By which I mean, give us salable, valuable items, that make it worth actually buying assets and crafting. There's a reason almost no one was doing anything other than Leadership - everything else is worthless!
Give us things we can craft! Remove the AD requirement for crafting things! Give us USEFUL things that we can actually SELL to other people to make AD! You can't get into epic dungeons without already having epics - give us craftable iL 132 level 70 epics. Give us more things we can use to attach to our gear for bonuses, let us improve on our gear if we have the profession leveled, like you do with the personalized rings.
Don't make professions totally useless. You guys make a lot of money on selling profession packs and lockboxes which, half the time, GIVE profession items! This just makes sense, people.
By which I mean, give us salable, valuable items, that make it worth actually buying assets and crafting. There's a reason almost no one was doing anything other than Leadership - everything else is worthless!
Thats not true. In fact, when done on single (or at most few) toon there are professions that give far higher income than leadership, especially when you have appropriate assets and crafting tools. The real reason is they require more micromanagment, reading market (which bots cant do), or initial AD investment. Leadership takes just time and because of its repetitiveness its possible to manage huge army of alts.
What exactly are you crafting that gives you more income than leadership? Because the investment into mithral tools is ridiculous, and will take MONTHS to pay off. The things that people need most (armor kits, gemmed rings, what have you) cost a dragon egg, AND in the case of rings, you don't even have a 100% chance to make the thing properly, AND many of them also include an AD sink.
Having armorsmithing and weaponsmithing professions that don't give you decent armor and weapons is still a joke, either way.
They could at LEAST add in some of the old gear that was removed as appearance-change items.
Leveling leadership takes months as well. Yes, they cost dragon egg/unified elements - so what? If you buy resources when prices are low and sell products when they are high (or at least get back to normal) you can invest 240k for a 330k return (minus AH tax thats ~300k) every 8h on 1 slot.
Ed: Major Armor Pen kit price starts at 360k right now
Leveling leadership takes months as well. Yes, they cost dragon egg/unified elements - so what? If you buy resources when prices are low and sell products when they are high (or at least get back to normal) you can invest 240k for a 330k return (minus AH tax thats ~300k) every 8h on 1 slot.
Except Leadership pays off the instant you start doing it. Yeah, it's small income, but it's steady, and you start earning AD from the beginning. Regardless, this ISN'T about comparing the income of other professions to Leadership, this is about giving people who level up their professions and invest in them more to do with them. Having to rely on a few rare tasks and the fluctuating price of dragon eggs to get some armor kits is ridiculous.
Armor crafting and weapon crafting should be able to make weapons and armor. Useful ones. Cool-looking ones. Personalized ones.
Not all professions pay off - this is true. There are underwhelming ones, that could be looked at. However I think people underestimate the amount of tasks that give income.
Having to rely on a few rare tasks and the fluctuating price of dragon eggs to get some armor kits is ridiculous.
Why is it ridiculous? Even if you craft them in bad time you still get income, just small one. Necessity of reading the market is one of the best anti-bot measures
Except Leadership pays off the instant you start doing it. Yeah, it's small income, but it's steady, and you start earning AD from the beginning.
In a very short run yes. In a bit longer run you can start earning AD from other professions few days after you start leveling, while leadership takes months to fully develop.
Not all professions pay off - this is true. There are underwhelming ones, that could be looked at. However I think people underestimate the amount of tasks that give income.
Having to rely on a few rare tasks and the fluctuating price of dragon eggs to get some armor kits is ridiculous.
Why is it ridiculous? Even if you craft them in bad time you still get income, just small one. Necessity of reading the market is one of the best anti-bot measures
It's not the fact that it's fluctuating, it's the fact that there's very few tasks that generate significant AD. I'm not denying that there's a handful of professions that will generate AD right now, I'm saying what IS there is very lackluster.
Say there's tons of things you can make that ALL require reading the market for a handful of random resources, not just eggs. Wouldn't the choice be better, rather than having to stick to a few specific tasks in a few specific professions?
They could add more dyes to Alchemy. Transmutable gear to armor/weapon crafting, transmutable cloaks or rings with cool effects (like the violet luminescence ring from the Hero of the North Pack) to Jewelcrafting. Refinement stones or Stronghold vouchers to Leadership.
