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Why fixing and balancing gear is the best thing for both the business and the players!

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Dom, 08/19/2012 - 17:39
Imagen de Arquebus
Arquebus

Many people desire cosmetics, new environments, and new challenges, and are willing to pay for them. But EVERY SINGLE PLAYER desires items; after all, it's impossible to play the game without them. Even if you never participate in the economy for anything else, it's nearly certain that you'll make or buy some 3* or higher gear, and when that happens, OOO is making money. That's good. It's also good for you an me, the players, because we now have gear.

Unfortunately, a huge portion of the gear available in this game just doesn't measure up to its challenge, much less many other pieces of gear. Since all gear essentially costs the same to make, this naturally means that people are going to make the "good" stuff, and might not ever see the "bad" stuff, which is a shameful waste of good design and good ideas. Even big spenders who make multiple sets and tons of weapons might have energy sitting around unused (or worse, never buy it in the first place) because they don't want to craft something they know they won't like as much as the things they already have. For instance, many players will have multiple Wolver sets before making other armor, or both a DA and an elemental Brandish before making another sword.

As the title suggests, I would argue that it would be at least a very good, if not the best move for both OOO's profits and our enjoyment if these items were fixed, so that they were all on a roughly equal field of fun and power. I have no illusions that "perfect" balance is achievable, but the closer it gets to that point, the more viable items there are... and the more viable items there are, the more people will want to buy them.

It's better than promos!

To compare to the accessory craze that's been sweeping Haven since they were added:

• The cost of creating a 5* item, taking into account energy and crowns for crafting, crowns for recipes, and time/energy for heating and gathering materials, rivals the cost of many rare accessories or prize boxes.
• Those items are also much more broadly desirable (so more people are alikely to want to get them), and even the people who buy rare accessories are likely to spend much more on their gear than on their decorations.

An excellent proof of this point is the price of CE at the time of this writing. The addition of 6 new 5* items, regardless of their mixed reception, has created a huge demand for CE, and thus a huge rise in price, that the promo has done little to counteract... probably because the people who bought it are using it to craft rather than sell, so supply is relatively the same, if not less than before.

It's better than new dungeons!

There's also a strong argument for considering weapons to be on the same level as dungeons in terms of new content priorities. Taking a different kind of weapon into the same dungeon is very much like running a completely different dungeon; the experience of running FSC with swords versus bombs, or (more subtly) an Alchemer versus an AP, is different enough that it compels people to make more weapons and gear sets to support that variety. I would hazard a guess that for any of you who have done this, you probably spent much more energy on making that new item to do dungeon X with than you did on actually running the dungeon with it.

OCH owners, consider this: Did you buy the mission for the mission's sake, or for the items? How many times have you actually run the mission? When you got the items, did you enjoy running old dungeons with them? Chances are, most people will have bought it mostly for the items, only run it enough to acquire those items, and then used them to enhance their experience of content they already enjoyed; the mission itself was just an added bonus.

Essentially, the more viable weapons there are for running a given dungeon, the more "versions" of that dungeon there are. It's like added exploration content without actual added exploration content!

It's easier than new items!

Of course, all this could be resolved by simply adding more new items that are balanced against today's "good" ones. I would consider this wasteful, however. There are all kinds of good ideas and looks that would still be wasted if not fixed, and many pieces of "bad" gear need only a little tweak of their numbers to put them in more players' arsenals. Plus, generating goodwill among players who've shelled out for suboptimal gear can't be a bad thing!

Dom, 08/19/2012 - 20:06
#1
Imagen de Oatmonster
Oatmonster
Lick

Okay, do you have any ways to balance the current equipment we have?

Dom, 08/19/2012 - 21:04
#2
Imagen de Arquebus
Arquebus
Quote!

"many pieces of "bad" gear need only a little tweak of their numbers to put them in more players' arsenals."

