I also don't think that your suggested system is fair exchange of value. There's a distinction between "prefer not to" and "unfair." I don't mind making anything I can make for guildies, at cost, no charge for heat, recognizing that I'm not asking for compensation for the time to heat it. ![]() Re: crafting non-regular selling items, it's a good idea not to list out a recipe in the spreadsheet if you prefer not to craft these items for another member. If members can do a one-for-one trade then that's the simplest solution otherwise, most are too polite to demand an outright fee for the service. What we're trying to come up with is a way to fairly repay a guildmate for their crafting services. At what price are people buying/selling 3* Owlites? Looks like if you can keep getting mats at these prices, and keep selling Wise Owlites at 600CE+, you're making a profit despite 2* Owlites being sold undercost. Subtotal 15,025 Cr + Horned Owlite Shieldġx Philoso Feather 12,000 Cr - This isn't on Clockwork Market, I'm using the last price I saw in /trade Prices are from Clockwork Market for lack of a better baseline.Ģx Owlite Feather 350 Cr - Personally, I haven't seen these under 500, so YMMV I've been meaning to examine pricing anyway, so this is as good an opportunity as any. In the meantime, this uses up some of the huge surplus of Light Shards, Brimstone, Fine Fabric and Miracloth I've built up, while earning a decent profit. Just today I crafted three Wise Owlite Shields and sold them off for 600 CE each. If you hit the jackpot, sure, but profitability is certainly not consistent with expected UV rates/attribute assignment. The market is flooded with failed attempts sold at a loss by the portion of the community trying to make endgame gear and by people failing at cost evaluation. I agree that a decent or good UV is profitable when considered alone, but I disagree that it's profitable given the loss you take over the volume necessary to get one. someone crafting for profit is fundamentally different with respect to how much opportunity cost they are assigning to each non-UV craft, especially in this specific context, where we are discussing specific commissions by guildmates - items a crafter can make, but may not necessarily be attempting UVs of, or may not be attempting to sell regularly. The motivation for someone fishing for UVs vs. You characterized crafters as only crafting for UVs. That's because gear with UVs are easier to sell and can potentially sell for many multiples more than the average price. I'll go back to trying to get heat for only one item at a time and see if that speeds up the process. ![]() I generally start out the first half a tier with lower level gear with the hopes of getting as much heat as possible with little to no risk then switch to my standard gear. The more I think about how to get heat for items that I don't intend to keep or items for a commission, the more I realize that I probably wouldn't have these items equipped for the more serious runs such as JK or T3. Since the good UVs are so rare it would be of greater benefit to the requester. Does this sound fair? I think this works out better most of the time for the requestor since UVs are not very common. This way the crafter has the potential to sell a UV item for additional income and the requestor gets to have their gear without paying additional cost. To me this would be a suitable enough fee. Might I make the following suggestion, the fee on top of the required energy and materials should be that if the crafter crafts a UV they have the option of keeping the item and replacing it with an equivalent non-UV version. Re: guild crafting fee, why do crafters craft? Answer: to craft UVs.
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