The only problem with this patch...

8 replies [Last post]
Alwen
Legacy Username

Is that it's very likely that it will bring down the prices of materials, especially low end materials, by a large margin.

While crafting for UVs is still viable, in a lot of cases for veteran members the new NPC is far more economical, so while CE prices will indeed go down, it will still be more difficult for players to actually accumulate Crowns to buy that CE.

Just an observation, feel free to criticize if you think I'm wrong. However, I have already noticed the prices of some materials plummeting, though whether or not it's because of this patch, I'm not entirely certain.

Koffin-Kat's picture
Koffin-Kat
Yeah, they'll probably need

Yeah, they'll probably need to do something to make materials more valuable (maybe in one of the future updates).

Shrinkshootr
As many people have

As many people have suggested, increasing the number of materials for crafting would be a great step. I can't tell you how many useless soul dusts and brute cores i get, despite them being high star mats, that just drop all the time but are needed quite seldom. After this latest patch, it seems like we'd need this adjustment even more.

MiniMe
Legacy Username
Why not increase the crowns

Why not increase the crowns given by vendors per star of the material. This will raise the floor on the net worth of materials.

Nodocchi's picture
Nodocchi
From what I've noticed, most

From what I've noticed, most people who complain about energy prices don't even factor in the income from selling materials, this is a moot point because the large majority of new players will be depending on the crowns from dungeons and not the crowns from selling materials to fund their adventures.

Algol-Sixty's picture
Algol-Sixty
From what I've noticed, most

From what I've noticed, most people who complain about energy prices don't even factor in the income from selling materials,

With few exceptions, the only reason why materials are worth more than what the NPCs pay is because the vast majority of players don't try to sell them at the AH. Vastly more materials come out of the clockworks after each run than are needed to make most items, and people don't make a new item every time they make a run through the clockworks. (Yeah, you don't get the exact matierals needed each time, but after you have accumulated enough, you can, on average, make a new item every time, if you had the need.)

The same thing goes for reselling recipes and crafting items for a profit. There is only a profit if the vast majority of players don't do it.

Dukesky
Legacy Username
We need a material sink

And I don't mean crafting. Just some sort of way to purge excess materials:

Such as mineral conversion, heat conversion (tiny amounts), extra UV chance for crafts, SOMETHING.
Like a 'scavenger hunt' gremlin who wants lots of junk and gives you something in return. The scavenger list can be random and unique to each player per-day, like other npc's

Richy's picture
Richy
Personally I believe selling

Personally I believe selling materials isn't even worth it. Only one or two mats even goes for more than 5k each. I am probably off because I am not the person who checks the auction house every 10 minutes for mat prices.

Weyrling's picture
Weyrling
Upgrading Mats?

A fair few mats appear to have an 'evolution path', similar to equipment.

How would it go if you could actually upgrade these materials, to obtain more valuable or more commonly used materials?
Eg. X frayed fabric + (energy or crowns) = 1 fine fabric?

Would this help or hinder in this issue?

It could increase access to some materials that are a little annoying to obtain, and also brings up the idea of upgrading to materials that are not available in the arcade (with recipes based off these new materials). A little like collecting seals for some equipment.

It could mean less mats to carry around, and give some purpose in collecting a lot of low star materials.