I'm going to try not to turn this into a "how to fix it" thread; the point is to draw attention to the fact that fixing things would be a really good idea. If you were to ask me, though (which I spose you are), I'd do two broad things to start:
• Make all normal weapons deal significantly higher damage than their special counterparts; their base damage would fall about halfway between special weapons' neutral damage and their high damage. That would make normal weapons the best for general-purpose adventuring (which is the intent, in my opinion), while still keeping special weapons respectable against neutral targets and the best against their intended victims.
• Add either a health bonus or a damage resistance bonus to armors that don't have weapon bonuses. Currently, there's so little difference between base stats on armors that there's no compelling reason to wear non-offensive sets. The best defense is a dead enemy, of course, so offensive armors will definitely remain popular.

Dom, 08/19/2012 - 21:42
#3
Imagen de Luguiru
Luguiru
All show no go

Normal weapons almost always have higher base and neutral damage when scaled against a specialized weapon (mostly for pure specialized weapons; weapons with split normal-special tend to have more than pure normal when compared). The reason specialized weapons are more often used is because if you know what kind of damage type you need to be more effective all you have to do is use a weapon with that damage type. This was easy even before the arsenal station update (before then changing equipment was only possible at break floors; Basil and tier end floors). Gluing some more damage on them is not going to make much of an impact unless it reaches the point of being overpowered where specialized weapons should do more damage than normal anyway. Also, not all normal weapons need the same amount of damage increase; compare Calibur and Spur lines.

One does not simply give generic buffs. We learned this from the "all guns and bombs get a huge damage buff" update which was a very lazy attempt to rebalance weaponry. Did it work then? Why would it work now? Everything needs particular attention in why people would not want to use it. For example, Jelly (the old anti-pierce armor) is easily trumped by Skolver line which has offensive bonuses. What does Jelly have? Stun and sleep resistance, less normal defense, but more pierce defense. Derp that, Skolver has all the sword damage buffs you could want. According to you, slapping some more defense or health on old Jelly would make everything okay. Like a bandage. For the boo boo. Since no one else seems to have attempted rebalancing less common equipment seriously, I am going to add some more stuff to my own thread to work on.

Dom, 08/19/2012 - 23:10
#4
Imagen de Fehzor
Fehzor

Twas a nice post, although Nick is already going to be "balancing" items in the future, as he recently said in his interview with Sega Radio.... I'd say that finding more support would be a much better option than writing suggestions. Be creative, perhaps?

Lun, 08/20/2012 - 01:54
#5
Imagen de Arquebus
Arquebus
I guess the "not a fix-it thread" thing didn't work.

My intent wasn't to propose specific fixes. I probably should have gone with my first instinct and declined to state my opinion there; my comment belonged in a different thread, and therefore opened a different thread's can of worms.

The point was to call attention to how important, and potentially lucrative, a well-balanced item pool is. It's all well and good to add new content, and I certainly hope they continue to do so... but there's old content that's been around since the beginning of the game that no one uses because it's been bad since the beginning of the game. That it continues to languish in badness, at such an apparent low priority that entire new gameplay systems are added on before they receive attention, is horrifying to me, and this thread hopes to seek some agreement on that.

Lun, 08/20/2012 - 03:01
#6
Imagen de Deltikon
Deltikon
It would be a good idea to balance stuff

If people, specially tier 2, could ever manage to get it. Seriously, why even bothering balancing if the stuff is so hard to get? not disagreeing, some stuff do need a bit of a tweak. But you need 126K just to get a full 4* set...

Lun, 08/20/2012 - 06:30
#7
Killerot
...

im not drawn to the idear becuse this will make all the gear the same really...
apart from the charge ups...
but it was a nice idear :D keep posting!

Lun, 08/20/2012 - 09:58
#8
Imagen de Trollingyou
Trollingyou
I agree with the OP

Balance would do a lot for this game on both sides. In general, people won't craft useless weapons/armor except for costume purposes. If they were made useful, people would craft them meaning more CE used which makes more money for OOO. It will be good on the player side because there will be a larger variety of things to choose from, so people can get things that suit their style, which will attract more players to stay.

