Trades

by Arimisia

Back to Ideas.

Sylphas2010-07-25 17:30:18
QUOTE (Ssaliss @ Jul 25 2010, 01:00 PM) <{POST_SNAPBACK}>
With all due respect, the same can be said about many (if not most) trade-artifacts. The spatula, for instance, is exactly the same: it doubles the output of any dish it makes. The harvesting gloves are similar; you can harvest twice as many herbs in the same time period. The gloves for the enchanters halves the power drain from powerstones, which makes them last twice as long, essentially providing twice the output for the same amount of powerstones (not including the comms needed for sigils). I've never been a jeweller, so I'm not sure how good the jeweller's hammer is, but since it's considered "a must", it's likely also close to double, or at least a very significant increase in output. In that sense, an artifact for 300 credits that doubles output across the board is hardly something to automatically consider a bug.

Also, what is the primary purpose for the change? People who refill a keg with, say, healing and immediately pours them over to other kegs, then uses the same keg to make mana and repeats? Or the people who keep a runed keg full of healing and pours from it into other kegs, topping it off as it goes low? If the first, there's a (if you ask me) much better fix; make the runes tuneable towards specific concoctions, and if the tuning and what's being put into it doesn't match, you don't get the extra fills. The tuning should, of course, be changeable (perhaps once a RL day), but it should drastically cut down on the first type of people while keeping the second type of people unaffected.


Yes, please make it so alchemists have to pay thousands of 9000 credits to double their output, when other trades have to spend a few hundred, that's the perfect solution.

Still waiting for a response from Estarra about my refund.
Ssaliss2010-07-25 17:51:46
QUOTE (Sylphas @ Jul 25 2010, 07:30 PM) <{POST_SNAPBACK}>
Yes, please make it so alchemists have to pay thousands of 9000 credits to double their output, when other trades have to spend a few hundred, that's the perfect solution.

Still waiting for a response from Estarra about my refund.

It's at least better than the situation that exists right now. That keg runes are more or less useless. If it were up to me, I'd rather see a full reversal.
Unknown2010-07-25 18:15:58
Why not simply a wearable artifact that increases the number of fills or reduces the ingredients required? Leave the runes out of it and it'll be more parallel to the other trades.
Sylphas2010-07-25 18:18:54
QUOTE (Zarquan @ Jul 25 2010, 02:15 PM) <{POST_SNAPBACK}>
Why not simply a wearable artifact that increases the number of fills or reduces the ingredients required? Leave the runes out of it and it'll be more parallel to the other trades.


I wondered this too. If you increase the amount that appears in the alembic itself when you amalgamate, you really can't game it. (Even if I still maintain that you couldn't with the keg either.) Reducing ingredients is tough, because of the stuff that only needs one of an herb.
Ssaliss2010-07-25 18:20:17
QUOTE (Zarquan @ Jul 25 2010, 08:15 PM) <{POST_SNAPBACK}>
Why not simply a wearable artifact that increases the number of fills or reduces the ingredients required? Leave the runes out of it and it'll be more parallel to the other trades.

Sure, but what would happen to the existing keg-runes? Would they be forcibly traded in? Would they remain and only increase the capacity of the kegs (at a greatly reduced price, of course)? Would they exist parallell with the amulet (or whatever it would be)?
Sylphas2010-07-25 18:22:00
QUOTE (Ssaliss @ Jul 25 2010, 02:20 PM) <{POST_SNAPBACK}>
Sure, but what would happen to the existing keg-runes? Would they be forcibly traded in? Would they remain and only increase the capacity of the kegs (at a greatly reduced price, of course)? Would they exist parallell with the amulet (or whatever it would be)?


Hopefully they'd allow you to simply trade your keg rune for the new arti, or at the least trade it over for a 300cr discount on it. And then refund people the difference between the new keg rune and the old one, but I can't see that actually happening, even though keg runes are now not even a fraction of the value.
Unknown2010-07-25 18:23:02
That's easy. The keg runes would stay as they are now. Non-alchemists buy the runes just to get the increased capacity and/or to make the kegs permanent and resetting. 300 credits isn't bad for six times the fills in a keg.
Ssaliss2010-07-25 18:24:19
QUOTE (Zarquan @ Jul 25 2010, 08:23 PM) <{POST_SNAPBACK}>
That's easy. The keg runes would stay as they are now. Non-alchemists buy the runes just to get the increased capacity and/or to make the kegs permanent and resetting. 300 credits isn't bad for six times the fills in a keg.

