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All posts created by Flari-Merchant

Flari-Merchant
To me, it seems like the real economy problem(if there is one) is just a lack of active players. Hard to judge pricing on things without lots of activity.
EDIT: If crafters are forced to pay high for raw materials and only marking finished products up by +20%, that is pretty generous.
Flari-Merchant
Bob
Azure_Zero
Something that doesn't require coding would be getting these forums some actual avatars.
Well, not game code, and clearly the back-end forum code we're using has some basic avatar support, but at the very least there'd be some technical website work needed to provide an interface for selecting your avatar. Cole handles that side of things as well, so it takes the same place in our schedule as code work. Does have the advantage of being easier to build, test and deploy, so it might be easier to fit into the schedule than some other options.

Yikes! Is this forum structure completely built from scratch? What about re-integrating it back into the Paizo forums? Or are we the annoying unwanted step cousin of the RPG Paizo family? smile
Flari-Merchant
I think we all keep suggesting things that would require more actual coding time than Paizo can invest right now. smile
Flari-Merchant
Tuoweit
As your gold per hour is apparently more than my entire bank account (and I'm NOT a new player), I guess my perspective is just limited. I suppose it's "normal" that prices adjust to whatever those with the most money are willing to pay, even if it takes a new player years to reach that point, and it seems there's an awful lot of excess cash afloat in the game currently. I don't know if there's anything wrong with that, but there is a degree of "sticker shock" when I see the current market prices compared to money on hand.
Well, at risk as coming across as one of "those guys" that have played a long time and so have the higher skill levels, I have to say it ain't easy at low lvls but it isn't really supposed to be. If you utilize the Auction House just to sell your excess "non coin" loot and periodically shout it out in chat(what you have for sale) you will greatly increase your coin on hand.

Not saying that 10 minutes of grinding will get you all the coin you will need for a while, but it isn't real hard either. It is actually the Tier 1 mats and salvage that sell best, in my experience. smile
Flari-Merchant
Bob
Flari-Merchant
Bob, any chance that these event items will carry over to future events for those that got into this really late?
We set up the prizes such that everyone who even gets even a single event item can turn in whatever they got for something valuable. The prize tiers are also set up so that players can generally offer even more value in trade for lower sets or leftovers if those items can be used to complete a set. Since we really want to incentivize trading during the month after the event ends, we don't want to incentivize holding on to the items instead. For that reason, we gave the items no value outside of the event, and aren't letting them be saved up for future events. In fact, we're planning to clean any remainders out of the game at some point to keep them from cluttering up the vaults. Of course, ideally there won't be any remainders to clean out if everyone trades theirs away or turns them in.
Got it and understood. Thanks for the fast reply to a late night question! smile
Flari-Merchant
Bob, any chance that these event items will carry over to future events for those that got into this really late?
Flari-Merchant
Edam
The Eternal Balance
Way more than 5 gold (in coin) in one hour of doing an escalation?

Disclaimer: your personal results may vary depending on your characters knowledge skills, how fast they can kill Aristocrats and Ninjas and to some extent how good the other people in your party are. That figure also does not take into account the wear and tear a high level incursion escalation runner incurs on T3 and enchanted gear or the cost of T2/T3 ammo at roughly 2000 charges/arrows per escalation.
Hehe. Was waiting for this. In some form. smile
Flari-Merchant
I'll have to agree with Bob here. As an avid player for more than a cpl years and having recently been poking around(playing in game) again, I have found things to be the same.

There is accumulated gold out there. No matter who holds the coin, between regular accumulation or crafting sales or whatever, there is plenty of wealth to be had simply by selling off your salvage or raw gathered materials. Plenty of wealth at least for full "kitting" up through T2. You probably need to know some crafters through T3 for gearing up at those lvls, but that is also not too hard even if not easy or quick.

So to answer the question: Yes, it is more difficult if you ignore all accumulated salvage and other materials except raw coin from your "loot". Pretty easy if you do leverage that loot which is supplemental to raw coin. So I do not feel like it devalues my time. I feel like it encourages me to engage in more than just generating "raw coin" from some "imaginary mystic coin printer".
Flari-Merchant
Bob
Flari-Merchant
Wouldn't it be simple(even if tedious) to remove all but the regular weight grade and maybe the 2x weight grade of resources?
It's actually the code itself that assigns a grade to each item that gets pulled. The big spreadsheet that sets the specific amounts of each gatherable raw material is in each hex just says "X amount of Wool." If the item that gets pulled is from the top 25% of X, the code assigns the top grade to the item. If it's from the second 25%, it assigns the second grade, and so on.

Probably would be a fairly simple change to have the code assign the second grade to the bottom 75%. I'm not a huge fan of code work that we intend to switch back eventually, but sometimes that's okay. It would, as you say, speed the vaults up as the bottom grades get used up. That said, I'm not sure how common it is for folks to pull the lowest grades anyway. If it's mostly the top 2 grades, then we'll only really get results by consolidating down to 1 grade, something I'm more comfortable doing after the mats have been at least hauled to a building.
That makes sense. Thank you for addressing the question.
Flari-Merchant
Bob
Flari-Merchant
Are the different grades of resource material qualities really impactful to the game in an interesting way or are they just more things that REALLY jam up bank vault functioning?
They really don't do much except change the encumbrance values, which acts as a mild nudge to go somewhere else each time you start pulling lower-quality raw materials. We've talked about ways of consolidating them once they're brought back to a building/settlement. In theory that could be done through recipes, but I suspect that would involve a very large number of recipes, cluttering up the crafting windows. Probably better to tackle this issue through code somehow.
Wouldn't it be simple(even if tedious) to remove all but the regular weight grade and maybe the 2x weight grade of resources? That way you have your normal resource. You have your less than ideal grade pulls of that resource that clue you into it becoming depleted.
Leave the coding allowing all the old grades as craftable(so old stockpiles are not invalidated) and nothing gets messed up. smile

Could seriously, over a bit of time, free lots of RAM from bank vault lists.