Now, Balance does not mean everything is the same, but everything is equal. There is a difference here. The elemental alchemers are a good example of this. Nova driver is the strongest out of them all, but that doesn't mean it's the best one. Storm driver inflicts shock, with hinders enemies from attacking and does small amounts of damage to the surrounding enemies. Hail driver freezes targets so they cannot move which is good for survival. Magma driver deals less damage but has a chance to deal potentially more damage than nova.

You see, all of these guns are different, yet in the end they are equal in strength. Balance does not mean everything is the same.

Lun, 08/20/2012 - 11:37
#9
Imagen de Deltikon
Deltikon
More CE used =/= more moni for 3rongs

What you mean is more CE used = higher CE prices, which means people feel forced to grind even more. And OP's suggestion doesn't exactly improve the game, perhaps for the pvp aspect maybe, but not so much for pve.

Also a few things I have to disagree with:

"make or buy some 3* or higher gear, and when that happens, OOO is making money"
No they don't. OOO gets the money from people purchasing stuff with real money, like energy or elevator passes, not by people crafting stuff, although it can be related but not directly.

"The cost of creating a 5* item, taking into account energy and crowns for crafting, crowns for recipes, and time/energy for heating and gathering materials, rivals the cost of many rare accessories or prize boxes."
And you seem to be saying it's a good thing. It's not, at least for the players. Having to spend 128K in CE just to get 4* gear is not okay, much least for a Tier 2 player. And 236K is ridiculous, even for a tier 3.

And people don't just buy other weapons because they are less powerful than the commonly known ones. It's because it takes so much time to get the stuff they have to spend on the best they can find. If the crafting prices were lowered too (3* and higher halved), the players would feel safer to get other equipment aswell, without having to grind forever again because they would feel buyer's remorse. And if that doesn't convince you, it will make the real money more worthy to use to purchase CE for crafting.

Lun, 08/20/2012 - 12:46
#10
Imagen de Trollingyou
Trollingyou
You forget that CE has to be purchased with real money

All CE in the game was purchased with real money by somebody. If it gets used someone has to replenish, or buy some more from OOO.

"No they don't. OOO gets the money from people purchasing stuff with real money, like energy or elevator passes, not by people crafting stuff, although it can be related but not directly."

Derp, Purchased energy is CE.

"And you seem to be saying it's a good thing. It's not, at least for the players. Having to spend 128K in CE just to get 4* gear is not okay, much least for a Tier 2 player. And 236K is ridiculous, even for a tier 3."

This would simply make players who can dish out money buy CE with real money instead of buying it from others. Because there is less people buying it from other players, it would help CE prices come down.

"And people don't just buy other weapons because they are less powerful than the commonly known ones. It's because it takes so much time to get the stuff they have to spend on the best they can find. If the crafting prices were lowered too (3* and higher halved), the players would feel safer to get other equipment aswell, without having to grind forever again because they would feel buyer's remorse. And if that doesn't convince you, it will make the real money more worthy to use to purchase CE for crafting."

Crafting prices were not always this high. They were raised because OOO was losing money with the lower crafting prices. Also, if something is worth it, people WILL put in the effort to get it, like they do with the current equipment that is worth getting.

Lun, 08/20/2012 - 14:52
#11
Imagen de Fehzor
Fehzor
@Deltikon

^More CE used does in fact == more moni for 3rongs

Not as directly as me putting in money from my credit card or handing Nick a hundred dollar bill, but it does increase demand for energy whenever it is used, and indirectly receiving money through increased demand is the same as receiving money through my handing Nick cash.

