Business And Economy Archive
Thread: Idea for novice crafters to make money on useless items
And that is why it's not here.
brokguitar11 wrote:
I think you are taking a look at the idea and saying a can attack it with something and shoot it down without actually contributing a even beter thought to something that might work.
Yes an extremely low return would be good, or just a npc/crafting kit for pcs which returns some grind quality resources. The junk dealer could be made toperform this function, not many people use junk dealers outside of getting the combiner for loot kits as far as I know. Well considering that crafting stations are cheap, and easy to find in popular cities I wouldn't say itmaking themable to be placedis one of my priorities for player city items. The vast majority of people/crafters do live in player cities, they just don't spend as much time there as player cities don't much reason to stay in for large periods of time.
brokguitar11 wrote:
How about .25 a credit for every 1 resource or 1 credit evry 10 resourcesfor said item that was CRAFTED NOT JUST THE RESOURCE. Isnt there a junk dealer who buys unusable stuff? Does anyone use it...probably not cause its not much money for junk. well in turn if there was a npc guy in a player city that would buy a personal harvestor for 10 creds i wouldnt leave the player city, that and a public craft station i could craft my goods, sell the useless crap , and place the good crafts for sell at my local shop. Seems like a intersting point of view to me. along with apartments in player cities thinks would start looking up for a empty city and crafters could maybe just maybe bring people in to player cities.
I use the practice mode at the earlie stages because i know that a lot of what i make so does everybody else who training(how many cdef rifels do you think i could sell in a month 2-3 maybe ) and as i hate wasting resources an npc who buys my junk items ,even if it means i make a loss still would feel like im not wasting anything
Maybe the junk dealers could be set up to sell basic itams like level one weapons ber1 harvestersat realy low prices for any one that may just want to try them out without expending too much money (check the baazar i know on farstar some of the players are trying to sell these items at stupid prices ,once saw a cdef carbine condition 1/1 at 6000 credits ,i ve also seen a ber1 min harvester at 10k) at least if there selling stuff back you can see it as not wasting resources at the same time your training.
brokguitar11 wrote:
Wow thanks , i didnt know he even existed. Is the contactor for architects only or for all professions? (architects only ones needing structure exp). Another question is do structure exp points count toward general crafting and why dont weaponsmiths and armor smiths have their own experience only obtained by weapons and armor. How does making a shirt get you experience in weapons .Should general crafting exp only be used in artisan and the rest of the proffesions have to make things in their own category? seems it would put a new dimension on those professions.
I must've missed some details.
First, the contractor asks you what crafting prof (if you have more than one) you want the job for. If you have both weaponsmith and armorsmith, you can get jobs for weapons, armor, or artisan (since that's a pre-req for those two profs). I haven't played too much with them, but I assume that he'll contract out items from any crafting prof (I've only personally checked artisan and chef).
Every crafting profession does have its own xp type. You get xp related to the prof where you learned the schematic for the item you're making. Food and clothing learned in "Domestic Arts" branch of artisan gives general crafting xp, not Tailor or Chef xp. Personal harvesters are gained in Engineering 3 and 4 and also give general crafting xp. Once you get (say) Novice weaponsmith, you have to craft weapons from the weaponsmith profession to gain weaponsmith xp, you can't improve by making CDEF pistols.
If you're asking about the contractor's xp reward, you get the proper type of xp for the item you made. So if you pick an Artisan job, you make an artisan item and are rewarded artisan xp; if you take a weaponsmith job you get weaponsmith xp for making a weaponsmith item.
You might try checking out the "contractor" NPCs at some of the training halls (usually the ones with the artisan trainer inside).
Talk to him, pick a crafting profession, and pick a "difficulty". The contractor selects one item of the difficulty (basically how high up the branch it is), asks for N of them (N can be as high as ten, the lowest I've seen is three), and gives you a crate to handle delivery.
After making N items, you put them into the crate and give it back to the contractor. He pays you 2 cpu (not counting resources used in subcomponents) and50%of the xp earned crafting the items.
So say you luck out and get an order for 10 wind generators. Whip them up (quality doesn't matter), using up 2600 units of steel, ore, and aluminum. Put the ten deedsinto the crate, hand it back, and you get 5200 credits and 2120 general crafting xp as your reward.
The only hurdles to the system (which makes it tough to exploit):
- You can't pick the item for the contract, it's random. It might be an order for 10 wind generators (paying 520 credits each), it might be for 3 chance cubes (paying 12 credits each).
- You can only have one contracting job at a time.
- The benefit from selling back items using subcomponents is much less, since only the raw resources used in the item count towards your payment. If you fill a contract for two-pocket belts (10 fiberplast, 10 metal, and metal fastener component made from 15 metal), you get paid 40 credits per belt, not 70. And when you get into requiring identical subcomponents, it's pretty much pointless to go this route. Of course, those items are generally in the elite crafting profs anyway, so you should have other sources of income by that time.
sciguyCO wrote:
... He pays you 2 cpu (not counting resources used in subcomponents) and50%of the xp earned crafting the items....