Just because you CAN make AD off a broken system doesn't mean it shouldn't be fixed.
I agree with what you post now - improvements to some of existing professions, which currently arent worth leveling. But I think it is different compared to what you posted at the beginning - you said that all other professions are totally useless and everything besides leadership is worthless. That is what I disagreed with. Besides:
Wouldn't the choice be better, rather than having to stick to a few specific tasks in a few specific professions?
Didnt leadership work like that? Repeat 1-3 tasks that give best AD/hour over and over and over?
Again, this isn't about Leadership. I was one of the more vocal people advocating for removing AD from Leadership entirely. I agree it needed to be fixed, and I don't want the AD put back. I had a leadership army and I HATED playing the game that way, but it was the only viable way to get the amount of AD I needed for everything, and I'm gearing up ONE character.
This thread is JUST about adding more value to the other professions. Period.
Try to browse tasks in each profession and evaluate them. You will find more beneficial stuff than you think, if you were stuck with leadership only, and not all of them require huge investments. There are numerous low investment, low profit, short time tasks too, for example Jewelcrafting stuff used for leveling - it will not be unneeded as long as there are personal BiS BOP rings that require lvl 25 of jewelcrafting. They do require more or less micromanagment (usually the more, the higher profit) and thats why I said it can be done on main (or at most few) toon only, because you wont be able to control huge armies - but they give profit. And whats best - profit in AD, not RAD.
0
torontodaveMember, NW M9 PlaytestPosts: 992Arc User
you should be able to craft stronghold vouchers.
i'd love a level25 task for any profession that could create a major equipment voucher.
I mean, thats what tailors, leatherworkers, platesmiths, etc, DO right? cREATE equipment? ;D
NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
Materials cost for crafting is too high for the return you get when factoring in the chance of failure (which seems much higher than the % chance shown). Too many folks flooded into this during the last couple of mods so competition has ruined the market and made materials costs much too high to be a sustainable source of income.
Who's going to be able to afford these new things with AD? People will only be making 24k max, 48K if you want to grind two toons, a day now if they do all the bs they want us to do to earn it. That AD will be needed for more important things like boons, GMOPs, RP, SH. Nobody but the ones who've exploited or had 50 toons in their army will have disposable income.
They killed this game with this change. Plain and simple.
When I had started to play this game I thought doing profession might be good since it gives me gear for my character. But has I played through the content I realized that the profession lvling up isnt has fast has my character lvling up. So basically whatever equipment I could craft at lower levels were basically useless and the equipment I got from questing and drops from bosses were always good. So what I am saying is let us craft gears that are lvl specific and as we lvl up our character we can unlock them by gold, AD, glory or whatever means. Now since they say we have to run dungeons, skirmishes and pvp let them also give the materials required to make the gear there so that its worthwhile to run there.
Also make the material specific to a particular dungeon/area/HE/skirmish. People can also get material in PVP to craft gears which provide stats that are good for PVP.
I think it would be better to make the equipment crafted BOA so that they wont end up in AH and anybody can garb them.
0
klangeddinMember, NW M9 PlaytestPosts: 882Arc User
edited September 2015
The problem with leadership was not the amount of AD it made compared to other profession (for some it may be that too, but that's not why they went with the change), but it's because it's the only profession that printed new AD into the economy. Other profession simply transfer already existing AD between players through the AH (and there's a cut too that actually takes away AD from the economy) and they do not cause the trouble that leadership did. I agree that now leadership is in a bad spot, but it can always be buffed back up (WITH SOMETHING DIFFERENT THAN ROUGH AD), I'll throw a few examples out there to give it a bone, but I'm sure others can come up with even better ideas:
1) Crafting exp on all tasks multiplied by 5 and training tasks removed. (so you always progress while getting something and don't have tasks just for the sake of leveling up the profession) 2) Add BoE White Pearls and Peridots to the various tasks that had rough AD on them. 3) Maybe the final task that takes 24hours could also give a few tarmalune trade bars. Very few.
1) Crafting exp on all tasks multiplied by 5 and training tasks removed. (so you always progress while getting something and don't have tasks just for the sake of leveling up the profession) 2) Add BoE White Pearls and Peridots to the various tasks that had rough AD on them. 3) Maybe the final task that takes 24hours could also give a few tarmalune trade bars. Very few.