As a reference- http://en.wikipedia.org/wiki/Supply_and_demand

^"The cost of creating a 5* item, taking into account energy and crowns for crafting, crowns for recipes, and time/energy for heating and gathering materials, rivals the cost of many rare accessories or prize boxes."
And you seem to be saying it's a good thing. It's not, at least for the players. Having to spend 128K in CE just to get 4* gear is not okay, much least for a Tier 2 player. And 236K is ridiculous, even for a tier 3.

You are very correct, but what he is suggesting is for OOO to be more healthy in their decisions, that is to say for them to balance their items... and a larger number of working items implies a larger need for a crown sink for T3 players. So in a way, you're arguing that you like crappy items that cost a fortune and that you would rather OOO not have to invest in a crown sink for T3 players.

^"And people don't just buy other weapons because they are less powerful than the commonly known ones. It's because it takes so much time to get the stuff they have to spend on the best they can find. If the crafting prices were lowered too (3* and higher halved), the players would feel safer to get other equipment aswell, without having to grind forever again because they would feel buyer's remorse. And if that doesn't convince you, it will make the real money more worthy to use to purchase CE for crafting."

When the game was young, the crafting prices for 3* and higher were doubled. This is because that OOO doesn't make enough money when the crafting prices are low, because there isn't enough incentive to buy things. Also keep in mind that enourmas compensation to all players who crafted items for the current prices would be in line... I would feel cheated if I had paid double for my gear while the newer players just got handed their gear from the get go. Given that OOO doesn't actually care about us, the compensation they would give for such an update would likely favor those who would take advantage of it rather than those who have actually been crafting lots of things. Would you like Njthug to have a lifetime pass to crafting gear as well as a lifetime pass to punch? Although if OOO did compensate, it would likely only renew Nj's subscription to punch.

Lun, 08/20/2012 - 16:30
#12
Imagen de Deltikon
Deltikon
You two are stupid and let me tell you why.

"Derp, Purchased energy is CE."
Of course it is you dimwit, but OP is implying that the developers get dosh with the CE-cr trading. lrn2read. Or could be just a misinterpretation of my part. Either way, it what was written there.

"This would simply make players who can dish out money buy CE with real money instead of buying it from others. Because there is less people buying it from other players, it would help CE prices come down."
So 1st, forcing players to buy CE to skip the endless grinding is a good thing, THEN you tell me that it's better than cutting the crafting costs to half? Are you serious?!

"Crafting prices were not always this high. They were raised because OOO was losing money with the lower crafting prices. Also, if something is worth it, people WILL put in the effort to get it, like they do with the current equipment that is worth getting.
I know that, but I don't think 3rongs had many options for people to buy stuff with real dosh at that time. But now they almost don't have an excuse with the elevator passes, which is basically a subscription fee. I'm okay with it by the way, but if they want to make it more profitable and reliable, they have to add a lot more content to the game, quantity, quality and diversity wise, and not with just CE promotions and kicking f2pers in the nuts with the enormous grinding.

"^More CE used does in fact == more moni for 3rongs"
Read the 1st quote on this post. And I know 3rongs make moni with it, but in the bad way.

"You are very correct, but what he is suggesting is for OOO to be more healthy in their decisions, that is to say for them to balance their items... and a larger number of working items implies a larger need for a crown sink for T3 players. So in a way, you're arguing that you like crappy items that cost a fortune and that you would rather OOO not have to invest in a crown sink for T3 players."
Yes, I know he was saying that, and no, I'm not saying that. I'm saying it takes forever to grind all that money. And just to let you know, when I meant about the stuff costing over 200K in crowns, I meant it as the money necessary to BUY ENERGY FROM THE MARKET! And you call that a good "sink"? Again, if the CE cost on crafting was cut to half, HALF of such money wouldn't end up like that, and ending up to inflate it. And before you dig a bigger hole to yourself, let me tell you that the CE that people buy with real money for crafting ALMOST NEVER GETS TO THE MARKET.

"This is because that OOO doesn't make enough money when the crafting prices are low, because there isn't enough incentive to buy things"
Read above.

