Arelith Economy/Crafting/Enchanting/Looting

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yellowcateyes
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by yellowcateyes »

Mithreas wrote:If it wasn't necessary to use a few heal kits per encounter in level-appropriate areas, for example, the problem basically goes away.
Keep in mind that we're not just talking about the Heal Kit economy when we're discussing consumables.

The higher you go in level, the more likely enemies will be casting save-or-die spells. This means that stacks of clarity pots, Death Ward wands, and Freedom wands become real costs for mundane characters.

Additionally, an unhealthy number of spellcaster mobs use Acid Sheath and other damage shield spells. This means the Lesser Spell Breach wand becomes mandatory adventuring gear in certain areas.

The recent changes in dungeons have only made higher-level adventures even more dependent on consumables at a time the gold supply has tightened tremendously. Also, these requirements are often only available to characters in wand form. As much as people complain about the UMD-dominated meta, trends in monster design seems to be reinforcing the idea that you must have UMD to survive.

Or you roll up a spellcaster.

There's no mystery behind why so many of the new player shops end up wand and scroll shops. Melee characters are dependant on UMD like never before and the new economy strongly encourages playing a spellcaster.
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Rooshy41 »

I have an idea that may help the gold sink chug along, and perhaps help the inflation of gold in Arelith alot. It's quite clean and simple. Everyone knows that pesky "little" debuff you get when you respawn?

Why not allow some sort of priest/cleric/altar mechanic allow one to remove said debuff with a hefty donation of some gold to your favorite god?

At higher levels it could be much much more expensive and at lower levels cost less. As long as its tweaked to not be exorbitant, then I see no reason why people wouldn't be willing to dump some gold to get rid of the debuff.

Also, as a side note. How much money is alot of money? Being an epic druid.. I never have to use healing kits so I may be a tad biased, but I never seem to have gold problems.
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Durvayas »

A lot of money, for existing epics, is about north of 600k to about 5 million, with the millions usually either people who make wands, enchant, artefact hunt, or..... those who used to appraise run.
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Yma23 »

Small thing to remember too:

Healing Kits can be made by PCs out of hunted materials. In theory you can make them for 0.

Wands however are more or less static. They ALWAYS cost a certain amount of gold and XP.

Doesn't matter how much or how little monsters drop, a mage will almost never charge less than the cost of the wand to make.
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Shadofury »

I think one thing that hasnt been mentioned is player traders.

why does everything have to cost gold? maybe this character needs this but only that character does this, so they barter to get what each need.
Sure some things are more RP than others, such as pies and heelus, but they still provide a service and have value in an open market
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Cortex »

Yma23 wrote:Small thing to remember too:

Healing Kits can be made by PCs out of hunted materials. In theory you can make them for 0.

Wands however are more or less static. They ALWAYS cost a certain amount of gold and XP.

Doesn't matter how much or how little monsters drop, a mage will almost never charge less than the cost of the wand to make.
The problem of making heal kits, is that making anything more than basic heal kits increase the weight capacity requirement exponentially, and even the weakest ones, to make lots of them you need significant carry capacity (even with the recent carry buff), due to salt, making 5 stacks is already 25 lbs worth of salt.

Making higher tier ones require medium to big meat in increased quantities, which goes nuts as far as carry capacity goes.
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Durvayas »

Higher level dungeons just got readjusted for gold drops. Let's chill a minute and see if the artificial absurd scarcity is passed.
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Iceborn »

I am going to note this:
I just went around a dungeon, and got 20lbs worth of jewelry nicely tucked in an enchanted box.
Which I sold, for the amazing price of... 1600 gold pieces...
Needless to say, I'm throwing my enchanted jewelry box and never bothering to pick up anything but gold necklaces ever again.

Do you want to know something that's 4000% more fun and profitable than looting 400000 pieces of loot worth 1gp each? Capturing monsters. AND that also gives adventure XP.

Don't click weird links, kiddos.

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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Lorkas »

That makes me wonder if there's a bug with the sell all option in your jewelry box or with the boxes in general. I just went through a low-teens dungeon and picked up all rings and any amulet that isn't just the basic ~6gp amulets, and I got over 1700 without a jewelry box (that is to say, I was very limited by my inventory space). I don't have any ranks in appraise, and have a normalish INT score, but I did equip a few items with appraise boosts (+7 total).
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Morderon »

There's also the citizenship appraise boost and same race appraise boost which both are pretty massive that can be contributing to the difference.

