Would def need to see the pros and cons of this option.Ģ. If I /could/ sell it, I would be able to afford a few years worth. This was a lvl 20 crafter's first attempt at gold and he made an item worth so much. As much as I'd love to sell it and make bank, $180K is absolutely ridiculous. It's considered masterwork with a beauty of 3540.
I have a gold sculpture literally worth $180K sitting in my base. Wood swords are worth too much, just because they take a long time to craft (since crafting time adds value all by itself), even though they�re kind of useless.Īnyone have any thoughts on either of these? So player can never make a giant amount of money selling a single mega-item (though buying them will still cost insane amounts).Ģ. Do a post-pass on prices traders will buy at if an item is really expensive, we aggressively curve the price down. Problem: now it�s quite affordable to buy legendary weapons etc. But how does that work for low-value items like shivs? So instead of being x2 it's more like +1000. Make quality modifier an offset instead of a multiplier.
The quality modifier can add insane amounts of value, because it multiplies the entire base value of the item, while not really costing anything to obtain if you have a good crafter. The base value of a gold sculpture 40,000. I'm curious as to how you guys would suggest fixing this.