Since the last thread was open to opinion on "do you want to catch a scripter?" and then became flooded with various opinions on the topic, I felt like the clearly outlined bug and fix got [willfully by some ] tossed aside.
Let's keep this one on point (with cooperation with the mods ! )and get a Dev to give this a read, and maybe give some thoughts.
Run down this check list :
A) What's the problem?
B) What's causing the problem?
C) Who is making the problem?
D) What solutions can be found to resolve the problem?
So to take the check list for example and complete it :
A) What's the Problem?
Scripting Resources (Mining/Lumberjacking) done on a large scale [6+ accounts] provides extremely large amounts of resources, which then get turned into crafted items and sold to NPC vendors for 'new' gold, or fill up vendors until the market reaches a saturation point and the player market price continues to decline.
B) What's causing the problem?
The resource system currently allows you to recall all over the world, smacking a tree, grabbing wood, recalling to your bank/house, dropping it in a secure and rinse/repeating until the end of time. It ends up being ~100 stones of product, every 15 seconds. From start to finish of a cycle.
The second part of the problem is that the NPC vendors will buy player crafted items at a standard price and don't "fill up" until they run out of gold. At which point you recall to a new vendor, and continue on the cycle , eventually the vendor will respawn with more gold.
C) I don't know names. This is more for Private Messaging Devs
D)
If you were to limit the total quantity of wood and ore farmed per account per day, you would be able to set hardcaps that could not be abused. Sure, someone could open up another 5-10 accounts to TRY and make up for it, but you'd have sealed the dam, to allow a faucet to drip. As long as this change was out of the scope of the regular (even hardcore) player, it'd be very beneficial. Even the most hardcore player is not recalling to tree -> swing -> bank -> drop every 15 seconds for 5 hours straight.
To test which items give the best bang for the buck when sold to an NPC, requires simply making a few of each carpentry and fletching item out of each wood type. Then checking the sell price/wood per item. This would show which items are most easily exploited, and could allow for a quick and simple mark down to be followed by a system change when Dev time was more available.
In reference to a previous statement that "60k frostwood would sell for more on a player vendor", I believe this to potentially be true. Since you receive exponentially more 'normal' wood which is less valuable as a player market commodity, I think this is where you'd assume the margin is to be made.
And in regards to mining, for those of us that have been around pub16 onward, making Shadow Heater Shields was the old means of doing this. Exceptional high durability shields sell for a good chunk of gold. This still may be the case. I'll go through each item this week for each system and we can see where the potential for profitability in an automated system lies.
Knowledge is power, and some of us don't mind sharing
Allie
Not so hard, you just have to address the problem and take responsibility for finding a solution.
Let's keep this one on point (with cooperation with the mods ! )and get a Dev to give this a read, and maybe give some thoughts.
Run down this check list :
A) What's the problem?
B) What's causing the problem?
C) Who is making the problem?
D) What solutions can be found to resolve the problem?
So to take the check list for example and complete it :
A) What's the Problem?
Scripting Resources (Mining/Lumberjacking) done on a large scale [6+ accounts] provides extremely large amounts of resources, which then get turned into crafted items and sold to NPC vendors for 'new' gold, or fill up vendors until the market reaches a saturation point and the player market price continues to decline.
B) What's causing the problem?
The resource system currently allows you to recall all over the world, smacking a tree, grabbing wood, recalling to your bank/house, dropping it in a secure and rinse/repeating until the end of time. It ends up being ~100 stones of product, every 15 seconds. From start to finish of a cycle.
The second part of the problem is that the NPC vendors will buy player crafted items at a standard price and don't "fill up" until they run out of gold. At which point you recall to a new vendor, and continue on the cycle , eventually the vendor will respawn with more gold.
C) I don't know names. This is more for Private Messaging Devs
D)
If you were to limit the total quantity of wood and ore farmed per account per day, you would be able to set hardcaps that could not be abused. Sure, someone could open up another 5-10 accounts to TRY and make up for it, but you'd have sealed the dam, to allow a faucet to drip. As long as this change was out of the scope of the regular (even hardcore) player, it'd be very beneficial. Even the most hardcore player is not recalling to tree -> swing -> bank -> drop every 15 seconds for 5 hours straight.
To test which items give the best bang for the buck when sold to an NPC, requires simply making a few of each carpentry and fletching item out of each wood type. Then checking the sell price/wood per item. This would show which items are most easily exploited, and could allow for a quick and simple mark down to be followed by a system change when Dev time was more available.
In reference to a previous statement that "60k frostwood would sell for more on a player vendor", I believe this to potentially be true. Since you receive exponentially more 'normal' wood which is less valuable as a player market commodity, I think this is where you'd assume the margin is to be made.
And in regards to mining, for those of us that have been around pub16 onward, making Shadow Heater Shields was the old means of doing this. Exceptional high durability shields sell for a good chunk of gold. This still may be the case. I'll go through each item this week for each system and we can see where the potential for profitability in an automated system lies.
Knowledge is power, and some of us don't mind sharing
Allie
Not so hard, you just have to address the problem and take responsibility for finding a solution.