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Concerning Tradeskill Questions (attn: Artisans)Follow

#1 Dec 06 2004 at 10:35 AM Rating: Good
Please refer to the last two paragraphs if you want a quick version of this

One main reason why I was really excited about starting EQ II was the tradeskill system. It's unique and I enjoy it very much, as of now I'm a level 14 Outfitter working towards being an Armorer. I have some concerns, though, and thought I would just throw them out here for discussion.

(This is not FF-related...please keep that in mind)
I come from FFXI and as a tradeskill/crafter there, the market was more flexible as far as all ranges of equip, from level 1-75 due to the job system. Starting over with a new job requires purchasing of new equipment, making a recycling type system in the economy/market. One thing I've noticed in EQ II is that a lot of lower level equip doesn't sell, mainly I think because once you've exceeded your skill for that item, you of course want to upgrade, and of course you won't go backwards in time.

Now an efficient way of leveling my trade right now (IMO) is working with metal items to enhance my metalworking, but of course not forgetting that I can make tailored items also to help with funding. But the majority of easily (I say easily in terms of efficiently obtaining fuels and subcombined items) made synths, there is no market for, except to new players. Unfortunately, players coming from IoR already 'should' be equiped and shortly ready to upgrade, making most Skill Level 1-50 (varies) low level items useless to craft since there is really no market for them? Am I making sense so far?

Now we all want to skill up our trades, but of course...don't want to lose money at the same time. Now one thing I've noticed thus far (on my server at least) is that some items are drawing a pretty steady pricing scheme, while others are in such a large flux that it makes it hard to determine worth. A good example is Prestine Rawhide Leather Backpacks. These are fairly common on the market, and draw a pretty steady price of between 8-10sp. However, sometimes I will see 4+ of these on the market for 12-20sp, which confuses me (no, not tanned bags, these are rawhide). Now what's more, is usually the prices of low level weaponry and armor has such huge gaps...it warrants confusion when selling your items (nevermind the vastly slow market for things of these nature). If I make 2-3 Prestine Tin Long Swords out of a cost of about 84cp or so, sell back to a general vendor or merchant is 75cp, while I see them on the market sometimes for 10-20sp, yet I cannot for the life of me fathom this cost. Even when I list them at a mere 2sp, they rarely sell.

On top of this, for a future concern, I am of course planning to be an Armorer. Common belief has it that the best armor comes from Quests, so the use for an Armorer as an Artisan is what? Another thing is the fluctuation in stats that different qualities give, in which case Pristine may not be what is popular. I'm not yet at the point where I can make metal armors, but I notice that a simple item like Iron Brigade Boots on the Artisans market sometimes are up to 50sp, when you can purchase them from an Armsdealer or Merchant for less that 12sp...it just baffles me. Although I must say I am very impressed by EQ II's economy so far, and am enjoying it very much.

So I guess my overall question here is, through my efforts (and everyone elses at that) what will be the overall benefit from crafting? If the Armors, Weapons, etc can be exceeded by common quest items, and the market is torn on cost of such fabricated item, what will be the gain from making such items if no one buys them? I know the game is new, and a lot of tradeskill things are still secretive or unknown...but this is just a general concern.

Also, for my fellow crafters, has anyone else noticed some strange fluctuation is fuels/sub items for 10+ crafting? I've noticed things like Stroma Wash and Eolith Temper are very unstable price-wise, ranging from 25cp to 2sp+ sometimes. Is there a vendor/merchant that sell these in the cities? Or is this a road to go through buying player made sub items for later crafting? So many questions!
#2 Dec 06 2004 at 10:44 AM Rating: Decent
**
280 posts
If you are going to be a successful artisan you NEED a support group. I recommend either joining a guild (which you will find plenty of crafter therein or find a group of artisans that can help you while you help them and work together. I did this as a Scholar with 6 other RL friends and we are raking in cash hand over fist. We all support our trades and make life very simple. Another good way to cut down overhead is to Gather Gather Gather. If you gather your own supplies you would be surprised as to how much money can be saved. If you are on Unrest give me a /tell and ask we may have room for one or two more support artisans for the group. I make support items and other things in batches and always have stuff to sell before I go to bed at night. Keeping your reputation to deliver in proper manner can also build a client base that will automatically buy as you make turning that downtime into Primetime.

Take Care and I hope this helps.
#3 Dec 09 2004 at 11:45 AM Rating: Decent
Ryneguy, I had to giggle about your comments re: the player merchant costs. Indeed, some are so incredibly outrageous, I don't know how folks come up with these prices. You've got it pegged correctly, sometimes it simply makes no sense at all. My question to them, are you really selling a piece of Jute cloth for 50sp?? While the next guy wants 6cp? Forget the fact that they basically drop like flies off scarecrows anyway. Hardly a rare item. As rude as it sounds, I think many folks are just plain greedy. But hey, I guess more power to em if you can pull it off.

Discoen had a great suggestion about joining a guild. I haven't yet, but what I do is talk to others I see harvesting. I've made a few friends this way and now we exchange many things. Same idea... you have to make friends. Other than sharing components, it gives you the added bonus of getting a decent price for your items. One that will put some good coin in your pocket and yet be affordable. For instance, my scholar friend (I'm currently 18 lvl craftsman) needs maple quills and cailun paper and suggested I start selling them. I charge 4sp for the paper and 5sp for the quills at his suggestion. The paper is selling well, but not the quills, although they need more components to make. I may drop my prices.

It would be nice if someone could make a "Suggested Price" guide on things just to have an idea, but maybe like in RL, it's what the market will bear. As the game gets going, maybe prices will level off. Not being an armorer, I can only suggest, but for newbie items, you gotta figure what they can afford and that's going to be, oh probably not more than a few silver for each thing, maybe 3-5 depending. Of course, the stuff you make probably has some stats on them, but still, a lvl 8 player only has so much coin. Indeed, the higher level armor can be had through drops and quests and such, but as I've been looking at some of what the jewelers are making/wearing (player made), it looks pretty awesome. So I imagine as you get your skills up to make some uber-wear (hehe) you'll start getting the prices for them. Keep checking the brokers to get some kind of idea, talk to others and finally settle on a price for yourself. If it's too high, I think it just won't sell and then you can adjust.

p.s. My name is moonwisp and I'm on Nektolus server. Send a tell if you're ever in the neighborhood :)
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