Originally posted by Kilzen
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Originally posted by TreblaApparently, the low price of the ore allowed an exploit where you could do a combine that would sell back for more than the cost of components (or so I'm told) so over a year ago they raised the price of ore. You can still get pieces of ore for less than 2 silver... Tarnished Axe and Tarnished Short Sword both retail for less than 4 silver (well, in their rusty form) and can be turned into two small pieces of ore. Or crap, maybe it's a little more than that, but it's much cheaper than buying the ore directly, just a little more work.
We do not mind if there is a drop limited way to make money (I.E. you can make money from dropped rusty swords turned to ore), but have to plug up any infinite supply methods.Ngreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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Originally posted by Ngreth ThergnIs there a spot where there is an infinite supply of these?
We do not mind if there is a drop limited way to make money (I.E. you can make money from dropped rusty swords turned to ore), but have to plug up any infinite supply methods.
Was it just one or two items in question? Could the end prices be changed so unlimited profit can't be made? I agree that just buying ore in bulk, doing some type of infinite combine and making X number of PP per hour is bad...
But on the flip side - smithing for the broke newb is quite expensive now indeed...
I did think of an alternative last night; however, is there a way to add or change a couple recipes so that they use something *other* than Metal Bits?
I'd guess you've already looked into dropping the price the vendor would buy back the exploitable item at? (if metal bits cost 1gp to make and sell for 5gp, couldn't you change them to sell at 9sp?, for example - I realize it may be a bit more complicated than just that though)
I'm not finding any real way of skilling up smithing without just dumping PP to it - which I understand it's an investment - and I like a challenge, but it'll take me another week to get enough PP to work dairy spoons...
A lot of those good recipes require 2 or 3 bits. Like dairy spoons and such. Right now, I have two routes - either keep on farming and dump more PP into smithing with no return, or make items I can sell.. but there's a limited number of items under armor that will have much of a market right now on Combine.
Not trying to complain by any means, I could care less if it was an isolated recipe or two, but man.. Metal bits are needed for about everything! I wouldn't have noticed this on my old server, as I would have just got a couple K and went off on my merry way, lol
Thanks for the reply
As for infinite supply of rustys... hmmm, I'm thinking there is, but offhand I can't remember where. I keep thinking some outta the way spot - as I used to play a Necro and at lower levels, i'd keep my eyes open for rusty weapons. It may not be in the old world though, so it may have no effect just yet on Combine - I see where you're getting to tho :P
Trebla may well be right that none exist though.
Darn' exploiters anyway...Kuldor - 15 Shammy
Combine Progression Server
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Originally posted by Kilzenhmm, yeah - the other smith in the guild mentioned this too.. He said that's why he thought they were removed.
Was it just one or two items in question? Could the end prices be changed so unlimited profit can't be made? I agree that just buying ore in bulk, doing some type of infinite combine and making X number of PP per hour is bad...
But on the flip side - smithing for the broke newb is quite expensive now indeed...
I did think of an alternative last night; however, is there a way to add or change a couple recipes so that they use something *other* than Metal Bits?
I'd guess you've already looked into dropping the price the vendor would buy back the exploitable item at? (if metal bits cost 1gp to make and sell for 5gp, couldn't you change them to sell at 9sp?, for example - I realize it may be a bit more complicated than just that though)
I'm not finding any real way of skilling up smithing without just dumping PP to it - which I understand it's an investment - and I like a challenge, but it'll take me another week to get enough PP to work dairy spoons...
A lot of those good recipes require 2 or 3 bits. Like dairy spoons and such. Right now, I have two routes - either keep on farming and dump more PP into smithing with no return, or make items I can sell.. but there's a limited number of items under armor that will have much of a market right now on Combine.
Not trying to complain by any means, I could care less if it was an isolated recipe or two, but man.. Metal bits are needed for about everything! I wouldn't have noticed this on my old server, as I would have just got a couple K and went off on my merry way, lol
Thanks for the reply
As for infinite supply of rustys... hmmm, I'm thinking there is, but offhand I can't remember where. I keep thinking some outta the way spot - as I used to play a Necro and at lower levels, i'd keep my eyes open for rusty weapons. It may not be in the old world though, so it may have no effect just yet on Combine - I see where you're getting to tho :P
Trebla may well be right that none exist though.
Darn' exploiters anyway...
BUT I have increased the yield of metal bits from small piece to 2 (needs a full patch to happen though)
I may be able to increase that to 3, but I need to actually get some code from the coders to LOOK AT (see how NPC greed affects things) so that I can make it as tight as possible. But code has been too busy currently to send me the information I need. I need this because if I look at the raw data... changing it to 3 metal bits makes a profit on a few recipes... and I really again don't want to adjust them, or if I do I want to adjust them as little as possible (so that they are break even or 1-2 CP loss)Ngreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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Originally posted by Ngreth ThergnBUT I have increased the yield of metal bits from small piece to 2 (needs a full patch to happen though)
I may be able to increase that to 3 ... snip ... and I really again don't want to adjust them, or if I do I want to adjust them as little as possible (so that they are break even or 1-2 CP loss)
EQ2 nailed tradeskills as they relate to the full market economy at release. Since then it's added tradeskill writs (which produce high-level crafters for free) and removed interdependancy between tradeskills. This model obviously doesn't quite apply to EQ1, but producing high level crafters of valuable items for free marginalizes the market.
There's always the age old argument that "tradeskilling should be fun and available to all people" but a huge portion of that fun is interracting with the economic markets of the servers. For old servers where there is no market until 250+ skill, these arguments for tradeskill changes make sense. But for new servers (obviously right now I'm talking about the progression servers) they marginalize the skill to the point where there is no barrier for entry into the tradeskill and suddenly everyone is doing it... "But why shouldn't everyone do it?" Great point, everyone still can do it, but they have to decide for themselves if it's worth it. Will the market support another smith? Will it be a profitable venture for me? Even if not, I can still do it for fun.
I realize that attempts to control the economy inevitably spoil it. But attempting to make everyone a crafter is just another form of controlling the economy.
Sorry for the diatribe, I haven't participated much in this community and most likely all this has been said before, but with the new progression servers there's just such a great chance to study emerging economies and the demands of a knowledgable market. I'd hate to see it ruined before it develops. (Most notably the smithing community where the only barrier for levelling is monetary since there's an infinite supply of materials).
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I think two would be very good. Three might be a bit much.
I'm currently skilling up and since I wasn't first there isn't much of a market for banded already (several people are already to fine plate and banded prices have been slashed to barely over cost). The only way I've been able to smith at all is to spend hours farming rusty weapons and turning them into ore. Getting one metal bit per rusty weapon (when I didn't fail) with a lot of recipes needing 2-3 bits is a lot of work. I'm not against work but at the same time this is way harder then it was originally so anything that can be done to fix it without being exploitable would be good in my opinion.
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Well the yield of 2 is happening
Yield of 3 is up in the airI am up to arguments both ways there.
Ngreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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Originally posted by ZaltakWoot increase yield for metal bits? Hope you also increase yields for vellium and acrylia bits too.Will make vellium studds not so much PITA:-)Ngreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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Originally posted by Ngreth ThergnWell the yield of 2 is happening
Yield of 3 is up in the airI am up to arguments both ways there.
That's great news, Ngreth!
Too late for me but I think a good thing for smithing in general.
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Originally posted by BaldaryI wonder if this went live in today's patch?
BaldaryNgreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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