That would be worthless. At this point I really don't think they will retain many players. A few white pearls and peridots is not going to keep people playing.
The problem is if you look at the Zen cost and AD cost for fixed price items (like GMOPs and Coalescent Wards), the game is simply too expensive.
The player base has been in steady decline and the ONLY thing that kept a lot of folks still playing (at least playing a little) was that you could at least get some income from Leadership.
If they added GMOPS and Coalescent Wards (bind on account) to Leadership, then PERHAPS things might not decline as bad as I'm expecting.
I have actually put a lot of thought, time and effort in this very subject, not that it will even see any of the follow put into the game, but here it goes. There are some things in here that will work for all of the professions, which I will put on the first one and adjust as I go.
Leadership: Once the only profession worth doing because of the RAD you got from it, is now the worst of them all. Black Ice Shaping ranks faster and you can't even get it until your level 60 or 70 now. It is the only profession that can only have two resources for virtually every task, and the only profession that doesn't naturally improve its own tools; Armor and Swords, and is the slowest to level up, obviously. To fix this;
Cut the training time for getting a new person. Seriously. Let's put this back into the parent games terms- who's gonna take 18hrs to hire ONE Merc!? I could see it if you're stuck out in the rural countryside, but even then, there's at least one idiot farm boy who dreams of adventure and he's cheap to hire. In a major city, throw a rock and you'll hit two or three on the bounce and can test their ability at the same time when they come after you. Mercenaries = 6 hours. Guards = 9 hours. Footman = 12 hours. Man-at-Arms from 6-8 footman who tried out = 18 hours.
Add in two more resource slots for more manpower on a task. Having only 2 max persons doing training I can see, but to have that carry over to ALL other tasks is just dumb, plus all other professions have the main plus three assistants/tools, a squad of mercs or greater should be sent for tasks that require protection or assault, things that require stealth or subtlety should only be a two man operation. Adjust the time required slightly and the rewards up a bit for the added bodies.
Add new tasks similar to the ones in other professions such as the deep resource gathering and mass crafting. Some suggestions would be; Tend to horses/saddles, craft training dummies/targets, gather training tools, repair the previous items and the like for a faster leveling and reduce or even remove the XP gain from hiring and training resources.
Care and Maintenance: new for Leadership where the proper care and maintenance of the armor and swords can get you better quality items of that type. Basically, this ensures that the equipment is able to be used for many years to come, even if those using them to start with are not. As with the Man-at-Arms above; Common item gained from 6-8 worn items that have been well cared and maintained and this can take no less than three days to complete. Rare item from 6-8 common ones for no less than five days. Epic item from 6-8 rare ones for no less than a week.
Introduce Artifact and Legendary resources; which could be tide to guild level much the same way masterwork items currently are. With 4 orange resources you could get a tier 3 at 95 or even 100%.
Jewelcrafting:Most Idiotic skill progression EVER! When one thinks of a Witch, they think Morgan Le Fey or pointy hats and such as with the garb they wear, which is cloth, mostly. And, when one thinks of a Defender of this genre, they usual bring chainmail to mind as is common. So, how does something made for a witch, a caster mind you, suddenly turn into something for a defender, a melee combatant!? If this were Alchemy, I could possibly see this happening, but this is Jewelcrafting and there should be a fundamental schism in the crafting for better magic channeling and for enhanced martial prowess. I'm gonna use refining here as a reference to explain this profession. Let's say you have a rank 8 dark and you are gonna upgrade it to a Rank 9, you have to have another Rank 8 dark to do it, which makes sense. This profession is the equivalent of using a rank 7 of ANY type to successfully upgrade that Rank 8 dark to a rank 9 dark. To fix this:
Witch items only make things up to and including the Reformation and Mage items. The then crafted Reformation item becomes the base item for the Defender pieces and the the new Replenishment items. You still have Witch making Defender, but you have to go through the conversion process first. With the creation of the first Reformation piece, there will be NO Caster pieces ever used to craft a Melee piece. The Reformation line will be used instead.
Mage items plus the corresponding Replenishment items make the Wizard items. This shows increase power magnitude for the new item.
Defender plus Replenishment to make the Warrior items and again showing an increase in the items power by requiring the Reformation item.
Replenishment comes into play to craft the Renewal items.