"Also keep in mind that enourmas compensation to all players who crafted items for the current prices would be in line."
Yeah, no. People can't just come over to the forums and bitching about spending 500 billion CE in weapons crafted at least 5 years ago and demand a refund when now you could craft the double. Only exception would be the guys who crafted the stuff up to a week before the price cutting. In short, the compensation would only be the the difference between the old and new price.(400 CE for 5*, 200 CE for 4* and 100 for 3*) and ONLY for people who crafted their stuff up to 7 days BEFORE the update, and not everyone!

Lun, 08/20/2012 - 17:44
#13
Imagen de Trollingyou
Trollingyou
Check yourself before accusing someone else.

"No they don't. OOO gets the money from people purchasing stuff with real money, like ***energy*** or elevator passes, not by people crafting stuff, although it can be related but not directly."

You did indeed misinterpret it. I was simply stating that he indeed was right. All 3 star equips in the game had some real money involved, because to make 3 star equips you need at least 100 CE and a full mist tank.

"So 1st, forcing players to buy CE to skip the endless grinding is a good thing, THEN you tell me that it's better than cutting the crafting costs to half? Are you serious?!"

Oh, where did I say it was better? Go reread my post, you'll see that your just putting words into my mouth. I do not think it's better. Also, yes, more people buying CE with real money would lower the cost. Notice how the price of CE drops (albeit temporarily) whenever a promo hits? That's because CE is being flooded into the market which makes a bigger supply. The more there is of something, the less it's worth.

"I know that, but I don't think 3rongs had many options for people to buy stuff with real dosh at that time. But now they almost don't have an excuse with the elevator passes, which is basically a subscription fee. I'm okay with it by the way, but if they want to make it more profitable and reliable, they have to add a lot more content to the game, quantity, quality and diversity wise, and not with just CE promotions and kicking f2pers in the nuts with the enormous grinding."

I am for more content, but it takes time. They use promos to generate more money so they can pay their staff, themselves, maintain servers and building costs, pay taxes, and the list goes on.

"Yes, I know he was saying that, and no, I'm not saying that. I'm saying it takes forever to grind all that money. And just to let you know, when I meant about the stuff costing over 200K in crowns, I meant it as the money necessary to BUY ENERGY FROM THE MARKET! And you call that a good "sink"? Again, if the CE cost on crafting was cut to half, HALF of such money wouldn't end up like that, and ending up to inflate it. And before you dig a bigger hole to yourself, let me tell you that the CE that people buy with real money for crafting ALMOST NEVER GETS TO THE MARKET."

Let me give you a little piece of information.....

ALL CE IN THE GAME WHETHER USED FOR CRAFTING, KEYS, SELLING IN THE MARKET, OR WHATEVER ELSE WAS PURCHASED FROM OOO WITH REAL MONEY. Yes, that CE in the market was purchased from OOO with real money.

OOO does not throw CE into the market for nothing. Those 8k crowns per CE your paying for is being bought from OTHER PLAYERS, NOT OOO. They bough it with real money (in most cases, some buy then resell at a higher price), and seek to sell it to other people. Some do this so they can make money to buy expensive accessories for their characters that would otherwise take eons to grind the crowns for. They do this because they have money to throw away, but not time.

"Yeah, no. People can't just come over to the forums and bitching about spending 500 billion CE in weapons crafted at least 5 years ago and demand a refund when now you could craft the double. Only exception would be the guys who crafted the stuff up to a week before the price cutting. In short, the compensation would only be the the difference between the old and new price.(400 CE for 5*, 200 CE for 4* and 100 for 3*) and ONLY for people who crafted their stuff up to 7 days BEFORE the update, and not everyone!"

How would this be fair? I put in effort to gain that item like the guy who did it 7 days before did. This would not reflect well to OOO customers which would hurt business. If a major retail company did something like this, they would get sued.

