Fix to crafting economy (Sneak Peak)Cytuj:
Hi all,
we want to share another feature with you that we will implement during the closed beta test.
The goal is to resolve the issue of excess supply of crafted and refined materials that people have to produce in order to level up their fame.
The issue
In order to get fame for refining and crafting, you will produce items even if there is no real market need for them
As a result of that, prices for these items in the open market get very low, lower than the cost of the ingredients
The solution
A study/disscet/training feature offered at crafting buildings
Immersion-wise, imagine that you destroy an item in order to learn more about it / study how to craft it
Game-wise, you will be able to hand in excess crafted/refined items to the refiner / crafter. The items will be destroyed, but you will be awarded extra fame towards the relevant destiny board node
To prevent people from using the above to level the destiny board with bought items, without actually crafting anything themselves, you will only be able to use the training feature if you have already unlocked a certain percentage of the total fame needed for the node/mastery
Example
Say I would have to craft 100 T4 Swords to unlock T5 Swords
In the current system, I will craft those 100 swords and then salvage them or sell them in the open market, creating artificial supply
In the new system, I will, say, only craft 50 of those swords. I can then dissect/study these 50 swords at the NPC, they will be destroyed, but I wiill get extra fame for this in return, thus unllocking the next destiny board node
Note: the number above are just examples, everything of course is subject to balancing
All the best,
Korn