When the alternative is buying six kegs for a fraction of the cost, yes it is.
Unknown2010-07-25 18:26:34
It's my personal opinion that the runes are worth it just for the increased capacity, permanent flag and resetting. Your opinion differs because you liked the side benefit of the extra fills in your other kegs. Understandable, but I never considered that as a possibility when I bought my runes.
Eventru2010-07-25 18:36:21
QUOTE (Ssaliss @ Jul 25 2010, 01:00 PM) <{POST_SNAPBACK}>
With all due respect, the same can be said about many (if not most) trade-artifacts. The spatula, for instance, is exactly the same: it doubles the output of any dish it makes. The harvesting gloves are similar; you can harvest twice as many herbs in the same time period. The gloves for the enchanters halves the power drain from powerstones, which makes them last twice as long, essentially providing twice the output for the same amount of powerstones (not including the comms needed for sigils). I've never been a jeweller, so I'm not sure how good the jeweller's hammer is, but since it's considered "a must", it's likely also close to double, or at least a very significant increase in output. In that sense, an artifact for 300 credits that doubles output across the board is hardly something to automatically consider a bug.

Also, what is the primary purpose for the change? People who refill a keg with, say, healing and immediately pours them over to other kegs, then uses the same keg to make mana and repeats? Or the people who keep a runed keg full of healing and pours from it into other kegs, topping it off as it goes low? If the first, there's a (if you ask me) much better fix; make the runes tuneable towards specific concoctions, and if the tuning and what's being put into it doesn't match, you don't get the extra fills. The tuning should, of course, be changeable (perhaps once a RL day), but it should drastically cut down on the first type of people while keeping the second type of people unaffected.


I'm not going to discuss the merits of the old use vs the new use, or compare it to trade artifacts.

Frankly, I was completely unaware that it was functioning the way it was until I saw this thread earlier today. If we were going to sell it as an artifact that halved the herbs required for alchemy, why wouldn't we simply market it as such? Frankly we'd have sold far, far, far more of them that way. I can say that I cannot remember a single issue or bug inquiring if it was working as intended - and all of those keen, well-tuned 'bug detector' senses of mine flared up in big, angry red letters indicating that this was a massive bug that's been abused to the nth degree.

The 'primary purpose' for the change was to, as I had said, fix a bug. A bug that was being abused - intentionally, albeit perhaps not thinking 'hm, this might be a bug, since every other artifact that increases sips doesn't work this way because of its abusive functionality', by a lot of people, for a lot of profit.

An artifact that permanently halved the ingredient requirements for alchemy would cost far more than 300 credits - the cost itself would probably be made up in a matter of a couple weeks for a serious alchemist.
Sylphas2010-07-25 18:42:40
QUOTE (Eventru @ Jul 25 2010, 02:36 PM) <{POST_SNAPBACK}>
An artifact that permanently halved the ingredient requirements for alchemy would cost far more than 300 credits - the cost itself would probably be made up in a matter of a couple weeks for a serious alchemist.


It's ok for other trades, but it's not ok for alchemists before it would make money? You don't think Gloves of Harvesting pay for themselves? If you're going to say "I'm not going to compare this to other trades," I'm not sure what the point of commenting is, really. Please tell us how we're supposed to interpret this besides "Trade artifacts are not supposed to make money except over the course of IRL years, if you're lucky."

Issued myself about my keg to go along with the email.
Arimisia2010-07-25 18:52:10
QUOTE (Eventru @ Jul 25 2010, 12:15 PM) <{POST_SNAPBACK}>
A 300 credit artifact that disproportionately affects alchemical production (halving cost across the board) no longer doing so isn't a 'nerf'.

It's a bug fix.