Lun, 08/20/2012 - 21:26
#14
Imagen de Arquebus
Arquebus
Good discussion!

A few notes and clarifications:

"im not drawn to the idear becuse this will make all the gear the same really..."
...But there are already good weapons that are balanced (against each other) that are definitely not the same. This would only be a problem if the balancing was done really, really poorly.

...rivals the cost of many rare accessories or prize boxes. / And you seem to be saying it's a good thing."
I'm not saying anything about it; it is what it is. I was using it as a point of comparison for the economic merits of accessories versus actual gear. Whether the price of a particular service is "fair" or not is a subject for another thread.

"It's because it takes so much time to get the stuff they have to spend on the best they can find."
A balanced item pool doesn't affect this in the least. People with limited resources will always go for the most generally useful items, and that's a class that isn't (and shouldn't) go away with any amount of balancing. Plus, a broader viable item pool is more likely to capture fun for more people (for instance, there's not much place for you in LD if you're not using a flourish or a pulsar, which is not terribly fun if you don't like either of those weapons), which is definitely good for players.

"make or buy some 3* or higher gear, and when that happens, OOO is making money"
This implies a little cause and effect. Technically, OOO makes money when energy is bought, not when it's used. However, it's a bit absurd to acquire energy with no intent to use it in some way, so there's a pretty strong causal link between energy purchased and energy being used. It's the same link that allows one to say that new content in general makes OOO money; again, technically, it's actually the energy purchase that's making the money, but the content drives the demand for it.

"This would simply make players who can dish out money buy CE with real money instead of buying it from others. Because there is less people buying it from other players, it would help CE prices come down."
I don't precisely agree with this prediction. Crowns are still a useful currency in that they're still part of crafting costs, so there will always be a certain amount of crown demand. Plus, more desirable items means more desirable UV'd items, which are generally traded on the Auction House, which uses crowns as its currency. More demand for crafter items would cause more demand for both currencies. If I had to guess one way or another, though, I'd say that the total effect is more likely to raise CE prices than lower them.

"I would feel cheated if I had paid double for my gear while the newer players just got handed their gear from the get go."
This is always a puzzling sentiment to me. Whenever you buy something, in a game or in real life, you're paying both for the good/service AND the time you acquire it at. Computer goods are an excellent example of this. If I buy a piece of computer hardware, it's probably going to drop to half its value in the next year in which I own it; however, I also wouldn't be using it if I waited to buy it until its price dropped. When I buy that hardware now, I'm paying both for the hardware AND the privilege of owning it RIGHT NOW, versus when it's cheaper. If I walked into a video game store and demanded a refund to the current price of a video game I purchased at release last year, they'd laugh in my face. To bring it back to SK in particular, we all also agreed to a Terms of Service contract which stipulates that OOO is able to change or terminate any content at their discretion, without liability; "reparations" along the lines of the shard bomb tickets are pure charity.

"if the CE cost on crafting was cut to half, HALF of such money wouldn't end up like that, and ending up to inflate it."
If the CE cost on crafting was cut in half, the price of CE would probably (slightly less than) double. If the items are still worth the same amount of utility, and are sitting roughly at equilibrium, the variable price (the total cost of energy to produce them) will stay pretty much the same. Basically, if you make 1 CE worth what 2 CE used to be worth, it's very likely that 1 CE will cost what 2 CE used to.

Mar, 08/21/2012 - 05:09
#15
Imagen de Deltikon
Deltikon
Yeah no.

>You did indeed misinterpret it. I was simply stating that he indeed was right. All 3 star equips in the game had some real money involved, because to make 3 star equips you need at least 100 CE and a full mist tank.
I only meant it in a direct way. Can't say what you said is wrong though.

