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September 02, 2010, 10:20:16 AM

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Author Topic: Getting Ready for Earthrise - A Q&A with Atanas Atanasov  (Read 4261 times)
Intrinsic
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« Reply #75 on: February 06, 2010, 01:23:25 PM »

If players want to sell gear cheaper than the vendors it would then be at a loss.

No guarantee, it's possible that the vendor trash is more expensive than the combined materiel cost to create something better, and those greasy NPCs will be raking us over the coals, so to speak.
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Annxii
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« Reply #76 on: February 06, 2010, 08:49:52 PM »

Sure. But the earliest crafted gear takes common resources which are purchased from npc's on the market. So the earliest crafted year should require common materials costing more than vendor gear. If players want to sell gear cheaper than the vendors it would then be at a loss.
that'll really depend on the price of npc items. It sounds like you assume npc items will cost the same as resources need to craft a comparable item. If that's the case then yes you would not be able to make a profit trying to outsell the npcs. Who says the npcs don't also want to make a profit. Perhaps a crafter's profit could just be the same as the npc's Wink
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Kole
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« Reply #77 on: February 06, 2010, 11:36:14 PM »

You're missing the point. Vendor items fill a niche market of cheap disposable items. They are intended to be a stopgap supply when characters don't have much money. If they thought it was possible for crafters to produce items as cheaply, they wouldn't have bothered designing the vendor ones.

Plus from a value perspective, crafter items are like 5 to 10 vendor items in one with respect to durability. Crafters can't produce anything equivalent to the disposability of vendor items.
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Servo
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« Reply #78 on: February 07, 2010, 12:22:54 AM »

Sure. But the earliest crafted gear takes common resources which are purchased from npc's on the market. So the earliest crafted year should require common materials  costing more than vendor gear. If players want to sell gear cheaper than the vendors it would then be at a loss.

I did not know this. So I will have to purchase resources like in Aion vs being able to mine or loot the resources I need to craft? If so that is a bit of a turn off.
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“Whether you think that you can, or that you can't, you are usually right.”
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Annxii
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« Reply #79 on: February 07, 2010, 12:40:59 AM »

You're missing the point. Vendor items fill a niche market of cheap disposable items. They are intended to be a stopgap supply when characters don't have much money. If they thought it was possible for crafters to produce items as cheaply, they wouldn't have bothered designing the vendor ones.

Plus from a value perspective, crafter items are like 5 to 10 vendor items in one with respect to durability. Crafters can't produce anything equivalent to the disposability of vendor items.
Yes disposable npc items is a very small niche but it must be overlapping with the very low-"level" crafted items. Until we know exactly how low-"level" we're talking I don't see how you can claim that it's impossible for crafters to compete with the npcs. So far I've not seen any indication that crafters can't be the ones selling the starter-gear but you might be right, time will tell Smiley I see the npc-items as a safty net in case no crafters are interested in making and selling starter gear. Perhaps that's in need of some clarification from Moll/developers?

I did not know this. So I will have to purchase resources like in Aion vs being able to mine or loot the resources I need to craft? If so that is a bit of a turn off.
it's only the most common resources that can be brought from npcs and you don't even have to buy them. Resources can also be gained from salvaging items (except those brought from npcs) and from fighting in mutantinfested mines.
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Kole
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« Reply #80 on: February 07, 2010, 03:36:40 AM »

Yes disposable npc items is a very small niche but it must be overlapping with the very low-"level" crafted items. Until we know exactly how low-"level" we're talking I don't see how you can claim that it's impossible for crafters to compete with the npcs. So far I've not seen any indication that crafters can't be the ones selling the starter-gear but you might be right, time will tell Smiley I see the npc-items as a safty net in case no crafters are interested in making and selling starter gear. Perhaps that's in need of some clarification from Moll/developers?

Annxii, just take a look at the mechanics of the vendor gear: they decay faster and they cannot be repaired or recycled. Even if crafted gear had the same stats for damage, range, shield regen, etc. the crafted gear would be much more valuable. The crafter gear could have somewhat worse stats and still command a greater price.
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Annxii
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« Reply #81 on: February 07, 2010, 07:08:40 AM »

Annxii, just take a look at the mechanics of the vendor gear: they decay faster and they cannot be repaired or recycled. Even if crafted gear had the same stats for damage, range, shield regen, etc. the crafted gear would be much more valuable. The crafter gear could have somewhat worse stats and still command a greater price.
I'm very much aware of that the npc items will be the lowest form of gear you can have but there's still no mentioning at all about the price.  As far as I remember all that's been said about the npc items is that it ensures that you can always get some starter gear if you get completely looted and that it'll be cheap. You could be right but until we see how the economy works out, and how cheap "npc cheap" is compared to "crafter cheap", I'd still call it a possible market for crafters Smiley (at least starting crafters)
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Moll
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« Reply #82 on: February 08, 2010, 08:57:19 AM »

Hey folks, I know there was a bit of going around about that comment
Quote
Further on, by spending additional crafting points, combat Abilities can unlock up to two Tactics slots, allowing players to place a Tactic - ability, that modifies the properties of the Ability to suit the Player's play style.

Just wanted to let you know, somehow this snafu snuck by the reading process and what this should have said was:

Quote
Further on, by spending additional combat points, combat Abilities can unlock up to two Tactics slots, allowing players to place a Tactic - ability, that modifies the properties of the Ability to suit the Player's play style.

I apologize for any additional distress and speculation. Smiley
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Xyleya
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« Reply #83 on: February 08, 2010, 09:08:36 AM »

Sounds way more logical this way  Cheesy
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