Now there might be bugs, there's occasionally a 1 gp difference due to rounding.. but I'll need something to go off of (merchant in question, what item price was individually, what item price was in bag)
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Lorkas »

My character isn't a citizen but the race did match, so that could be it. Still, I had a lot less jewelry than Iceborn described. Maybe I had a particularly good appraise roll and he had a particularly bad roll?
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Rwby »

I thought appraise only affected the "Maximum" amount of gold each item could sell for. Normally that's around 400gp, so even if you sell them a M-Damask Keen blade, you'd still get 400, but with high appraise that higher value would lift.

The old system made each individual item worth more, but I didn't think that's how it worked now. If you're both selling cheap junk, shouldn't you get the same?
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Individual Thought Patterns »

Take influence from The Witcher and use silver weapons for monsters, steel weapons for humanoids.
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Lorkas »

Rwby wrote:I thought appraise only affected the "Maximum" amount of gold each item could sell for. Normally that's around 400gp, so even if you sell them a M-Damask Keen blade, you'd still get 400, but with high appraise that higher value would lift.

The old system made each individual item worth more, but I didn't think that's how it worked now. If you're both selling cheap junk, shouldn't you get the same?
It also increases the price you get, not just the maximum payout. I think you get a 1% increase per appraise rank or something like that.
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by Mithreas »

From the update - it doesn't affect how much you BUY items for, but it still impacts the SELL price (as well as the max sale value).
APPRAISE SKILL

The Appraise skill will no longer affect how much one buys goods for when dealing with an NPC merchant.

The skill will instead raise the price one can get from a merchant when selling items, not only as a % of its value, but also increasing the maximum price of the store itself. A dedicated appraise character may reach values of over 500, which will allow for the effective sale both of crafted and looted items from chests, weapon ranks, and lockers.

Appraise bonus, as before, is given when dealing with a merchant of the same race, but also a further bonus if the merchant and the PC both belong to the same settlement (Settlement Citizenship)

Item bonuses are factored into appraise, and the appraise skill will no longer be possible to add at the enchantment basin.
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by The Kriv »

Yma23 wrote: The problem of making heal kits, is that making anything more than basic heal kits increase the weight capacity requirement exponentially, and even the weakest ones, to make lots of them you need significant carry capacity (even with the recent carry buff), due to salt, making 5 stacks is already 25 lbs worth of salt.

Making higher tier ones require medium to big meat in increased quantities, which goes nuts as far as carry capacity goes.
first, quick note: In the Bramble, there is a location where people drop off small and medium meats left behind by an excessive amount of Boar, Wolverine and Deer. and there is a cooking station not far away.


But.. Salt is a huge problem.. weight-wise. And BIG MEAT is like 10lbs EACH MEAT.. and to make a single healing poultice you need SEVEN of them plus SEVEN pieces of salt.. that's a LOT of weight to haul back. Big Meat is hard to come by, and SUPER heavy to transport... making it very impractical to just collect as you go unless you have insane strength.

Could we reverse this please?

Make simple poultices cost 7 small meats... and superb poultices require 1 big meat???

(and while we're asking... how about a flat 1 salt, 1 berry 1 nut 1 fruit for EVERY recipe...?
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by theCountofMonteCristo »

The Kriv wrote:
Could we reverse this please?

Make simple poultices cost 7 small meats... and superb poultices require 1 big meat???

(and while we're asking... how about a flat 1 salt, 1 berry 1 nut 1 fruit for EVERY recipe...?
I rather see the recipes:
  • 2 Berries
  • 2 Salt
  • 2 Nuts
  • 2 Fruits
  • Meat
    • 2 Small: +1
    • 1 Medium: +4
    • 2 Medium: +7
    • 1 Large/Big: +10
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Re: Arelith Economy/Crafting/Enchanting/Looting

Post by The Kriv »

theCountofMonteCristo wrote:
I rather see the recipes:
  • 2 Berries
  • 2 Salt
  • 2 Nuts
  • 2 Fruits
  • Meat
    • 2 Small: +1
    • 1 Medium: +4
    • 2 Medium: +7
    • 1 Large/Big: +10
/agree. much better.
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