But it is not worth near 300 credits either maybe 150 TOPS. I know a LOT of people are trading them in or demanding refunds from this change. Anyways that was not the whole topic of my post here either. The changes that are being made to trade, is making demand more for commodities where more commodities are not being produced or not effectually. Ever city/commune does not have a village under their control that produces the comms they need. Basically all they can do is raid village comm shops and allies comm shops which really does not fix any problem what so ever.

I did make a suggestion to that actually have like a quest that bring raw comms straight to a refinery in the city/commune (Imperian, this is how they do all their comms). Just, something does need to be done for the more rare comms and trades really need an overhaul or worked over something because these changes are hurting everyone and newbies, the real newbies not alts, the most. 5 years lusternia has been out and now prices are skyrocketing for no reason other than other problems that have always existed.

Most of the trade artifact are not worth what we are paying for them yet they are a must now more than ever. Gem prices keep going up, Villages are the only place you can still MAYBE get them at 108 gold per but that is considering, you work you butt off killing rockeaters, and no one comes in behind you and buys out all your hard work (this happens far too much). There is no way to say you are the one who will benefit from your work. Least with cooking the commodities are generally cheap (Grain and Sugar (which does not come form villages) - their only thing is they need a lot of different comms and without a spatula prices are outrageously expensive.
Everiine2010-07-25 19:48:59
Wasn't the actual issue though that the way the rune was working when it was broken, you could get infinite refills out of it?
Sylphas2010-07-25 19:52:53
QUOTE (Everiine @ Jul 25 2010, 03:48 PM) <{POST_SNAPBACK}>
Wasn't the actual issue though that the way the rune was working when it was broken, you could get infinite refills out of it?


I was never able to do that. When you pour from a normal keg into a runed keg, it doesn't double. Only filling the keg from the alembic doubles it. As is obvious from Eventru's comments, the "bug" was that you could use it double your output.
Sylphas2010-07-25 21:41:50
Will never be spending another cent on Lusternia. My other hobbies will rejoice.
Razenth2010-07-25 21:45:42
Can someone explain to me in simple language what the bugfix changed?

I know not where to direct righteous indignation at.
Ssaliss2010-07-25 21:47:20
QUOTE (Razenth @ Jul 25 2010, 11:45 PM) <{POST_SNAPBACK}>
Can someone explain to me in simple language what the bugfix changed?

Before:

You have a level 3 keg and make 100 healing potions. Putting it in the keg from the alembic, you get 200. You pour that into two un-runed kegs, each getting 100 each.

Now:

You have a level 3 keg and make 100 healing potions. Putting it in the keg from the alembic, you get 200. You pour that into one un-runed keg, emptying the runed keg and leaving the receiving keg at 100 refills.
Sylphas2010-07-25 21:48:42
QUOTE (Razenth @ Jul 25 2010, 05:45 PM) <{POST_SNAPBACK}>
Can someone explain to me in simple language what the bugfix changed?

I know not where to direct righteous indignation at.


Fully runed kegs double whatever they are filled with from the alembic. You could then pour that into another keg.

Now, they double what they are filled with from the alembic, but if you pour it into something else, it is halved.

I'm just going ahead with a system to use vials to emulate the old functionality as long as they refuse a refund.
Shaddus2010-07-25 21:49:04
QUOTE (Ssaliss @ Jul 25 2010, 04:47 PM) <{POST_SNAPBACK}>
Before:

You have a level 3 keg and make 100 healing potions. Putting it in the keg from the alembic, you get 200. You pour that into two un-runed kegs, each getting 100 each.

Now:

You have a level 3 keg and make 100 healing potions. Putting it in the keg from the alembic, you get 200. You pour that into one un-runed keg, emptying the runed keg and leaving the receiving keg at 100 refills.

tl;dr?

Before, it actually made 200 refills. Now it's only 200 if it stays in that keg. They say it was a bug, I say... that's why people bought the runes in the first place.
Noola2010-07-25 21:52:47
I must be the only person who just assumed that the 200 refills were only supposed to be in that runed keg and that the point of the runed keg was that you have a keg that holds 200 refills so you don't have to get it filled as often. When I read what the bug fix fixed (and thus what people were doing with the runed kegs) I was kind of surprised. And reading all this upset about it is even more surprising cause my first reaction was, "How could folks not realize that was a bug?"