly I'm expecting in response to this post. I suppose what would be helpful would be reactions from guild members about their individual economic situation and how well their guild keeps them supplied, from guild crafters and harvesters about how swamped or not they are, from guild leaders about their own guild's economic policies, and lastly, suggestions of general prices from crafters for items you sell, and how well you sell them (i.e. how much of a demand is there outside of guild?).
That's it. That's all I've got. Oh, and I'm sure if you want to reach me in-game ("Ashen") my crafter and I will still have a number of those q80 modi heavy armor sets with 240hp and max dodge if you're interested. Or if your guild wants to buy some off of us. I'm sure we could reach a deal if you want to buy them in bulk .
Yogurt.
The latter discovery (price variance between region) would be justified if resources were more scarce or harder to reach in the regions where prices were higher. Yet, in Matis territory, 3/4 of the q100 materials needed to craft the aforementioned armor can be found in close proximity at one location and generally far from mobs that aggro. The fourth is also abundant and can be located far from anything hostile. In essence, crafting q100 and below armor is neither complicated, overly time consuming, or dangerous. Between myself (a harvester) and a crafter partner, we can churn out 3-4 full sets of heavy armor in an hour or less. What takes time, is selling it.
At the time I am writing this we have six sets between us. That six sets includes the two sets that belong to ourselves-- we'd be willing to sell them if the first four sold and the we had a potential customer who didn't care about buying 268/271 hit point armor. But that's not ever really a problem. We can't get people to buy the first four. And yet there is constant talk about crafters being unable to keep up with the demands of melee characters.
I believe I have discovered the problem. That is not to say that the problem was difficult to find and that I should get a cookie for find it, but simply that I believe it is an issue that everyone knows in the back of their mind and should be brought to the general forum for discussion. The problem is thus: Guilds are unwilling to purchase items outside of their own crafters. I realize that this is a generalization prone to exception, but I know that most guilds look down on buying items out-of-guild when guild crafters could as readily make such items for the guild members without spending any dapper.
And yet- what gain is there in this? Consider the hypothetical: I broadcast that I am selling q80 Modi Heavy Armor, +240 Hit Points, Max Dodge, in Yrkanis (Matis capital). Generally, I expect to get a few tells from people whose Constitution scores are probably too low for the armor anyway, since when I tell them the price they seem surprised and tell me they can't afford that much. I'd like to think (maybe I'm wrong) that if you're high enough melee level to equip the given armor, then you ought to have quartered (or had the chance to quarter) enough resources to bring yourself close to being able to afford the armor-- or at least be able to go fight mobs long enough to quarter the resources to be able to afford it.
The inability of lower-level characters to afford the armor is not the problem. Rather, I know there are two or three characters out there that most certainly could use some new armor. They told their guild, and their guild crafters (being busy churning out higher level armors, like 100, 130, 150 etc) and guild harvesters (similarly concentrating on higher grade materials) haven't gotten around to concerning themselves with making this person's armor. I'm not saying they don't care about lower level characters, or that the character in question should not be responsible perhaps for learning to harvest his or herself and going out and doing some of the work instead of placing this burden on crafters and harvesters alone. I'm simply saying that the common solution to this problem in MMORPGs is that "Guild Gear" gets passed down from one tier of characters to the next, and the lower level characters are usually fine with hand-me-downs since they are free and better than what they would otherwise be using. In this game, due to the apparently rapid degradation of items, it is hard to pass one's armor to a lower level character after extended use since generally that armor will be rather worn out. And it almost certainly won't live long enough to be passed on a second time.
What I would suggest as a solution to this problem is that guilds not close their doors to buying from crafters out-of-guild, if such is currently their practice. If you are having problems supplying your guild members with armor, for what reason other than spite or greed would you shun the aid of outside crafters to alleviate the pressure of keeping up with your guilds melee characters?
Trade agreements between large guilds (regardless of race) need to be arranged if they are not already in place, open license to buy wares from out-of-guild crafters needs to be granted if the guilds crafters and harvesters cannot keep up with the guild's demand, and price universality between guilds, independent crafters, and races, needs to be addressed.
I don't know what exactly I'm expecting in response to this post. I suppose what would be helpful would be reactions from guild members about their individual economic situation and how well their guild keeps them supplied, from guild crafters and harvesters about how swamped or not they are, from guild leaders about their own guild's economic policies, and lastly, suggestions of general prices from crafters for items you sell, and how well you sell them (i.e. how much of a demand is there outside of guild?).
That's it. That's all I've got. Oh, and I'm sure if you want to reach me in-game ("Ashen") my crafter and I will still have a number of those q80 modi heavy armor sets with 240hp and max dodge if you're interested. Or if your guild wants to buy some off of us. I'm sure we could reach a deal if you want to buy them in bulk .
Yogurt.