Thursday, April 12, 2012

Suggestion: Increase materials cost

[:1]

Alright, so currently the market is completely overflowing with materials, especially the common and uncommon materials.. It's reaching a point where it's just faster to vendor instead of trying to sell to people.

So my suggestion is to increase the materials cost of the common and uncommon (white and green) materials on blueprints and crafting recipies, something along 100-200% on top of the current cost should be fine I think. This will increase the demand for the materials and the market will move again.. Personally I have atleast 10 times more materials than I will possibly need in the foreseeable future.

|||Most people are making these materials and selling them on the trade tab in 100 units. The cost in the general store wont really matter it will just taake longer for those who buy it from the general store to afford it. Increasing the price by 100-200% is just crazy the store sells the items 10 -15 for 15-25 gold increasing this could shoot up to 50 -75g each which is outrageous
|||

Both common and uncommon mats can be bought cheaply. High level players are making enough coin it's not worth taking the time to find someone selling the mats over just buying them from the vendor for a few more coin. Actually I haven't gotten far enough to know if Rare or Epic are sold in stores but probably not. As long as these low level mats are sold in stores the value is always going to be rock bottom and not worth taking the time to sell to someone.

Changes I would make:

  • Remove common and uncommon mats from stores. Require player transactions for all mats. The value is then determined by player demand rather than vendor prices.
  • Remove or lessen the materials cost of low level (non-vanity) buildings. This is only so free players are not shafted. Due to them only having access to 2 workshops and no way to buy mats from a vendor (the above change), they need some way to keep putting buildings down without waiting several days.
  • Add a required crafting skill level to all recipes. Making low level recipes increases your skill level in that crafting school. You can't make epics until your crafting school has high enough skill. This is how WoW does it and ensures that low level mats are pretty much always in demand even with an aging population. At max level people are always switching their crafting skills which sets their skill back to 1. They have to restart with using low level mats which they buy from other players with their big money while low levels farm it.
  • Make the low level mats needed for high level recipes. Right now it seems that for the most part high level recipes don't need any low level mats. If they instead each need 100 of a common and 50 of an uncommon, high levels would be in constant need of those low level mats. Their workshops are tied up making the epic mats, so they rely on trading with low levels for the mats. A similar change could also be made to Rare recipes if needed to increase demand depending on how much people use Rare recipes and items at max level.
|||

@SunTzu

I'm one of "those people" selling in the trade chat, or that is, I'm attempting to, and even at 5g profit per 100units I'm still not getting any buyers, people just aren't interested since everybody have more materials than then could ever hope to spend.

I think you misunderstood my original post, please read it again. I never talked about the cost in the general store, where did you get that idea from? I'm talking about the materials requirements on blueprints and crafting recipies. I have a sneaking suspicion that you only read the thread topic.

|||

@Yoshibear

The materials currently aren't determined by general shop prices, not at all, you can get the materials in the trade chat at 1/10th the price of what you pay at the general store.. It is however determined by how much you can vendor the materials for, which is around 10g/100units for common, and 20-30g/100units for uncommon (depending on tier1 or tier2 materials).

Would you rather pay 15g per 10 units or 20-30g per 100units (which are the player prices)?

I, personally, and almost everyone else with 8 tier1 workshops and 2 tier2 workshops have more materials than we'll ever need. I'm vendoring these things because players don't even want to buy it at 20-30g even though that's 1/10th the price of the general shop, but that's because other players, just like me, are drowning in materials and don't need them either.

~Kaneda

|||

@Yoshibear wrote the following post at 08-31-2011 2:39 AM: "Both common and uncommon mats can be bought cheaply. High level players are making enough coin it's not worth taking the time to find someone selling the mats over just buying them from the vendor for a few more coin. Actually I haven't gotten far enough to know if Rare or Epic are sold in stores but probably not. As long as these low level mats are sold in stores the value is always going to be rock bottom and not worth taking the time to sell to someone.


Changes I would make:




  • Remove common and uncommon mats from stores. Require player transactions for all mats. The value is then determined by player demand rather than vendor prices.

  • Remove or lessen the materials cost of low level (non-vanity) buildings. This is only so free players are not shafted. Due to them only having access to 2 workshops and no way to buy mats from a vendor (the above change), they need some way to keep putting buildings down without waiting several days.

  • Add a required crafting skill level to all recipes. Making low level recipes increases your skill level in that crafting school. You can't make epics until your crafting school has high enough skill. This is how WoW does it and ensures that low level mats are pretty much always in demand even with an aging population. At max level people are always switching their crafting skills which sets their skill back to 1. They have to restart with using low level mats which they buy from other players with their big money while low levels farm it.

  • Make the low level mats needed for high level recipes. Right now it seems that for the most part high level recipes don't need any low level mats. If they instead each need 100 of a common and 50 of an uncommon, high levels would be in constant need of those low level mats. Their workshops are tied up making the epic mats, so they rely on trading with low levels for the mats. A similar change could also be made to Rare recipes if needed to increase demand depending on how much people use Rare recipes and items at max level."
I couldn't say it better myself, Awesome ideas that need to be implemented. |||I'm a F2P and i have 8 cities with a total of 16 workshops which is the same as someone with 2 premium accounts. One account has 2 cities and 4 skinner workshops and produce 400 Animal Hides Per Day. I sell them at 50g per stack and make a nice profit. Later when i require T2 i'll go to T2 but for now these provide me enough material to use for myself, sell and exchange for other materials i may be low on. On any given day i end up with about 1k Animal Hide in inventory spread over 8 cities. Thats more than enough to do whatever i want and make a nice amount of gold. And i'm just F2P. I actually don't have a hard time finding buyers and people to trade for other mats so it works out for me and i usually average about 500g-1k gold per day just by selling mats. And the fact that 6 cities are lvl 1 and no quest complete i can just farm more material on the very first quest if i needed to. So yeah theres no point in buying from the shops let alone there should be no reason why people even need to buy mats either when they can just farm there own. But hey thats the price they pay for not wanting to take the extra step to sign into another city. It's called inconvience fees. :)

No comments:

Post a Comment