A simple suggestion I have for trying to help the economy.
Tradeskills provide one of the fun perks a player may gain within Lusternia, but are currently very limited to archetype and Highmagic/lowmagic choices. With the decrease in playerbase over the years, we have seen how these limitations have badly impacted the market, with certain trades being rare if at times nonexistent, and thus the important wares they supply missing from the market. Additionally, we have seen certain trades that depend on upkeeping, such as herbs, having players that feel overburdened. My suggestions are as follows:
Players should not find themselves constrained and limited by their
selection of fun trades because of their class. We can however, simply state that
certain classes have an advantage (naturally a tracker will have more an
advantage in finding venoms than a mage) or simply make it a mechanic (more poison harvested for example).
- Suggestion 1: Open up all trades as selectable choices to a player, a player can then select any trade from the list for free. Introduce an artifact (for this scenario known as License) which will allow a player to pick another trade skill. Afterwards, a player may upgrade this license to pick a third trade skill. A player may only have a max of 3 active trade skills at a time. I know that there currently is an artifact that allows you to select a second tradeskill, but in my scenario, I am attempting to make tradeskills more open, and having to pay 2000 to select from a limited list is not helping the case. If the price is to be kept, it can be made that a second tradeskill is 1000 and a third is 2000 (upgrade).
- Suggestion 2: Introduce several new artifacts, each providing a trade type as if of that class. Examples: A brewer's tankard. An alchemist's cauldron. A poisoner's phial. A cosmic/elemental enchanter's pentacle.
There may be some concern with certain capabilities, allow me to clear up the air on some as well as provide suggestions:
* Masterarmour in Forging is really only possible and usable by those with Knighthood, so it isnt a worry
* Herblore in Herbs can be adjusted to simply increase sparkleberry heal, and no longer speed herb-balance (truth be told..I think this should be done anyway with overhaul)
* Immunize in Poisons can be reduced from a great resistance, to simply give a small increase to resist poisons (I think this would not be an issue with resilience being deleted)
* Im not sure if splendors is that much a big issue, as most combatants get splendors anyway then just keep tailoring as a passive skill, if it is, stats could always be reduced.
* Pukemaster in brewmeistery; from what I understand isnt that often of a proc, but honestly I dont think brewers would really miss the 'slip' effect if it was removed.
* Enchantments provide a problem with cosmic and spellcraft
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Comments
-Certain trades give combat benefits
-Trades cost so many lessons
-Mercantile trades like herbs work the same as crafting trades
-The cartel system is stifling
Basically, the trade economy is borked because there are loads of people who are trans in their crafting trade for the combat perk, but who have no interest or investment in making a profit - they aren't trades people. These people don't expect to break even on their lesson investment, so they continually undercut dedicated trades folk. Add in only a few serious shopkeepers and you have a totally saturated market that is stagnant AND inflating due to continual gold production (stagflation).
Opening up trades from other classes to everyone is so far from even addressing any of the problems in the trade economy it's laughable.
I agree with Enya. I have all the trades, and I help people as needed, but since I'm not in it for the money, I do it cheap.
Another bigger issue is the myriad of aethermines that made a glut of cheap comms. Unless you can also buy them cheap or have your own mines, you will never match prices. Also harvesting takes forever and is annoying as all hell...but very profitable for the dedicated.
How many people can attest to asking for, say, a jeweller on market for several days simply for the making of an energy cube?
I agree aethermines were a big hit to the game economy, especially when people developed their aetherfarms and were basically getting comms for free and selling them at whatever price they wished, but I dont see how it can be changed now unless a refund is given and people are changed to only be allowed 5 mines or so.
I considered suggesting that trade skills be placed in a mini-skill category and would cost half the lessons, but that would still not address the problems of:
- unavailability of certain traders and trade items
- Inaccessibility of certain trade skills.
I do not see why trade skills need to be tied to a class (except enchantments since it is tied to skills). I think one should be free to choose the trade they like based on what they find is fun. This is, after all, a game.
With the exception of perhaps tinkering and artisanry, this is usually the case. I can ask on market to the tune of crickets, but see people I KNOW have the trade I need sitting around. I'm totally guilty of this as well. If I'm not interested in role-playing out a full seamstress scene with you right now, I won't pipe up - it's not my big interest.
Edit: all of the locked trades are locked to a skill in some way, if indirectly.
As for scarcity, can't help there. If I could flex alchemy, I would, but I'd likely only use it to benefit myself and my friends. As is, the three trades max is a flawed idea, and if it were to go through I'd have a hefty refund of some variety coming my way, since I'm a cook/jeweller/bookbinder/tattooist with needle/poisonist/tailor/artisan/soon to be forger. Not all of those are transed, since I opted to stop at some key skills (great robes, Thrones, miniatures) but they will be eventually.
I think making all trades capable of selling their wares while not requiring that tradesman and customer both be online will go a lot further than the proposed ideas.
I also admit that the trades avaliable to me (class-based) arent all that interesting. I simply am not an enchanter person. I do however find the tradeskill of Poisons to be rather fun, in the idea of hunting down venomous creatures and milking them. Additionally, I find the tradeskill of brewing to be both hilarious and sophisticated at the same time (tea), however there is no way I will be flexing to a certain class simply to have access to them...
That being said, doesn't hurt that I throw out pro Wyrd propaganda the whole time.
market Looking for a tailor
market Looking for a tailor. I can't find a satchel anywhere and I'm not overly picky.
It is like that one line: Never volunteer for anything.
If someone can't be bothered to say what they want on market then they've already wasted some of your time by making you ask. I always assume if the person isn't asking for something specific they want a trades person to sit, hold their hand and explain their catalog. I do too much paperwork in RL to want to sit there copying and pasting descriptions about items I care little about. Perhaps having Master Tradehalls where people can do to do the work in advance would help?
If classflex was like the race cameo where I could flex into a class knowing that when the month changes I could flip back I would use that ability to stock wider varieity of things in my shop.
Vive l'apostrophe!
I only ever use market for curios and desperation, I'll be honest.
Ftfy.
You forgot Ssaliss and Tanin's shop advertising. There is also Isluna and her long ad page of curios.
Estarra the Eternal says, "Give Shevat the floor please."
Enyalida said: What do you mean? That they should require fewer reviews, or pass automagically because their earlier designs were passed? I'm not in favour of anything that skews the now-equal weight in the system, giving one designer more relevance than any other.
The system is imperfect, sure - that's because people are imperfect. It can be every bit as frustrating to the reviewers (if not moreso), but some of us try our damnedest, and aren't really all that jazzed by the peanut gallery pushing for change/complication. Anyone who wants to actually help smooth the process over should put in a reviewer application, and spread the love!
Anyways. As for the stuff with revamping the cartels themselves, that doesn't sound all that terrible. Would definitely take some getting used to, but I can see the benefits.
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