Legendary Crafting - Any point?

Harken110

Expert
Selling stuff isn't a good way to make money, you are right, but BODs provide extremely decent money. Getting 5 fallon and selling 300k isn't worth the trouble? Even charcoal is extremely lucrative.

Like you said Decent money. But just how much do you make? I mean you're looking at two options here:

A.) You buy the BODS and the Materials ( or farm them same difference in terms of time/value). So if you buy them and then sell the end product for 300k just how much did you make really after buying the BODS and buying the mats or farming them (include your time farming as money).

or

B.) You just simply keep trying and trying and trying until you get the right BOD then roll the dice for the reward.

Something like Fallon isn't to hard as a reward. But the problem is everything that' worth something in this game is all based on perception because the items are rare not because they provide any real benefit for your character. So to speak this server doesn't have a real economy because the stuff that sells are just stuff are rare and look cool. The stuff that actually benefits your character, such as armor, weapons, regs and etc have very little value and for many reasons, that in truth you can't have an economy that's thrives on perception and speculation on something that has no real benefit for the players character.

Sadly finding rares is the only way to make money in this game assuming you're not a tamer/bard or fisher. But even then a majority of their income comes from rares too but at least some of those rares like PS and SS provide benefits to a character.
 

yourdaddy

Grandmaster
I do agree with yuo, entirely, that crafters should make more money than anyone else. The problem with blacksmithy and mining, for example, is that ore location isn't random, so you still gotta spend time mining valo, which is "rare" but everyone has runebooks full of spots, and then sell it for nothing worth the time spent.

Same with barbed leather sets.

That being said, I started stockpiling BOD reward cloth for expansion about a month ago. At the moment, it is worth about 3 mil, assuming I'd sell everything at market price. It would be worth more if they remove some of the hues we have right now.

I think 3 mil in a month, for tailoring only, isn't bad at all. It's decent.

Now, say I have a tamer (I do... but I started working on that recently and I'm just at 76). I could make more than 3 mil farming in dungeons and at champion spawns, but that would require much, much more time of active play than filling a bod every 2, 3 or 6 jours.
 

Harken110

Expert
Well the problem with crafting doesn't just stem from everyone knowing the valorite spots and etc. the problem is who the hell wants valorite to begin with? the items that people use and wear on this shard comes from monsters in the form of magical items not from crafters, for the most part at least.

Now I tend to farm on my tamer for about an 1hr a day and I tend to get about 1 animal taming SS per day that right there is 180k plus the gold I can net which is about 100k depending on how busy it is.


But yes 3 mil a month from tailoring is decent but that's all crafts have to offer which I think it should be much more. It's like the main purpose of a crafter isn't to craft good for players but just to craft rares and pretty items.
 

Struan

Expert
So true. Ideas on making crafted items relevant:


1)make crafting skill gain harder
2) GM/GM+ exp crafted weapons = power plus a random Tactics bonus with a production rate like slayer weapons(1-2.5% and slayer and tactics randoms can stack)
3) same for gm/GM+ armor - up the comparison values to fort with random durability craft like slayer weapons
4) reduce the drops on mobs - 100k an hour + items is a lot.

5)Reduce taming creature damage to mobs - I'm sure this one is controversial. The high ends pets seem OP for farming. 100k an hour + items seems huge. How does this compare to provo or archery or magery etc?

Thoughts?
 

Harken110

Expert
So true. Ideas on making crafted items relevant:


1)make crafting skill gain harder
2) GM/GM+ exp crafted weapons = power plus a random Tactics bonus with a production rate like slayer weapons(1-2.5% and slayer and tactics randoms can stack)
3) same for gm/GM+ armor - up the comparison values to fort with random durability craft like slayer weapons
4) reduce the drops on mobs - 100k an hour + items is a lot.

5)Reduce taming creature damage to mobs - I'm sure this one is controversial. The high ends pets seem OP for farming. 100k an hour + items seems huge. How does this compare to provo or archery or magery etc?

Thoughts?

1.) I agree with, leveling crafts is easy. I GM Tailoring in about 6 hrs and spending only 50k total to GM it.
2.) I think what needs to happen here is make the runic kits easier to obtain from BODS, right now it's next to near impossible to get. This will make the items have stat properties. I just think they should be a little easier to get, but not too easy. Perhaps increase the BOD drop rate for them on Elder or Legendary Crafters only and/or make them usable only by legendary crafters .
3.) Same as point 2
4.) I am not sure if reducing the amount of gold will do anything, but I would agree about the magical item drops I think they should be less common and rare rather than abundant.
5.) I think tamers are fine, I can make 100k an hour on my tamer but like I said just depends on how busy it is. I do have to put up with other tamers/hunters and PKs as well. As for Archer provo that was actually my first template before I went taming and it's ok I'd say archer/provo is about the 3rd best way to generate income behind taming and fishing but it does have more limits than taming/provo, as it soley relies on finding equal mobs to fight each other where as with my tamer unless the mob is a Para Ancient Wyrmm or Para Balron, my dragons can solo it.
 

yourdaddy

Grandmaster
I agree that reducing the drop rate of magical items could help, but otherwise... crafters should already be able to make better weapons than the lootable ones, the problem is just that runic hammers are too rare and the ones we have are low end.

I'm pretty sure an indestructible, exceptionnal, supremely accurate halberg of vanquishing (from a valo hammer) could go for 50-100k since it's just the best weapon you could ever get. But there are no valo hammers.
 

Struan

Expert
Does anyone know what the current rate of high end runic tools is now?

Uh ok...just looked at the Tower of roses chart on smithing BOD rewards. I see what you mean. It is possible to get and craft top weapons but it looks like it would be easier, and take less time, to train up a tamer and go farm the gear. Seems out of balance for sure.

Think the dev team needs to look at this and move toward an economy more focused around player driven crafting. Less on farming.

I would assume from a server side activity it would be pretty easy to increase the drop rate of runic tools and turn back the drop rate of items on mobs.

A few other steps could swing it toward crafters, like statues/trophies being only player crafted and not as mob drops at all.
 

yourdaddy

Grandmaster
The thing is that crafters sole purpose is to sell things, and yet, they make less money than most chars.
 

Harken110

Expert
Does anyone know what the current rate of high end runic tools is now?

Uh ok...just looked at the Tower of roses chart on smithing BOD rewards. I see what you mean. It is possible to get and craft top weapons but it looks like it would be easier, and take less time, to train up a tamer and go farm the gear. Seems out of balance for sure.

Think the dev team needs to look at this and move toward an economy more focused around player driven crafting. Less on farming.

I would assume from a server side activity it would be pretty easy to increase the drop rate of runic tools and turn back the drop rate of items on mobs.

A few other steps could swing it toward crafters, like statues/trophies being only player crafted and not as mob drops at all.

The economy needs to be based off of Farming and Crafting together. Not more on crafter and less on farming or vise versa. The problem we have now is that everything that a player needs comes from farming. It should be that most rares/statues should come from farming, T-hunting, or fishing. Crafting should mostly provide the players daily needs, armor, weapons, consumables, and home furnishings.

But yes the drop rate of weapons and armor from mobs needs to be adjusted big time.
 
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