Wizard is added to Renewal to make Archmage items. These are the new items that one normally has to wait for during those special hours when this item could be crafted and then hope that they have the stuff to make it at the top tier.
Warrior is added to Renewal is needed to craft the Knight pieces which are actually on the same par as the Wizard items in terms of stats and crafting level. Knight pieces should then be added to Renewal items of the same type to make the new Marshal pieces that would be the equal of the Archmage items. This could be a good spot to put the New Restoration items that would be made from the Renewal.
Aberrant and Adamant items require the Archmage items for the stats they improve and the Marshal for the stats they enhance. This means you would have to have Archmage plus Restoration to make the Aberrant or Adamant piece and same for Marshal.
Personalized items: these require the appropriate stat match item so we would have an Archmage, Adamant or Aberrant and Restoration to upgrade our Archmage, Adamant or Aberrant piece, of the same type, much the same way higher refinements are made. This is the same for upgrading the Marshal items.
The Hourly bonus items will be the ones with the + to them which still require the materials much the same way refinements are done, i.e. +1 and another +1 to craft the +2, +2 with another +2 for the +3 and so on. But, you will have to wait for the +4, +5 and +6 to come up in that hour bonus time when you can craft the really good stuff. Higher level items may require more of the Restoration item pieces to make. The quality of the item being used in the process WILL Improve the chance of the quality being at least as good or better in the new item and will never negatively impact the results.
Leatherworking, Mailsmithing, Platesmithing, Tailoring, and Weaponsmithing all have the process done right. They use the exact same item to make a new upgrade, but for some reason, Jewecrafting didn't get the memo or something. These will see changes in the way those specialty hour only type pieces come up, as will all professions that depend on the +1- +6 bonus to the item. 1 -3 can be crafted without waiting, on the same 1+ and +1 to get +2 and so on. +4,+5, and +6 will still need to be caught during the special hour, when they can.
Artificing: This one only has the common flaw in that the things you really need to make can only be found during that one hour window, if ever, and you're lucky if you catch it. So it will be able to craft +1 -+3 without a problem, but will have to catch those +4 - +6's when they can.
Lastly we come to the fastest leveling profession coin and AD can buy and that is none other than Alchemy! If you have the cash and diamonds to do it, this one can will max out pretty quick. The other thing is to stockpile all those low level potions on the character that will be doing the Alchemy, so you don't have to buy so many from the auction later. save the potion for the profession. The one other BIG thing about this one is the research. You Only get ONE person and One resource to work on the Research and it can only be done once for that really long time. This makes sense, to a degree, but I would think that adding more of the Resources from lab would allow for a shorter time requirement AND limit what the rest of the lab could be doing while the research is going on, add in the requirement for a higher tier resource the higher up you go and you really limit the rest of the lab's efforts, because you could buy this one pretty easily, if you catch the items at the right price point as the offset.
Let me know what you think about this if anything is unclear I will do my best to clear up the confusion.
Comments
Having armorsmithing and weaponsmithing professions that don't give you decent armor and weapons is still a joke, either way.
They could at LEAST add in some of the old gear that was removed as appearance-change items.
Yes, they cost dragon egg/unified elements - so what? If you buy resources when prices are low and sell products when they are high (or at least get back to normal) you can invest 240k for a 330k return (minus AH tax thats ~300k) every 8h on 1 slot.
Ed: Major Armor Pen kit price starts at 360k right now
Armor crafting and weapon crafting should be able to make weapons and armor. Useful ones. Cool-looking ones. Personalized ones.
It's not the fact that it's fluctuating, it's the fact that there's very few tasks that generate significant AD. I'm not denying that there's a handful of professions that will generate AD right now, I'm saying what IS there is very lackluster.
Say there's tons of things you can make that ALL require reading the market for a handful of random resources, not just eggs. Wouldn't the choice be better, rather than having to stick to a few specific tasks in a few specific professions?
They could add more dyes to Alchemy. Transmutable gear to armor/weapon crafting, transmutable cloaks or rings with cool effects (like the violet luminescence ring from the Hero of the North Pack) to Jewelcrafting. Refinement stones or Stronghold vouchers to Leadership.
Just because you CAN make AD off a broken system doesn't mean it shouldn't be fixed.
Besides: Didnt leadership work like that? Repeat 1-3 tasks that give best AD/hour over and over and over?
