I'm sitting in a really tedious and pointless "technology orientation" to watch a representative from a very expensive textbook product company bumble through obvious portions of the product. We arrived and began a section on registering and accessi…
I think the idea there is that bookbinding is the only old trade that created infinitely durable goods, so the outlay was supposed to sink gold that would otherwise sink out via repeated purchases of commodities (ha!).
I don't think it's a necessarily a good idea for crafting to all have a gold outlay/sink. Those are the parts of the economy that need support and bolstering, not increased costs.
The parts that need gold sinks actually are the 'pure nec…
(Quote)
No. That's not at all what gold sinks are for. @Xenthos has made this point, and he's correct: those people with really giant stockpiles aren't necessar…
(Quote)
Tattoos is in that category potentially, but suffers from other problems related to usability and durability of goods that date from its conception. The original Tattoos thread has long screeds on the topic that I am sure are still relevan…
Yeah. I meant more for pricing gold sink effects, stuff that is intended to take gold out of the game en masse without being a) overpowered or b) punitively expensive. The stockpiles do affect player good pricing, but the effect tends to be t…
(Quote)
Can we please not add any more silly tolls for classflexing? Lusternia already has the most barriers to spending loads of credits on new skillsets out of any IREs.
(Quote)
I don't really think it follows that making gold more valuable (by making it more scarce) will reduce the number of trades people. You have to directly combat the problem of a huge number of tradespeople who have no interest in making prof…
The talk about commodities is a little weird, because even absent comm mines, it doesn't really sink any gold out of the game. It sort of does in that it puts the gold into org coffers, which moves a lot less frequently, but I'd wager that no…
It's not necessarily about introducing costs to everything.
Right now, commodity and upkeep costs already affect different populations to differing amounts. The amount of things a druid has to buy is a lot lower than the amount of …
Off the top of my head, a possible change to the mines would be for them to cheapen the cost of a particular design as if they had provided the commodities, but without actually generating commodities that can be traded away. Perhaps they generate c…
There are other artifacts that dramatically increase the length of time most players can go without needing to spend gold. For instance, the overhaul has dramatically buffed the strength of artifact vials. A larger portion of combat curatives now co…
I'm only "relenting" because it wasn't worth getting in a very technical fight over the point of the rules about it.. but it was pushed soooo ~heeeere weeee gooooooooo~!
It functionally makes no difference when you're talking about genera…
(Quote)
Because it's literally besides the point. The point is that "Ohh maaaaan, it's soooo hard to collect all these free comms, it's a real and true limit on the use of these mines" isn't in any way true. It's very simple to make it trivially e…
Seems to me that the ultimate point of that rule is that adding gold to the game in an automated way is problematic, not that you need to be active and manual to have other player's gold come to you or prepare for another player's gold to come to yo…
(Quote)
I mean, they exist in aethermanses where it is permitted to be afk. It would be pretty easy to write a script to upkeep mines and just stay logged in all the time with tells/channels off. No ongoing personal effort required.
Master armor isn't a matter of marking existing armor, they are their own design patterns that need to be made from scratch. As such, no, I don't think so. At least, there probably won't be any existing designs for scale-type master armor, as it was…