>Oh, where did I say it was better? Go reread my post, you'll see that your just putting words into my mouth. I do not think it's better. Also, yes, more people buying CE with real money would lower the cost. Notice how the price of CE drops (albeit temporarily) whenever a promo hits? That's because CE is being flooded into the market which makes a bigger supply. The more there is of something, the less it's worth.
You might not think it's better but 1st, the energy people buy for crafting RARELY gets in the market, so it barely changes anything on their part, even if the energy costs were halved. And 2nd, forcing people to grind forever if they don't want to buy energy is a dick move from the developers and should be looked down by everyone. And 3rd, people buy more of those packs BECAUSE of the promos, and not the energy itself. So they just sell the energy away because some of them only really care about the promo item.

I am for more content, but it takes time. They use promos to generate more money so they can pay their staff, themselves, maintain servers and building costs, pay taxes, and the list goes on.
I know that, but the puke color was so awful only a handful of people (figuratively speaking) did bought it. And if they keep making promotions like that, people will simply get fed up with it and stop buying, which can result in inflation and therefore, bigger need for farming. New content is the way to attract more consumers, the promos is to incentive people to pay real money for it, and both have to be done good, varied and as quickly as possible.

>"Let me give you a little piece of information.....
ALL CE IN THE GAME WHETHER USED FOR CRAFTING, KEYS, SELLING IN THE MARKET, OR WHATEVER ELSE WAS PURCHASED FROM OOO WITH REAL MONEY. Yes, that CE in the market was purchased from OOO with real money.
OOO does not throw CE into the market for nothing. Those 8k crowns per CE your paying for is being bought from OTHER PLAYERS, NOT OOO. They bough it with real money (in most cases, some buy then resell at a higher price), and seek to sell it to other people. Some do this so they can make money to buy expensive accessories for their characters that would otherwise take eons to grind the crowns for. They do this because they have money to throw away, but not time."

Never said it was from 3rongs, halfwit. And it's not the gimmick accessories I'm talking about. I know it's the people who sell the energy bought with their own money for that purpose, but what I'm saying is that, for the trillionth time, it takes so bloody long to get anything in the game because the crafting price and the CE price is so damn high. You can skip accessories and all that fancy stuff but NOT the arsenal itself.
Each player needs to get 1,6K of CE (without counting the mist tanks) just to get enough to craft a full set of 4* armor. Now, for 1,6K of CE, they need round over 8K of crowns for each pack, resulting on a whopping 128K. And you're telling me sending ALL that money to the market is a good thing? Only for the people selling it that is, but it's terrible for the f2pers, since it inflates the market. Why the need of more crown sinks if you can just shrink the "obligatory" CE sinks? It's far easier that way, it diminishes the abusive grinding and people appreciate that.

>How would this be fair? I put in effort to gain that item like the guy who did it 7 days before did. This would not reflect well to OOO customers which would hurt business. If a major retail company did something like this, they would get sued.
Don't be silly, the difference of a person who crafted the weapon 5 weeks ago and a person who did the same 5 days ago is the time worth in the investment. 5 weeks is far longer for a person to use a newly crafted weapon than just 5 days. Also what Arequebus said about it.

Speaking of who:
>If the CE cost on crafting was cut in half, the price of CE would probably (slightly less than) double. If the items are still worth the same amount of utility, and are sitting roughly at equilibrium, the variable price (the total cost of energy to produce them) will stay pretty much the same. Basically, if you make 1 CE worth what 2 CE used to be worth, it's very likely that 1 CE will cost what 2 CE used to.
Except you're forgetting that it's the best value that goes 1st in the trade list. So if a bunch of greedy people puts the double of nowdays' CE price on the list for that silly reason, they have to wait for EVERYONE else to sell their much cheaper energy 1st. And some people can't just be harassed to wait forever, like it happens when buying energy the same way, so they put a better offer than the best one at the moment. Result? Cheaper stuff, since the offer can potentially be higher than the demand at the moment the crafting price is lowered.
Another thing, just because something is cheaper to produce and has the same utility, it doesn't mean it is worth the double. In fact, it would even be worth the half (or nothing at all if the thing is garbage).

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