This thread is JUST about adding more value to the other professions. Period.
i'd love a level25 task for any profession that could create a major equipment voucher.
I mean, thats what tailors, leatherworkers, platesmiths, etc, DO right? cREATE equipment? ;D
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
They killed this game with this change. Plain and simple.
When I had started to play this game I thought doing profession might be good since it gives me gear for my character. But has I played through the content I realized that the profession lvling up isnt has fast has my character lvling up. So basically whatever equipment I could craft at lower levels were basically useless and the equipment I got from questing and drops from bosses were always good. So what I am saying is let us craft gears that are lvl specific and as we lvl up our character we can unlock them by gold, AD, glory or whatever means. Now since they say we have to run dungeons, skirmishes and pvp let them also give the materials required to make the gear there so that its worthwhile to run there.
Also make the material specific to a particular dungeon/area/HE/skirmish. People can also get material in PVP to craft gears which provide stats that are good for PVP.
I think it would be better to make the equipment crafted BOA so that they wont end up in AH and anybody can garb them.
I agree that now leadership is in a bad spot, but it can always be buffed back up (WITH SOMETHING DIFFERENT THAN ROUGH AD), I'll throw a few examples out there to give it a bone, but I'm sure others can come up with even better ideas:
1) Crafting exp on all tasks multiplied by 5 and training tasks removed. (so you always progress while getting something and don't have tasks just for the sake of leveling up the profession)
2) Add BoE White Pearls and Peridots to the various tasks that had rough AD on them.
3) Maybe the final task that takes 24hours could also give a few tarmalune trade bars. Very few.
The problem is if you look at the Zen cost and AD cost for fixed price items (like GMOPs and Coalescent Wards), the game is simply too expensive.
The player base has been in steady decline and the ONLY thing that kept a lot of folks still playing (at least playing a little) was that you could at least get some income from Leadership.
If they added GMOPS and Coalescent Wards (bind on account) to Leadership, then PERHAPS things might not decline as bad as I'm expecting.
Leadership: Once the only profession worth doing because of the RAD you got from it, is now the worst of them all. Black Ice Shaping ranks faster and you can't even get it until your level 60 or 70 now. It is the only profession that can only have two resources for virtually every task, and the only profession that doesn't naturally improve its own tools; Armor and Swords, and is the slowest to level up, obviously.
To fix this;
- Cut the training time for getting a new person. Seriously. Let's put this back into the parent games terms- who's gonna take 18hrs to hire ONE Merc!? I could see it if you're stuck out in the rural countryside, but even then, there's at least one idiot farm boy who dreams of adventure and he's cheap to hire. In a major city, throw a rock and you'll hit two or three on the bounce and can test their ability at the same time when they come after you. Mercenaries = 6 hours. Guards = 9 hours. Footman = 12 hours. Man-at-Arms from 6-8 footman who tried out = 18 hours.
- Add in two more resource slots for more manpower on a task. Having only 2 max persons doing training I can see, but to have that carry over to ALL other tasks is just dumb, plus all other professions have the main plus three assistants/tools, a squad of mercs or greater should be sent for tasks that require protection or assault, things that require stealth or subtlety should only be a two man operation. Adjust the time required slightly and the rewards up a bit for the added bodies.
- Add new tasks similar to the ones in other professions such as the deep resource gathering and mass crafting. Some suggestions would be; Tend to horses/saddles, craft training dummies/targets, gather training tools, repair the previous items and the like for a faster leveling and reduce or even remove the XP gain from hiring and training resources.
- Care and Maintenance: new for Leadership where the proper care and maintenance of the armor and swords can get you better quality items of that type. Basically, this ensures that the equipment is able to be used for many years to come, even if those using them to start with are not. As with the Man-at-Arms above; Common item gained from 6-8 worn items that have been well cared and maintained and this can take no less than three days to complete. Rare item from 6-8 common ones for no less than five days. Epic item from 6-8 rare ones for no less than a week.
- Introduce Artifact and Legendary resources; which could be tide to guild level much the same way masterwork items currently are. With 4 orange resources you could get a tier 3 at 95 or even 100%.
