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Products of crafting should be made BOP

sternerrsternerr Member Posts: 88 Arc User
edited October 2013 in General Discussion (PC)
I think no one will disagree that crafting in Neverwinter is useless so far. Basically it consists of 2 parts: farming AD by crafting shirts and pants with 4 purple assets and selling them on AD, and making trash that sells below its cost of materials on AH. But we already have a way to farm AD via leadership, salvage and events like waukeen. And because of the people who invest in assets for making purple tier 3 items for sale, price of even green assets is ridiculuos, essentialy ruling out crafting for 99% of the players (400k AD investment for reliably making tier 2 rogue shirts which sell for 30k AD on AH anyone?).

What I propose is to make final products of crafting bind on pickup. That will drive price of assets back to manageable levels, and make crafting viable way to spice up the process of obtaining gear while leveling 1-60.
Post edited by sternerr on

Comments

  • terhikkiterhikki Member Posts: 72
    edited October 2013
    That'sa stupid idea, now some good stuff are Bop from professions, which is idiotic also.

    Imho they should add more stuff that people would want to professions, to make some point of having them. I got soon all professions at lvl20 and only useful one is leadership.
  • sternerrsternerr Member Posts: 88 Arc User
    edited October 2013
    Problem is, they won't really add anything to professions, because between adding say another fashion set and making it obtainable by profession or obtainable by zen store, they would choose the latter for sure.
  • runebanerunebane Member Posts: 0 Arc User
    edited October 2013
    sternerr wrote: »
    What I propose is to make final products of crafting bind on pickup. That will drive price of assets back to manageable levels, and make crafting viable way to spice up the process of obtaining gear while leveling 1-60.

    Has nothing to do with the price of assets. Crafting isn't a viable way to gear up while leveling because it takes longer to get your skill up than it does to reach 60. If you play the character you are crafting with you will never make anything useful till 60. When your crafting can eventually catch up. And making stuff BOP won't change that. It would only make a lot of crafters that sell the level 60 gemmed shirts and pants angry.
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  • aeragar47aeragar47 Member, NW M9 Playtest Posts: 79 Arc User
    edited October 2013
    sternerr wrote: »
    What I propose is to make final products of crafting bind on pickup. That will drive price of assets back to manageable levels, and make crafting viable way to spice up the process of obtaining gear while leveling 1-60.

    Why would you think that would drive the prices of assets down? If anything, it would drive the price of assets up because more people would be forced to do crafting and so the demand for assets will increase--driving the price up.
  • sternerrsternerr Member Posts: 88 Arc User
    edited October 2013
    runebane wrote: »
    Crafting isn't a viable way to gear up while leveling because it takes longer to get your skill up than it does to reach 60..

    It's because purple dudes cost 400k AD each and people besides AD farmers don't bother with them.
  • sternerrsternerr Member Posts: 88 Arc User
    edited October 2013
    aeragar47 wrote: »
    Why would you think that would drive the prices of assets down? If anything, it would drive the price of assets up because more people would be forced to do crafting and so the demand for assets will increase--driving the price up.

    Ultimately, the only purpose of crafting is getting shirt and pants that give 2 slots and few stat points. People are ready to pay 300k AD for them, that's what assets for making them are worth if you can't farm AD with them. Many level 60 don't even bother with them, running dungeons in white or blue shirts/pants.
  • yyrkoonstyphoonyyrkoonstyphoon Member, NW M9 Playtest Posts: 231 Arc User
    edited October 2013
    sternerr wrote: »
    Ultimately, the only purpose of crafting is getting shirt and pants that give 2 slots and few stat points. People are ready to pay 300k AD for them, that's what assets for making them are worth if you can't farm AD with them. Many level 60 don't even bother with them, running dungeons in white or blue shirts/pants.

    This makes no sense at all and would be such a wrong direction for the game. This would drive the cost of the pants and shirts up exponentially, well, not the pants and shirts because you could not choose to buy them anymore as they are Bop and not sellable, so the components that now individually cost considerably more that the pants or shirts would be required by all the folks that wanted them for every toon, their demand would go through the roof while the supply (you need to spend zen to get them ) would likely remain the same.

    Right now, you have the choice to buy the shirt and pants from a crafter who has made a major investment to be able to craft them (you likely have to sell a few pair to break even) or you can spend the several million ad required to obtain the items needed to make purples and become a crafter, which still involves a considerable risk.

    this is clearly an 'out of the frying pan, into the fire' scenario. I have been farming for months to get the purples to craft my own for all my toons, so i know it would have been cheaper to go out and buy them, but I have 8 char slots and a guild so eventally, it will pay off, unless a change like this came in. this idea has no economic understanding involved.
  • runebanerunebane Member Posts: 0 Arc User
    edited October 2013
    sternerr wrote: »
    What I propose is to make final products of crafting bind on pickup. That will drive price of assets back to manageable levels, and make crafting viable way to spice up the process of obtaining gear while leveling 1-60.
    runebane wrote: »
    Crafting isn't a viable way to gear up while leveling because it takes longer to get your skill up than it does to reach 60.
    sternerr wrote: »
    It's because purple dudes cost 400k AD each and people besides AD farmers don't bother with them.

