WhiZard wrote...
I never really liked the XP penalty for magical/Harper crafting.
As a player you didn't like this? Or in general why not? Isn't XP a resource like any other?
WhiZard wrote...
I never really liked the XP penalty for magical/Harper crafting.
HipMaestro wrote...
Now, I've played servers that encouraged the muling activity (providing an easy means of transferring items from one toon to another using the same account) probably because it recognizes that players can effect the identical situation with coop. But on low magic environments, this would seriously bias the potential of those 2 classes vs. not only non-fighters but some casters since with UMD, any spell that can be crafted can be used, without regard to whether it is or arcan or divine origin.
MagicalMaster wrote...
But if player A simply gives a character of his own a wand, it's suddenly unbalanced? Huh?
henesua wrote...
Yes, it is. If a player can direct the resources of all of their characters into one character, you have a serious balance issue. The self-interst of players even when they are cooperating puts a significant check on this during exchanges.
henesua wrote...
Yes, it is. If a player can direct the resources of all of their characters into one character, you have a serious balance issue. The self-interst of players even when they are cooperating puts a significant check on this during exchanges.
Modifié par MagicalMaster, 25 novembre 2012 - 12:02 .
Modifié par henesua, 25 novembre 2012 - 12:09 .
Of course it needs to be explained.henesua wrote...
The reason why is in the self-interest of two players interacting versus two characters following one player's self-interest. This the root of multi-player games and markets. I'm surprised it need be explained.
Modifié par MagicalMaster, 25 novembre 2012 - 12:26 .
henesua wrote...
If you don't understand game-theory or market economics I shouldn't be the one to explain it to you.
henesua wrote...
You appear to be conflating a player driven market with muling. The two are unrelated, and thus this argument is irrelevant to the point I made. If its just a non-sequitor or pre-amble... *shrugs*
henesua wrote...
MagicalMaster wrote...
that doesn't explain your previous statement of
"If a player can direct the resources of all of their characters into one character, you have a serious balance issue."
This is a straw man argument as it has nothing to do with muling or anything that I said.
Modifié par MagicalMaster, 25 novembre 2012 - 01:25 .
henesua wrote...
You were the one who dismissed HipMaestro for being off-topic when he raised a question about it.
henesua wrote...
Furthermore your hypocrisy in taking up the subject of muling is off putting to say the least, and that you don't seem embarassed in the least by it says that I don't nbeed to take any of your words seriously.
henesua wrote...
MM, you seem to be interested in argument for argument's sake, and I've already told you I'm not interested in engaging with yor non-sense.
Modifié par MagicalMaster, 25 novembre 2012 - 07:33 .
Modifié par Pearls, 25 novembre 2012 - 07:17 .
WebShaman wrote...
This is pretty much where MMs arguments break down (and what he is not discussing). You may think in investing those "extra hours" into your main, to get gold/xp, sure. But the player who has instead created multiple optimized characters for Crafting/Gold/XP will get ahead more quickly, due to multiple characters being optimized for different tasks (re: specialization) rather than trying to somehow squeeze everything under one roof.
MagicalMaster wrote...
If this is the case, then why does it matter if I earn the gold on my main character and trade the gold for the wand (made by someone else) or earn the XP on a second character and give the wand to my main? By earning the XP, I'm giving up the gold I could have earned (meaning if I know a way to make gold very easily but I'm bad at getting XP, I'm better off obtaining the gold than making a crafting character).
Either way, the player has to invest time to get the item. Either I spend the time to get the 800g extra I need to buy the wand or I spend the time to get the 400 XP needed to craft the wand.
MagicalMaster wrote...
If I spent 10 hours farming gold and obtain 20 powerful wands at an outrageous price instead of being able to make 40 wands of my own in the same time period...I still have 20 powerful wands at my disposal! It doesn't make me unable to get *any* wands, it just means I can only get less. Which in turn means I just need to spend more time farming to get said wands...but I will still have the wands available to use when they matter.
MagicalMaster wrote...
For example, you don't seem to understand that "muling" (in terms of something like crafted wands) *primarily occurs in inefficient markets.* For muling to be worth it, you have to be able to get more out of setting up a mule and playing it instead of playing on your "main" character. Some people make multiple characters because they like the feeling of being self-sufficient even if they'd be better off paying someone else to make the items, sure. But not players who understand economics.
MagicalMaster wrote...
If I spend 5 hours working on a mule, I could have spent the same 5 hours on my "main" collecting gold. Muling also helps address market inefficiencies (such as only one player on a server making wands for insane prices). The better the economy, the less sense a mule makes (to the point of making no sense at a certain point).
WebShaman wrote...
Now, one may wish to try to invest in other player's capabilities (re: Crafter) - but they are not always online, or around. Whereas your own characters always are.
WebShaman wrote...
Therefore (rather obviously), it is simply more advantageous to have multiple optimized characters yourself for different purposes (specialists) rather than relying on the whims of others.
Modifié par MagicalMaster, 25 novembre 2012 - 03:03 .
Modifié par Elhanan, 25 novembre 2012 - 05:44 .
Elhanan wrote...
And it is not too difficult to max out a Main (or several other PC's), so creating a Crafter is not really that much of a problem.
MagicalMaster wrote...
Elhanan wrote...
And it is not too difficult to max out a Main (or several other PC's), so creating a Crafter is not really that much of a problem.
Server dependent.
But yes, easy leveling and/or poor economy strongly encourage mules, and the reverse is also true.
This has nothing to do with balance, though, just convenience. If you plan decently, you should never run into an emergency where you suddenly desperately need a wand. This also goes back to the point of muling typically being a response to an inefficient economy.
Modifié par MrZork, 26 novembre 2012 - 07:39 .
Modifié par MrZork, 26 novembre 2012 - 07:37 .
MrZork wrote...
More broadly, I guess I'm not sure what issue with wand crafting isn't fixable.
actually nothing, that wasnt my pointMrZork wrote...
More broadly, I guess I'm not sure what issue with wand crafting isn't fixable.
UMD DC is dependant on total item cost, that is determined by the spell cost (higher CL higher cost) and charges on wandElhanan wrote...
^ If the Caster lvl increases, could the UMD DC also be raised?
Modifié par ShaDoOoW, 26 novembre 2012 - 10:08 .