Jewelcrafting:Most Idiotic skill progression EVER! When one thinks of a Witch, they think Morgan Le Fey or pointy hats and such as with the garb they wear, which is cloth, mostly. And, when one thinks of a Defender of this genre, they usual bring chainmail to mind as is common. So, how does something made for a witch, a caster mind you, suddenly turn into something for a defender, a melee combatant!? If this were Alchemy, I could possibly see this happening, but this is Jewelcrafting and there should be a fundamental schism in the crafting for better magic channeling and for enhanced martial prowess. I'm gonna use refining here as a reference to explain this profession. Let's say you have a rank 8 dark and you are gonna upgrade it to a Rank 9, you have to have another Rank 8 dark to do it, which makes sense. This profession is the equivalent of using a rank 7 of ANY type to successfully upgrade that Rank 8 dark to a rank 9 dark.To fix this:
- Witch items only make things up to and including the Reformation and Mage items. The then crafted Reformation item becomes the base item for the Defender pieces and the the new Replenishment items. You still have Witch making Defender, but you have to go through the conversion process first. With the creation of the first Reformation piece, there will be NO Caster pieces ever used to craft a Melee piece. The Reformation line will be used instead.
- Mage items plus the corresponding Replenishment items make the Wizard items. This shows increase power magnitude for the new item.
- Defender plus Replenishment to make the Warrior items and again showing an increase in the items power by requiring the Reformation item.
- Replenishment comes into play to craft the Renewal items.
- Wizard is added to Renewal to make Archmage items. These are the new items that one normally has to wait for during those special hours when this item could be crafted and then hope that they have the stuff to make it at the top tier.
- Warrior is added to Renewal is needed to craft the Knight pieces which are actually on the same par as the Wizard items in terms of stats and crafting level. Knight pieces should then be added to Renewal items of the same type to make the new Marshal pieces that would be the equal of the Archmage items. This could be a good spot to put the New Restoration items that would be made from the Renewal.
- Aberrant and Adamant items require the Archmage items for the stats they improve and the Marshal for the stats they enhance. This means you would have to have Archmage plus Restoration to make the Aberrant or Adamant piece and same for Marshal.
- Personalized items: these require the appropriate stat match item so we would have an Archmage, Adamant or Aberrant and Restoration to upgrade our Archmage, Adamant or Aberrant piece, of the same type, much the same way higher refinements are made. This is the same for upgrading the Marshal items.
- The Hourly bonus items will be the ones with the + to them which still require the materials much the same way refinements are done, i.e. +1 and another +1 to craft the +2, +2 with another +2 for the +3 and so on. But, you will have to wait for the +4, +5 and +6 to come up in that hour bonus time when you can craft the really good stuff. Higher level items may require more of the Restoration item pieces to make. The quality of the item being used in the process WILL Improve the chance of the quality being at least as good or better in the new item and will never negatively impact the results.
Leatherworking, Mailsmithing, Platesmithing, Tailoring, and Weaponsmithing all have the process done right. They use the exact same item to make a new upgrade, but for some reason, Jewecrafting didn't get the memo or something. These will see changes in the way those specialty hour only type pieces come up, as will all professions that depend on the +1- +6 bonus to the item. 1 -3 can be crafted without waiting, on the same 1+ and +1 to get +2 and so on. +4,+5, and +6 will still need to be caught during the special hour, when they can.Artificing: This one only has the common flaw in that the things you really need to make can only be found during that one hour window, if ever, and you're lucky if you catch it. So it will be able to craft +1 -+3 without a problem, but will have to catch those +4 - +6's when they can.
Lastly we come to the fastest leveling profession coin and AD can buy and that is none other than Alchemy!
If you have the cash and diamonds to do it, this one can will max out pretty quick. The other thing is to stockpile all those low level potions on the character that will be doing the Alchemy, so you don't have to buy so many from the auction later. save the potion for the profession. The one other BIG thing about this one is the research. You Only get ONE person and One resource to work on the Research and it can only be done once for that really long time.
This makes sense, to a degree, but I would think that adding more of the Resources from lab would allow for a shorter time requirement AND limit what the rest of the lab could be doing while the research is going on, add in the requirement for a higher tier resource the higher up you go and you really limit the rest of the lab's efforts, because you could buy this one pretty easily, if you catch the items at the right price point as the offset.
Let me know what you think about this if anything is unclear I will do my best to clear up the confusion.