LTCjRet Posted July 2, 2016 Posted July 2, 2016 As things are currently priced, tobacco farming produces tabacco at 500 gold per unit and requires expending labor hours whereas just purchasing the same unit at "retail" is 500 gold without any labor required. To support farming, either the cost of production needs to decrease or the retail price needs to increase. 2
Nalyd Posted July 2, 2016 Posted July 2, 2016 Same goes for the Food supplies too. 250 to produce and 250 to buy from the NPC 1
Chromey Posted July 2, 2016 Posted July 2, 2016 thanks 4 the heads up. will not bother farming those.
Skully Posted July 2, 2016 Posted July 2, 2016 As things are currently priced, tobacco farming produces tabacco at 500 gold per unit and requires expending labor hours whereas just purchasing the same unit at "retail" is 500 gold without any labor required. To support farming, either the cost of production needs to decrease or the retail price needs to increase. Right now the role of NPC producers is completely broken. First we need to establish their role and function, then we can start figuring out how to fix them.To give a premature shot, both options are bad. Decreasing production cost gives the producer access to a NPC cash cow, same goes for increasing retail. We really want player crafters demanding these resources, instead of milking the NPC market. 1
cpt Terenor Posted July 2, 2016 Posted July 2, 2016 (edited) look the sugar the cost is 400 per unit !!! and 400 from the NPC Edited July 2, 2016 by cpt Terenor
BallsOfSteel Posted July 2, 2016 Posted July 2, 2016 sugar is nice buy 400 sell 600 sweeeettt!!! Oh and got lots for making rum LOL
CaptVonGunn Posted July 2, 2016 Posted July 2, 2016 I always thought the resource price we paid to produce was supposed to be NPC sell price plus the Labor hours? when did this change?
Skully Posted July 3, 2016 Posted July 3, 2016 Tweaking with the model without have any clear goals just leads to new trouble. The price futures of Gold and Silver collapsed 10 seconds after the first Sealed Bottle was opened. Mid Grade Notes soon fell as well. (I don't keep track of High Grade Notes, I'm not level 50 nor do I sail SOLs much. ) The NPC traders & Sealed Bottle mechanics should not be able to dictate the market, that is the problem. But we need to tweak this in small steps, because otherwise we will keep breaking the markets. So first http://forum.game-labs.net/index.php?/topic/14980-compassfish-market-crashes-where-is-the-market-maker/
Skully Posted July 5, 2016 Posted July 5, 2016 The price / NPC production combination is perfect. http://forum.game-labs.net/index.php?/topic/15026-pvp1-july-tobbies-tobacco-imperium/ Just made $1M.
CaptVonGunn Posted July 5, 2016 Posted July 5, 2016 The price / NPC production combination is perfect. http://forum.game-labs.net/index.php?/topic/15026-pvp1-july-tobbies-tobacco-imperium/ Just made $1M. Paying double teh NPC buy price to produce it is silly.....
Skully Posted July 6, 2016 Posted July 6, 2016 Paying double teh NPC buy price to produce it is silly..... I produce at $525/p and sell at $750/p. Given the weight of 0.50 lbs, it means a fully loaded LGV does $2M+ profit. With the model I outlined at Tobbies it just shares that profit equally around for everybody who partakes in Tobbies enterprise. (Except for the 5% taxation... that goes nowhere.)
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