    One thing doesn't have anything to do with the other. It wouldn't matter if the tools were free. 1-59 you still wouldn't ever be able to make anything for your self. Simply because crafting levels at a much slower pace than characters. If you play your character at all beyond just logging in and invoking you're going to outlevel anything you can make, before you even get it made.

    Again, all your suggestion would do is make the people who did invest time & AD in crafting very angry.
    Halgarth's Legacy - NWS-DSTGFZHFR
  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited October 2013
    BoP in general is simply a horrible idea. Making crafted gauntlets BoP was and remains a terrible idea that drastically afffected the economy and players who were crafting them for alts and guildies. More BoP nonsense will kill crafting entirely.
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  • silvergryphsilvergryph Member, NW M9 Playtest Posts: 740 Arc User
    edited October 2013
    I also disagree with BoP for crafted items.

    And I will also say this: It is possible to make AD with a crafting profession without ever making a single shirt or pair of pants. Shirts and pants are easy to sell and I do it myself when I don't want to invest a lot of time on the AH. But it is not the best way to make AD with the professions. Likewise, Leadership is a quick way to get AD without spending a lot of time on it, but is probably the least lucrative profession for AD. Especially since it awards rough AD that you then have to refine.
  • flamexsoldierflamexsoldier Member Posts: 89
    edited October 2013
    It would defeat the purpose of even calling them professions if everything was BOP. After all, isn't a profession something that you do to make money? If everything you did in professions was for yourself, you might as well change the name to hobbies or something.
  • sternerrsternerr Member Posts: 88 Arc User
    edited October 2013
    It would defeat the purpose of even calling them professions if everything was BOP. After all, isn't a profession something that you do to make money? If everything you did in professions was for yourself, you might as well change the name to hobbies or something.

    I never seen a mmorpg besides EVE in which final goods sold for more than resources needed to make it except for few high-end items, so yeah, it's a hobby. And right now there is no use for this hobby save for kids who've been "farming months" in hope of tricking Cryptic for few dozen bucks.
  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited October 2013
    sternerr wrote: »
    I never seen a mmorpg besides EVE in which final goods sold for more than resources needed to make it except for few high-end items, so yeah, it's a hobby. And right now there is no use for this hobby save for kids who've been "farming months" in hope of tricking Cryptic for few dozen bucks.

    In most games that feature crafting systems, a big part of the appeal of crafting is the monetary return for time and effort invested into leveling their crafting skills and keeping overhead down by farming for one's own components or playing the market well to get them at lower cost.

    Too many crafting products are already BoP, which really hurts professions in this game. There is very little fun in crafting anything right now.
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  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited October 2013
    sternerr wrote: »
    I never seen a mmorpg besides EVE in which final goods sold for more than resources needed to make it except for few high-end items, so yeah, it's a hobby. And right now there is no use for this hobby save for kids who've been "farming months" in hope of tricking Cryptic for few dozen bucks.

    Well, after you sell enough T3 pants/shirts those assets will pay for themselves. But, what I wanna know from the original poster is why would anyone invest hundreds of thousands of AD in professional assets to craft one pair of pants and one shirt. Those assets become useless after you create a pair of pants and a shirt for yourself if crafted items become BoP.
    The way it is now it's fine. If you chose to get into crafting and you wanna invest in assets, you do that for selling the products you craft. If you don't wanna invest in crafting and you just want pants and a shirt for yourself, just buy them. Your problem is that you want instant results and get your invested AD back right from the first pair of pants you sell. Te assets are not consumed, so what's the problems? Just keep making pants/shirts till you get back your investment or, if crafting is not for you, just sell the assets.
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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited October 2013
    I make money via crafting, with nothing to my name but a few green tools and backpacks full of white ones. (And dudes. So many dudes.)

    I stock up on materials when I can get them cheaply, and I never make anything where selling the item does not cover the material cost at current market rate (which is more than what I paid, so this is also profit). This means checking the AH before I start to craft stuff, not going about it willy nilly and discovering afterwards that there's no market for what I made.
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  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited October 2013
    . . . . . No thanks. I'd rather see less BoP, more focus on Bind to Account and BoE to encourage player trades. Components and Assets do not need to be more expensive on the player market. If they were, I'd simply not buy any and farm them myself.
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