One of the stories from OOW that I have been most interested to see unfold is that of the player worked augment economy. The new augments seem to me to have tremendous potential to help further develop characters and enhance their abilities.
So for the first couple of weeks I have played alot (daily) in the new zones (everywhere from Dranick Scar, Walls of Slaughter to Riftseeker) and so far I have seen (and got) 4 of the new augments. So from a rarity point of view they seem to be a rare drop, in the range of < 5%, which I suppose because of their potential power is ok, but is sort of disappointing from a trade skiller point of view because it means that we won't be working many of these unless we buy them in the open market...
I have been tracking the new augments in the Bazaar and for the first 10 days saw none at all. Then starting about a week ago I started seeing the raw (unworked augments) begin to appear for like between 10 and 15k. A few days I began seeing augments that were brilliant and radiant cut with prices ranging from 20 to 40k. I have seen 2 augments that have been further worked, one was improved with a Ferocity I upgrade and was selling for 85k. Which really got me to thinking... is a +3 spell shield + Ferocity I worth 85k?
I'll admit a certain amount of frustration. I didn't master all the tradeskills because I enjoyed spending tons of plat and spending endless hours chasing parts for combines... like most of you, I did it because I wanted to MAKE things! Now these augments seem to be trending in the same direction as the elemental drops did with players selling the raw/unworked components for far more than the risk adjusted final products will sell for.
What does the rest of the TS community think about augment pricing and what are you seeing on your servers? Generally speaking, what is a fair price for a raw augment? one that increases stats? resists? has an effect? As a straw model, I was thinking myself that a fair price for a raw stat/resist augment was around 5k. I only think this because of the potential a stone has for gaining an effect... not because of the added stat or resist increase which for most people is pretty trivial. I'd have to value the items that give other bonuses more, e.g. citirine that gives the + thorns bonus. These in raw form may be valued as high as 10k. And once they have been cut I'd think their value would increase some percentage... maybe 50% for brilliant and 100% for radiant? Add a mark of good effect and perhaps you double its value? Anyways, what I am aiming for here is a broad discussion that will help develop some general "rules of thumb" that tradeskillers everywhere will use in pricing their augments. I really hate the greed in the market place... but at the same time I do not want to fall prey to "tradeskiller bias" and think that everyone with components should just give them to me instead
! Let's agree on what is fair then put it to work with a clear conscience.
So for the first couple of weeks I have played alot (daily) in the new zones (everywhere from Dranick Scar, Walls of Slaughter to Riftseeker) and so far I have seen (and got) 4 of the new augments. So from a rarity point of view they seem to be a rare drop, in the range of < 5%, which I suppose because of their potential power is ok, but is sort of disappointing from a trade skiller point of view because it means that we won't be working many of these unless we buy them in the open market...
I have been tracking the new augments in the Bazaar and for the first 10 days saw none at all. Then starting about a week ago I started seeing the raw (unworked augments) begin to appear for like between 10 and 15k. A few days I began seeing augments that were brilliant and radiant cut with prices ranging from 20 to 40k. I have seen 2 augments that have been further worked, one was improved with a Ferocity I upgrade and was selling for 85k. Which really got me to thinking... is a +3 spell shield + Ferocity I worth 85k?
I'll admit a certain amount of frustration. I didn't master all the tradeskills because I enjoyed spending tons of plat and spending endless hours chasing parts for combines... like most of you, I did it because I wanted to MAKE things! Now these augments seem to be trending in the same direction as the elemental drops did with players selling the raw/unworked components for far more than the risk adjusted final products will sell for.
What does the rest of the TS community think about augment pricing and what are you seeing on your servers? Generally speaking, what is a fair price for a raw augment? one that increases stats? resists? has an effect? As a straw model, I was thinking myself that a fair price for a raw stat/resist augment was around 5k. I only think this because of the potential a stone has for gaining an effect... not because of the added stat or resist increase which for most people is pretty trivial. I'd have to value the items that give other bonuses more, e.g. citirine that gives the + thorns bonus. These in raw form may be valued as high as 10k. And once they have been cut I'd think their value would increase some percentage... maybe 50% for brilliant and 100% for radiant? Add a mark of good effect and perhaps you double its value? Anyways, what I am aiming for here is a broad discussion that will help develop some general "rules of thumb" that tradeskillers everywhere will use in pricing their augments. I really hate the greed in the market place... but at the same time I do not want to fall prey to "tradeskiller bias" and think that everyone with components should just give them to me instead

Comment