Entertainer Archive
Thread: Instrument sound affected by instrument quality?
Every single instrument is exactly the same.
At the moment, there is no quality or durability. An instrument will last you forever, and it'll always sound exactly the same, no matter if it was made with rare hard woods or with sawdust and toothpicks.
The guy was trying to scam you.
Possibly a scam.
If he was simply roleplaying it's sad that the game doesn't really allow for the claim he made.
Any chance that possibly a higher "quality" instrument gives more xp and/or heals listeners faster? I'll have to try tonight, make two instruments of the same type, one with crap resources, the other with good ones and experimentation (and hope for equivalent crafting success).
On a related note, what do you all feel is a fair price for instruments? I spend most of my time outside of main trading areas, so prices on everything tended to be all over the place. After being shocked by the Kloo prices on Naboo (3000, and probably just because that's the max price you can post in a bazaar), I've decided to rebel and charge a base75 creds to cover the resources plus 75 creds per instrument level (Slither = 0, Fizz = 1, Fanfarr = 2, etc) to cover the time I've put in getting to Musician.Tonight, I make a resource run, then flood the market! Cheap music for everyone!
Only one I've charged 3k for is the mandivol due to the low expected take rate, however to my suprise people are actually getting master entertainer so I'll probably drop it some.
I have no idea how you can get a mineral cost of 75 for anything. I can't get a single material for less than 10c per unit.
Especially when you start getting to the bandfill level and are required to use steel, which has suddenly dried up and become very hard (and expensive) to find.
Honestly, 2k+ for musician level instruments (traz and higher) isn't bad. It takes like 20min or less to make that with delivery missions, and it will last forever and be used constantly. Speaking from experiance, many times I'll spend a lot longer than that getting materials to fill orders with.
*shrug* You can always just wait until the people who haven't had to pay for training get to that level.
I'm doing musician/artisan, so I don't have much of a problem getting my own resources, and when I do put them up for sale on the bazaar, I do it at an average of 5c per resource (more for higher quality, less for lower). And I had a big store of wood left over from before the harvester/sample patch, so between that and the metals I was picking up for other items, doing instruments usually wasn't that big a deal.
Checking over my post, I think I might have come off as a bit too hard on people charging what they think is a fair price. And I might've underestimated the amount of work I actually went through to get the schematics. I happened to have last week off from work (no, really, it was set up before the release date was announced. REALLY!), so I ended up jamming 15 hours a day. Maybe a better scheme is 100 for the resources, and 75 per Ent skill level + 125 Musician skill level required for the schematic:
Slitherhorn: 100 (novice entertainer, 0 level)
Fizz: 350 (Musicianship 2)
Fanfarr, Kloo: 550 (Novice Musician)
Traz, Mandoviol: 700 (Music Tech 2) (maybe more if steel's as rare in my area)
etc...
If you think these are too cheap, feel free to laugh at me when I run out of credits and my harvesters burn down. Although if I can rent a factory for a day or two...
I'm probably going to adjust the once I determine whether the extra quality from "Good", "Great", and "Amazing" craftings and experimentation actually helps the musicianship xp. If it only effects the healing, I'll probably make a note of it in the description, but not change the price since the purchaser won't be getting any benefit. Well, maybe extra healing xp...