I completely understand the reason this poor girl was out of business and "hemorrhaging" money. It costs almost three times more to make ANYTHING in this system than it does to sell it. The commission price for something that sells for 50 copper costs 75 SILVER just to commission, not including the commission for gathering the ingredients.
For example, Horn Glue sells for 63 coppers. Costs 44 Silver 24 copper, just as commission. On top of that there is two ingredients. Beast Horn and Aberrant hide, which you either have to buy or commission again. Horns is 56 coppers, and Hide is 62.
So we are making an end product that sells for 63 Coppers, but costs 45 silver 42 coppers to even make. And that's not even including if you commission the gathering on it.
I think you need to look at whoever did this and send them to a basic economics class. This business will definitely end up like it did before. No one should have to just sink a ton of their own pocket money into a business. This may not be 'real life' but come on, this is ridiculous.
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The only exceptions to this *were* the Alchemy supplements (Workman's Balm, etc.) all of which sold for 25s. This was the *only* direct means of paying yourself/recovering the commission costs directly. Unfortunately the devs appear to have taken this away from the crafters (after encouraging everyone to take up Alchemy with all the Artisans as a hint that these were needed to offset the costs...) and are now priced differently by tier. As I needed to reload NW after the patch failed to recover itself ... I don't know the specifics yet.
So, yes, the numbers were just creatively set based on craft rank and had nothing to do with economics or long term survival as a crafter. Much like the SSTC Commission prices are so low there is no logical recourse except selling on the AH and paying in AD. I had hoped that at least would be a fun exercise in waiting for the run of X swords to come up again to sell all you made this week ... nope.
Happy drake hide hunting!
PS: this is not a threat post, its player with how bad you all deliver stuff in new module by destroying the economy.
I created a new character with no help from other characters last Thursday. He did not receive any gold from his brother/sister. Everything is more or less from scratch especially regarding new profession (I used him as a test bed for learning new profession).
He obtained about 5 gold from beginner quests and AI quests (basically selling junk he picked up from floor).
Now, he has about 40 gold and they are from profession. He gains 10 gold (after cost) per day for leveling up profession (basically making the same thing again and again). I think he can make 20 gold per day if I use the moral effectively on him. Anyway, I am still learning and elementary.
So, it is possible to make gold profit. Not a lot but possible.
The long answer - there is a player, @rainer#8575 , that makes youtube videos. He tests all these things and makes the most beautiful spreadsheets. Check him out.
Personally, I make my gold after mod 15 the same way I did before. Buying consumables, mostly potions, from the AH & selling for gold. Green and blue gear (level 60+) are also good items to convert AD to gold. Treasure drops, Platinum Bowls for example, can also be used but beware there is some market speculation involved. Make sure you check the prices before you buy. Some players choose to farm these things rather than buying them. Any zone starting at Elemental Evil is a good place to start, but this depends on your play time. It can take several hours to accumulate the gold you could buy off of the AH for 1 leveling dungeon run. Finally, if you need more gold, you should be wearing the Vistani Arm gear with a Radient Enchantment (rank 7 or greater)slotted.
Players can either play the game - or they can spend the bulk of their time trying to first figure out how to do the new professions gig, then make multiple trips back to Protector's Enclave to empty their refinement items box until they can construct Sgt. Knox's box which I presume (since obviously I haven't made it that far) will let players collect gathered materials without having to return to Protector's Enclave every time.
Then after having already progressed our professions workers proficiency once, we find ourselves having to progress their proficiency again, hopefully to arrive at the levels were were at prior to the professions change...
Sorry, I came to Neverwinter to run the maps, do quests and campaigns and take part in special events, not spend time trying to do something that can only be done in PE, that used to be accomplished at the click of a button from anywhere at any time.
Professions were a favorable side gig especially since I could direct professions efforts and collect results from anywhere while playing the game... Since that's no longer an option, or more correctly not an option without jumping through a bunch of additional hoops that take an excessive amount of time away from actually doing what I thought we were supposed to be doing - playing the game - I just said "thanks - but no thanks" to the new professions mod, at least for the time being.
As I see it Neverwinter has turned a bunch of former adventurers into merchants, directing their professions people to produce items they can sell for a profit... For those players with the knowledge and inclination to do that and also play the game, more power to them.
For me and a lot of other people I've spoken with, professions is something we might be interested in figuring out... later, maybe - if we get bored with actually playing the game.
My2¢
The workshop acts like an empty SH. After you logout, the game will put you back where you were.
Since I play multiple toon (as I switch toon a lot), I don't need to deal with going back.
i.e. jump to Workshop, logout. Do another toon. When come back to the first toon, he will be where he was.
I would suggest to increase their basic statpoints. Maybe up to 600 skill/focus for epic artisans and 500 for rare ones. This way I would at least consider paying higher commision and use them instead of cheap common ones for highlevel and/or harder tasks.
The Uncommon (green) professional was like the Veteran, better in all ways from the Common (white) worker.
The Rare (blue) professional was the experienced worker, better by far than the Uncommon worker in all ways.
The Epic (purple) professional was best in slot (bis), the preferred worker for all tasks.
Now, just because the artisan is blue or purple usually means that they are WORSE than most of the good whites.
Off the cuff (and remember the devs have implemented at least 2 of my off the cuff proposals):
First, ALL blue artisans MUST BE BETTER BY AT LEAST +25% than the worst common (white) artisans on COMMISSION AND SPEED.
Second, ALL purple artisans MUST BE BETTER BY AT LEAST +50% than the worst blue (rare) artisans on COMMISSION AND SPEED.
Third, Reset all the 'alleged' Legacy artisans and make the common Legacy artisans 25% better than the worst regular common artisans, make rare Legacy Artisans at least 25% better than the worst regular rare artisans and make the epic Legacy artisans at least 25% better than regular epic artisans. These are the professionals that we worked with, some of us, for years on the old professions and that experience made them better.
Fourth, to make this work common (white) artisan COMMISSIONS will be limited to 0%, +25% and +50%.
White workers: 0% to -50%, happy to be working
Rare and epic workers: I can see these people costing a bit more on the commission scale if their stats were in all ways better than the white workers and pretty much guaranteed to produce +1 product. Otherwise, the only thing it correlates to is the worker's ego and thinking they are worth much more than they are.