I began going down this path a while back, but realized that this one topic, more than anything else, is where I feel tradeskillers (especially casual ones) get the most burnt.
Aside from fishing poles (replacable with a few silver pieces), nothing in this game breaks or wears out. Nothing. I have a few wonderful tradeskill items that I've used for years and years now. And I acquired them within a few weeks of the recipes going live. That's when MOST of us acquired them. The demand for really great items is huge when they first come out. If I were to guess (just guess, mind you), I'd say that 80% of all such items in the game are sold within the first 6 months of the item going live. The other 20% from folks who've come along, realizing they wanted one much later on.
Because things never wear out, I have no reason to re-visit a tradeskiller and ask for another item. And, reversing this problem, I have very little reason to try to MAKE one, as I don't see the demand being there (unless I can be first on the block to sell them). Sure, I can blow platinum until I'm good enough to make the item, and then thousands of plat later, try to undercut the market just to pray I can sell the items, but I'd not make a profit.
Because NOTHING WORTHWHILE BREAKS.
In a real-world economy, first to the market has two issues (one pro, one con):
1) Pro: You get the largest market share and continue to hold it for a long time even after others come along
2) Con: You've probably got a bug-laden product that will be replaced by something better in 6 months by another company.
But no matter what, your product WILL wear out eventually. But so will your competitors. You drive one another to make better products, and sell them cheaply to keep market share.
These two issues are what drive competition and drive the prices down, and also keep businesses IN business. The EQ economy has none of this. The first to market NEVER has a buggy system...their items are what they are. And since the items never wear out, the first-to-market seller grabs, and never let's go, of a huge share of the market. The 100s of items they sell in the first few weeks of making them will help them return a reward. The rest of us will sell maybe a dozen items and never see the profit back.
When items don't wear out, the advantage lies solely on the first to the market. For this reason, more than anything else, I find that tradeskilling no longer holds a lot of appeal to me. I am a casual player. I can't compete with 7-day-a-week farmers, and million-plat tradeskillers.
In the end, because I can't compete, I only see the need to make occasional items (rather than pay exorbinant prices) as a reason to tradeskill. But being in a guild, all that's really needed is a few people, covering a few skills, and we can cheaply help one another, and never have to go buying from other players. Have you seen the prices people are putting on anything and everything marked "can be used in tradeskills"? Greed has overwhelmed the game, and without items breaking, the idea that anything can sell for 100k+ plat is hard to even get my head around. If you knew, for example, that the super great sword someone looted from a dragon's hoard had a slim chance to SNAP right in the middle of combat, you'd think twice about throwing 100k plat at someone to buy it. Same goes for a tradeskilled item. Nobody cares about paying a few sp for a breakable fishing pole. They'd think twice about the price if that DoN armor you're selling had a chance to fall apart.
Sorry for the ultra long rant. Just realizing how much time and money I've blown in the game, with not much to show for it. I could have just been doing the fun thing I used to do and love a lot: hunting monsters and looting treasure.
Drexxell
Aside from fishing poles (replacable with a few silver pieces), nothing in this game breaks or wears out. Nothing. I have a few wonderful tradeskill items that I've used for years and years now. And I acquired them within a few weeks of the recipes going live. That's when MOST of us acquired them. The demand for really great items is huge when they first come out. If I were to guess (just guess, mind you), I'd say that 80% of all such items in the game are sold within the first 6 months of the item going live. The other 20% from folks who've come along, realizing they wanted one much later on.
Because things never wear out, I have no reason to re-visit a tradeskiller and ask for another item. And, reversing this problem, I have very little reason to try to MAKE one, as I don't see the demand being there (unless I can be first on the block to sell them). Sure, I can blow platinum until I'm good enough to make the item, and then thousands of plat later, try to undercut the market just to pray I can sell the items, but I'd not make a profit.
Because NOTHING WORTHWHILE BREAKS.
In a real-world economy, first to the market has two issues (one pro, one con):
1) Pro: You get the largest market share and continue to hold it for a long time even after others come along
2) Con: You've probably got a bug-laden product that will be replaced by something better in 6 months by another company.
But no matter what, your product WILL wear out eventually. But so will your competitors. You drive one another to make better products, and sell them cheaply to keep market share.
These two issues are what drive competition and drive the prices down, and also keep businesses IN business. The EQ economy has none of this. The first to market NEVER has a buggy system...their items are what they are. And since the items never wear out, the first-to-market seller grabs, and never let's go, of a huge share of the market. The 100s of items they sell in the first few weeks of making them will help them return a reward. The rest of us will sell maybe a dozen items and never see the profit back.
When items don't wear out, the advantage lies solely on the first to the market. For this reason, more than anything else, I find that tradeskilling no longer holds a lot of appeal to me. I am a casual player. I can't compete with 7-day-a-week farmers, and million-plat tradeskillers.
In the end, because I can't compete, I only see the need to make occasional items (rather than pay exorbinant prices) as a reason to tradeskill. But being in a guild, all that's really needed is a few people, covering a few skills, and we can cheaply help one another, and never have to go buying from other players. Have you seen the prices people are putting on anything and everything marked "can be used in tradeskills"? Greed has overwhelmed the game, and without items breaking, the idea that anything can sell for 100k+ plat is hard to even get my head around. If you knew, for example, that the super great sword someone looted from a dragon's hoard had a slim chance to SNAP right in the middle of combat, you'd think twice about throwing 100k plat at someone to buy it. Same goes for a tradeskilled item. Nobody cares about paying a few sp for a breakable fishing pole. They'd think twice about the price if that DoN armor you're selling had a chance to fall apart.
Sorry for the ultra long rant. Just realizing how much time and money I've blown in the game, with not much to show for it. I could have just been doing the fun thing I used to do and love a lot: hunting monsters and looting treasure.
Drexxell


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