Artisan Issues

Artisans of the Western Coalition, specializing in resource-gathering and crafting.
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Artisan Issues

Postby sona » Sat Dec 13, 2014 8:09 pm

Hey guys, I might be wrong on this, but I wanted to poke to see if the following are issues, and if they should and can be corrected.

1) player crafted goods of equal or greated quality to what stores provide less profit and potentially even a loss of profit for tasks when handed in.
reason why it's an issue: travelling and trading is all well and good, and I don't think that aspect is hurtful or problematic, I actually think it's good. But I do think the option for playercrafted/artisan crafted stuff should be able to be provided for these tasks at equal or greater value to storebought stuff. This is to promote smithing, reward it's practice and synergize sales! (ok, just wanted to use synergy there).

2) player crafted armor - seems to be a point of no one wants to buy artisan/player made armor because of weight differences and troubles with encumberment.
Possible solution: add an ability to lighten armor, or have armor weight lessen scaling up with forging: armor ranks. Not sure if this already happens, but I feel like the general community consensus is, 'don't buy player armor, it's heavier than store stuff'.

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Re: Artisan Issues

Postby Rias » Sat Dec 13, 2014 8:56 pm

Regarding 2: Crafted armor weighs the same as shop-purchased armor. It's the leather "clothing" made by leathercrafting that's overly heavy, but that doesn't function as armor at all.
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Re: Artisan Issues

Postby Jirato » Mon Dec 15, 2014 11:09 am

The artisan task for turning in equipment does take equipment quality into account and provide a riln bonus for above average equipment (as well as a penalty for below average equipment). However, the prices of crafted goods don't seem to match up with storebought goods very well, and the bonus itself could stand to be tweaked a bit.

I'll see what I can do.
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Re: Artisan Issues

Postby Sneaky » Mon Dec 15, 2014 12:00 pm

You've also got to realize that the stuff you buy in stores is for a profit, it's retail. So what you're paid for when you turn in the items isn't going to match what they cost in stores because they wouldn't make a profit off of them. A longsword may cost 200 riln, but they might make a 100 riln profit off of them etc. At least that's the way I'd see it.
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Re: Artisan Issues

Postby sona » Mon Dec 15, 2014 12:04 pm

I'm not looking for an adjustment of profit for retail goods - we actually DO make a fair profit there. But I used some <player> forged stuff, discounted below store price that was 'well-crafted' and barely broke even, whereas my retail store buys usually net me about 100-200 riln a trip profit.

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Re: Artisan Issues

Postby sona » Sat Jan 10, 2015 4:33 am

revisiting note for this: could we check if having -any- avg or below average completely ruins any profit from average to well-crafted turnins? every turnin for retail goods bought from another city, I earn X riln static for the trip. But if I forge the items, lets say I have a couple average, a couple misshapen, and a well-crafted for the task. I can imagine that i won't get any profit from the misshapen, but I didn't get any profit for the average or well crafted in the bundle at all. I'm not sure if this is intended or not, but seems worth mentioning.

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Re: Artisan Issues

Postby Jirato » Sat Jan 10, 2015 5:18 am

Really, you shouldn't be able to turn in misshapen stuff to complete a task anyway, if you are, that's a bug. It should be of average quality or higher.

You can potentially earn up to 15% more riln based on the quality of the item, but the base price should always be 100%. However, the issue is that crafted goods do NOT match the price of storebought goods. The 'price' key of a store-bought longsword might be anywhere from 200 to 500, but a player forged longsword will probably be 50 or less. (In some cases, even just 1!)

I realize this is something that needs to be fixed. Thanks for reminding me by bumping up this post, I'll see if I can make it a priority on my list.
[GMCHAT Uyoku]: Octum is when the octumbunny comes around and lays pumpkins everywhere right?
[GMCHAT Rias]: Dimmes says "oh hai :) u need healz? ill get u dont worry thaum lasers pew pew pew lol"
[CHAT - GameMaster Rias would totally nuke Rooks]: Here's how elemancy works: The freeblegreeble and the zippoflasm have to be combined with the correct ration of himbleplimp, then you add the gargenheimer and adjust the froopulon for the pattern you want, apply some tarratarrtarr, yibble the wantaban, and let 'er rip!

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Re: Artisan Issues

Postby sona » Sat Jan 10, 2015 6:05 am

no worries, and yeah, i agree about the misshapen stuff, probably shouldn't be doable. I think it would give storebought prices though? Just on the idea that if we can buy the weapons from another town and turn them in, we'll make the price of the weapons + 200 riln profit for the trip. Or does it work that way for storebought, but at appraisal rates for crafted weapons?

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Re: Artisan Issues

Postby sona » Sun Jan 11, 2015 9:46 pm

did a quick test with this:
6 average iron rapiers
1 average iron rapier with copper hilt
2 well-crafted iron rapiers
-----------------------------------
turnin: 200 riln total (0 profit for actually PC crafting, just the "task reward")

It's ok if this is geared more towards trading rather than smithing, but it's at least worth bringing to your attention as data.

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