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RedHawkXIII

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  1. Fixing some of the economy

    He doesn't buy anything from players, no? I meant a Crafting skill version of Trik, is all.
  2. Fixing some of the economy

    This is true--Harvestables at the cheapest should be the floor for ALL items that involve making them, so people would bother to make the items instead of selling them right off. So a good "formula" to go by would probably be (total cost of resources) + (3% of total cost of resources) = NPC price. That is, if there is an NPC for everything. (Remember, crafting has no NPC to floor prices). The 3% would make a decent profit from the cost of the harvest materials, and demand for resources would probably skyrocket. The manufacturers would get the cycle going by pumping Gc into the Player market, putting more money in the harvesters pockets. You probably would want to avoid affect the breakage of weapons and armors and the monster drops, since the fighters aren't complaining (the drawbacks in fighting are something one comes to deal with). Naturally speaking, armors and weapons aren't really supposed to have a huge demand, since they are sort of like furniture--meant to last, so low demand. High demand items like Essences come and go like the wind, so naturally high demand, fair price for your work. However, the manufacturing and crafting have a terrible work:profit ratio. If you are looking for a quick fix, fix Trik buying to buy items from players at (total cost of resources) + (3% of total cost of resources) = NPC price, and have a crafting skill NPC (maybe christopher? or a new person) that follows the same formula. There really is no quick fix to an economy, IMO.
  3. Fixing some of the economy

    I have taken a good amount of time looking over all the skills and am steadily working towards a goal for each--in the process, i have seen many things that i don't even WISH to make. The Materials:Experience:Payoff ratios are so uneven there are only 1 or 2 things i would even THINK about making, the worst of all evils. First, a general analysis of skills to the economy. These skills are listed from easiest to level up, to hardest to level up: 1)Alchemy 2)Potions 3)Manufacturing 4)Crafting Alchemy is the easiest to work on, crafting--the hardest. Now, looking at the current economy/market, making money is quite a pain. People turn to Alchemy to make money most of the time--and it is the easiest skill. Potions are slightly harder due to the non-storage ingredients, the large amount of resources need to make some potions, and the VIALS OH THOSE VILE VIALS. Need a vial? go to the potions shop and buy mana pots and drink them for a vial. Then come Manufacturing, and Crafting--the skills most difficult to level, and extremely respectable in which to have a decent level. So, why isn't the real money in Manufacturing and Crafting? Well quite simple--the Work:Experience:Profit ratio is practically non-existent. **Note, I am talking about work for all skills to include harvesting/getting materials yourself versus buying them from other players.** Now, lets see what it takes to make the hardest Essence. Magic Essence Alch Level: 20 Exp: 80 Materials: 1 Impatient 1 Lilac 1 Emerald Now lets take something at the Level-wise equal in Manufacturing. Fur Pants Manu Level: 20 Exp: 110 Materials: 6 Leather 2 Wolf Fur 7 Threads 2 Deer fur 1 Beaver fur Now, true base exp on the pants is 30 exp more than the ME. But lets look at that work:exp:profit ratio. Magic Essence is, according to TrinityBot, 8-10 Gc. Fur Pants are sold to Trik for 75 Gc each. Let us take into account that Leather is a -28 Gc profit (thats WITH the DISCOUNT) driving the Profit of Fur pants down to a 47 Gc profit. We'll say its worth more to make 6 ME. So would I rather make 6 ME for 6 impatients, 6 Lilacs, and 6 Emeralds, or shall I go about gathering 2 wolf furs, 2 deer furs, 1 beaver fur, 6 leather, and 7 thread from spiders? (If you bought from store, thats -7 more profit). Are you going to work this hard for an extra 30 exp? Sorry, but not me. This is an example of the unbalanced ratio's within Manufacturing--Crafting is, in fact, harder than manufacturing. **Note: This is not to meant to compare skills to skills, this is meant to compare Work:exp:profit ratios amongst the manufacturing (using the manufac window) various items in EL** Now lets take the creation of an Iron shield, a Steel Long sword, and an Iron Helm. Iron Shield Exp: 80 Sell to Trik: 400 Materials: 72 Iron Ores (For Iron bars) 30 Coal (Iron bars) 30 FE (Iron bars + manufacturing shield) Steel Long Sword Exp: 120 Sell to Trik: 425 Materials: 110 Iron Ores (For Iron bars) 66 Coal (Iron bars) 44 FE (Iron bars + manufacturing sword) Iron Helm Exp: 140 Sell to Trik: 75 Materials: 35 Iron Ores 15 Coal 3 Leather (14 Gc via bulk price) 14 FE Now the Iron shield is an excellent way to make money--cost efficient in its supplies (294 Gc if you buy everything for minimum TrinityBot price) and the payoff is a good profit. Take a step up--Steel longs. They are no good in the work:profit ratio, since you can sell the items that u need to make the steel long for more money than you can get from Trik (484 if you sell everything minimum TrinityBot price). Some say the money burn is worth it because you are in fact paying for the exp you get. However, don't you think that just getting to the required level to successfully MAKE the item is your fair sacrifice to gain the appropriate exp for that level? Must you pay more just to get a little extra exp? Then there is that Iron helm. The Work:Exp ratio is great, but the profit is NEGATIVE by FAR. The Trik price is 75 Gc, but 14 Gc right off the bat is taken off. Multiply 35 iron ores and 15 coal by 2 and you already can sell your harvest for more than your product. Now, lets take a quick glance at crafting. Silver ring Exp: 15 Materials: 16 Silver ores 6 Coal ores 11 FE Now i'm sure nobody would even consider thinking about this Work:Exp:Profit ratio as being balanced. The silver would give more than double the exp in Alchemy. There isn't even a market for crafted items (NPC wise, that is). You could sell it for a fair TrinityBot price, though. However, market based money- making is only advisable in an Essence sense. (It would probably be wiser to keep your silver rings and use them later on in the creation of teleport rings.) This is just to give a general outlook. If you could mold around a reasonable Work:Experience:Profit ratio, everybody would be happy. I do not believe in an hourly limit for any experience gain except for harvesting, since it is merely sitting there gaining exp for watching green font fly away from your head. Everything else is work put into it, so you should get exp for your work. If you wish to remove surplus supply from the game, perhaps random events (like invasions, or Special Days) like a merchant is passing through Seridia and is buying so-and-so items for a higher price than you usually get from selling to NPCs (i.e., special merchant that buys from you for store price or for half the store price and is looking for certain items) this will empty surplus from the market and put some change in people's pockets. This is merely a suggestion to help you brainstorm--just an idea to spark more ideas. An example of "evening out the ratios" would be something like--for the silver ring 1 silver bar and 2 FE, and lower the requirements to make a silver bar, or make 2 or 3 silver rings from 1 silver bar and 3 FE. For items like the iron helm and steel long mentioned above, either lessen the required items to create these items, or increase the price offered by Store/Trik. Thank you, anybody please criticize if you feel ^_^
  4. Fixing some of the economy

    i believe ronab means to make them cheaper like less QUARTZ because the work involved in making 1 teeny tiny glass vial is ridiculous--and in addition, its 3 gp! a suggestion would be for example 3 Gc and 2 quartz, or 2 gc and 3 quartz--its also a nuissance to take the quartz back and forth for 1/5 of what you brought to Harvy in vials
  5. New summoning creatures idea

    Good one! more more formulas w/ weaps+armor plz
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