Lower the potion prices.
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Id LOVE for the potion vendors to either vanish or TRIPLE in price. So it is available but hard to come by. Have each faction offer potions themed for them at a discount but otherwise, id say tripple the npc vendors.
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Again thats just a plain bad idea
Tripling the prices would just make the game unplayable
Serious healing is already 120 per potion, at 360 you'd be at a loss even using one on anything but a 7 to 10 where you'd be at a loss on 2
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@v-rage Thus as a potion maker, healing potions being simple to make I can make potions at half the price of vendors, the catch is I can only produce so many in a time span where you can just go and buy as many as you want from the vendor. So you HAVE options to get cheaper potions if you ask around for player potion makers
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@v-rage the point is that right now we have ZERO player economy. And we need it. Makes the server ten times better.
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@o-louth said in Lower the potion prices.:
@v-rage the point is that right now we have ZERO player economy. And we need it. Makes the server ten times better.
In theory.
In practice, you can't find the right crafter online, so are screwed.
It would need to be combined with custom shops for players, which is a whole thing, and could end up with potions being way cheaper than they are now.
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Then theres the fact not everyone likes the crafting system
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This is being looked into
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The lack of a player economy sucks.
Hardcore.
But forcing people to use a fairly obtuse crafting system to get the most essential of supplies is a horrible way to build investment or interest. You'll just drive more people off.
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@arcanigans well it's either that or Dumping fortunes into supply meta returns. Which is a meta I personally hate
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@arcanigans Also thank you for bringing that point up! The crafting system is SO grindy and the gates to make anything sellable or profitable in some regards that most players don't want to do it!
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@o-louth said in Lower the potion prices.:
@v-rage the point is that right now we have ZERO player economy. And we need it. Makes the server ten times better.
Strong disagree. Crafting as it stands is far outclassed by basic roleplaying, DM loot, faction loot, and pretty much everything else.
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I've suggested a few ideas on the dm side of things to see if we can't get more potions into quests and stuff.
Keep in mind, there's a fine line between, 'struggling to keep up with the jones' and 'haha, I got 50 stoneskin potions and 200 csw pots.'
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concerning wands, I am not suggesting to drop the rate drastically, just a little.
I use multiple summons and I spend most of my healing on them and on other players. And I still got a bag almost full of healing wands. I turn in wands for PPs often. So maybe we drop the rate of wands -a little- in some places? -
@paramour But not everyone has a faction or DM loot, we have almost zero player econ because so few want to suffer through crafting which is a HUGE gold sink until the end and you can make a profit off what you make.
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@crazyzleric said in Lower the potion prices.:
@paramour But not everyone has a faction or DM loot, we have almost zero player econ because so few want to suffer through crafting which is a HUGE gold sink until the end and you can make a profit off what you make.
I made another topic about making it possible to actually get money as a non-faction member. Personally, I think that the server right now is heavily, heavily faction based, to the point you must be in one to have an inventory.
I don't think that's right, but, as the tiers of loot go crafted < faction < DM, and everyone's in factions, anyway - that's going to put a damper on trying to get a player economy.
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@paramour I sort of agree with you there
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For what it's worth, I think crafted loot is underrated, issue is time it takes to craft stuff. The stuff is generally okay, could be a bit better, but it's just faction gear is much easier to get as everything is a prestige items. Good DM loot is not necessarily powerful, but loot that causes friction and plot development among players.
Arabel has always been about groups and coalitions. Think player agency is important, but without factions to form structure, I think it would be too hard for DMs to weave a server-wide plot, and we would have 1000 individual stories that are not interlinked. The server community is quite small, but you'd still be talking about 20-30 individual plots for everyone rolling a character.
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also if alchemy didn't nickel and dime you for every compent it would make potion crafting easier
Making a potion assume success on a first try is we'll call it 20 for the pair of bottles, then the Essences and alchemical reagents being about ten a piece some potions using as MANY as 5. With my current price of 150 a point I am spending about 50 gold or more to make a single potion barely making profit off a long procedure.
Keep in mind that is with a success on the first try which isn't common until you hit about level six until such a point you are WASTING money on making cure light wounds for practice and not making any money.
This goes for ALL the crafts and why few do them because it is such a huge investment until you can make money on things that no one buys because they are likely poor or in a faction and can wait for money to come in to buy as many potions as the like from the vendor that never has to wait for more potions to be crafted
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As soon as one of us has a moment, some cure potion bundles (like the shield, bark, blur) will be added to the prestige store. Wands still are better bang for the buck and found on quests but those who wish can turn them in for potions.
Crafting comments have nothing to do with this discussion. Crafting is an add on. Don’t like it, don’t do it. The system is constantly being worked on but like MMO or First Person Shooter games, might not be for everyone.
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P Puffy moved this topic from Suggestions on