Player Economy: I want to make money like brewers!
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Yeah. It's hard to make sure that's not a money fountain
Not really.
Bounty = No more than the very least amount of money it would cost so that in a best case scenario you get back your money spent, not including any potions used when acquiring the things.
Example: If the cheapest you can possible make item X foor is 25gp, have the bounty for that be 25gp. It's not a fountain, it just gives the money back. Maybe even make it 10-15% less so you're only recovering portions, not all.
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As long as it's not for BASE resources, yeah, it's doable.
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As long as it's not for BASE resources, yeah, it's doable.
This is actually a very interesting concept, having a tanner pay you to bring him tanned hides or iron bars to give low skill crafters a bit of start.
For example, with the maximum effort put into lowering cost (getting stuff from other PCS, gathering base components etc) the cost of one Iron Bar is about 30-35 gold to craft assuming nothing was spent gathering stuff (iron is unlikely to come with a consumable spend) so having the blacksmith offer 30 gold per Iron Bar would give Blacksmiths an easy and low cost way of getting a decent repertoire.
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For blacksmith the cost would still not be worth it, because the actual items made with blacksmith cost more in resources then people will actually pay for said item.
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An ironbar costs 1 coal + two iron ore. You can make money with it IF you have a woodworker who's working with you, and offering the tinder at cost. However, you'd make more money just selling the tinder to other players for a profit :P
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See. it's hard!
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making an iron bar sell for the same price as crafter made tinder would see a reduction in the cost of gaining skill, but would never allow anyone to farm the resources for gold?
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For blacksmith the cost would still not be worth it, because the actual items made with blacksmith cost more in resources then people will actually pay for said item.
This is mostly wrong. This is not the challange we face with blacksmithing at all.
Yes, it will be worth it, even if it's not in profit. People will pay more for any blacksmithing item than it cost to make, assuming they haven't already looted something better.The issue is one character will only ever need to buy one item per rank and there aren't enough characters around to make up for the amount of skill you need to raise. Lack of reasonably made spam items at different tiers are what the problem is. Boneworking and Alchemy has this, Woodworking to some extent with all the myriad of arrows, blacksmithing has the whetstones that, because of their components, cannot fill that role.
This is, however, tangent to the topic.
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The whetstones are meant to be pretty easy to make.
Did the store with all the required gems not work out?
You are meant to be able to buy everything but the ore.
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What is the target cost AND what gem is required, to make…
+1 Whetstone
+2 Whetstone
+3 Whetstone
+4 WhetstoneI will calculate the base costs
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The whetstones are meant to be pretty easy to make.
Did the store with all the required gems not work out?
You are meant to be able to buy everything but the ore.
The gemstones are avaliable, they're not what limits you. It's the verdicite for bronze and two alloys for steel whose rarity limits your ability to make them at a steady pace. The only "spamable" items I've come across are everything iron aswell as the spike/stud items and the cauldron.
Cauldron is a one time purchase, soikes/studs see very little rotation and the iron stuff are just not being bought because of drop loot levels, unless they're the top end items like fullplate that requires a ton of work for just +1 skill.
I don't think it would be a good idea to make steel/bronze whetstones easier to make because they're incredibly powerful in the right handside but making bolts/bullets without rare components at various skill levels or considering making component heavy items such as twohanded weapons and heavy armor give more that +1 skillpoint per succes would mitigate the lack of early to mid level profitable skill training.