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CompassRose last won the day on February 4 2014

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About CompassRose

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  1. You'd have to smush together 'Empire At War' and 'The Old Republic MMO'. While the potential is admittedly tantalizing, it could go horribly, horribly wrong. Ideas CAN go too far....
  2. I think there was a deliberate intention behind how the crafting XP was implemented. New players at crafting level 0 would start off by obtaining resources, and making low-tier ship components. This would generate crafting XP quickly. For instance the 1 XP per crafting hour recipes like: Oak Planks Wooden Fittings Ingots of any type Ask any shipbuilder. We burn through these staples like nobody's business. If you wanted to level up your crafting XP, this is a pretty no hassle way to do it. You would earn a tidy profit as well. It isn't the quickest way to level your crafting, but it will do the job. Your post probably refers to the major labor hour sinks like gun carriages and crafting notes. That is a deliberate opportunity cost. I'm sure the devs want to limit the exceptional quality ships that make their way into the game. The way they have chosen to do that is make it prohibitively expensive from a crafting XP angle. You have a real decision to make. Do you sacrifice a crafting XP gain to make an exceptional ship? Or do you keep making the high-XP gain ship components? I think the devs intention was that the new players would opt for the high XP, basic recipes. They would essentially support the veteran shipbuilders at the higher levels who placed less of a value on crafting XP, and the two groups would compliment one another.
  3. My view is that you add another layer to the trade window, that allows player A to trade money and raw mats to player B for player B's agreement to refine the raw materials into ship components via labor hours. Trading has become a 2-step process in a lot of cases. There comes a point in those kinds of trades where a player feels it is better to keep the 2000 gold ore and 2000 coal they were just handed, instead of refining it into 1000 gold ingots and trading those ingots back for 75,000.
  4. First off, the Boston Terrier has 'Liberal' written all over him. He has his paw on the Filibuster button. Second, Several factors are in play in determining labor cost on a component that covers a wide range of vessels. Lets go with furnishings. 10 labor hours for 1 crafting XP. That increases the scale. The ship that consumes the most furnishings is ironically, the Ingermanland with 20. Furnishings become a necessity at the Le Gros Ventre level and beyond. So if it were me, I would set the labor level at 39 (exceptional Ingermanland level) or even higher given the paltry XP awarded for 10 labor hours. This is also based on the assumption that Mercuries would be a 'special order' item and the Ingermanland 4th rate would be a much more common order.
  5. And again, I'm fine with that. Everybody who participates in the economy is going to turn a profit in some way, shape, or form. However it the devs think that the fixed profit from 5 compass wood farms is too high then... It's a pretty simple coding feature to change the labor requirement from 1 to 2 hours on compass wood farms. It would be VERY easy.
  6. Honestly I would grade every ship component differently when it comes to labor if you're looking to fine tune it a little. For instance you have no reason to build large carriages unless you're going to build a Constitution or above. So you assign a 'grade' to the labor associated with large carriages. Since craft level 39 is needed to build an exceptional constitution that would be the assigned grade. But you COULD however assign it a grade of 49 considering Santisimas and Victories require carriages as well. Building a Connie would be removing labor pool hours from potential Santis. So you have to assign grades considering not only with economic factors but political ones as well. Oak planks on the other hand are a 1 XP per labor hour, and a zero level recipe to boot. I would grade that at the low end of the scale, regardless of circumstance. All of these wonderful ideas were contemplated as I stood in the back alley behind the rum tavern, exorcising my kidneys of the rum that had reached the 20-minute mark.
  7. I think your statement is rather alarmist. Wipe everyone's gold because people are making money? Really? Compass Wood is generated in very small amounts by the NPC port mechanic. You can only get so much per day by sailing all over the place and buying it. In the same amount of time, you can do missions or other activities and earn the same amount of gold. But one method removes resources from the economy and gives you gold. The other activities give you gold and remove nothing. I think the bigger money tap issue that needs to be examined are the activities that introduce gold and remove nothing. For the players that have 5 compass wood buildings set up, that's fine by me as well. They will only be able to generate so much profit per labor hour at a fixed rate. A shipbuilder like me on the other hand has some flexibility to respond to market indicators. It takes 8,351 labor hours to build a Santisima. The last one I sold at Mortimer Town went for 5 million. That's 589 gold per labor hour. Suddenly 500 gold per compass wood doesn't sound so bad, does it?
  8. The frigate is the exception. People are building exceptional frigates for no other reason than obtaining the 5 blueprints that drop off of it. Chief among them being the Ingermanland. So players are dumping them for that price, even in Mortimer Town. They are taking a significant loss, considering the going rate for mid-grade notes in Mortimer Town currently sits at 75k each.
  9. Correct, XP is replaced by what is essentially a 'barrier to entry'. Level 44+ and you start becoming a select group of individuals. You're less interested in XP and more interested in things that have the highest profit margin. You can charge more because you can. It's that simple. If someone wants you to craft something outside your highest profit margin, it doesn't make much sense for you to craft it unless they can make up the difference somehow. So as far as your steel toolbox for 5k goes: I probably wouldn't spend 46 of my labor hours at level 50 to make that unless the compensation included something more valuable than 46 crafting hours. Say, an extra mid-grade note.
  10. I'm sure Shrez would appreciate the additional information. It might not have been the driving force behind his question, but I think it's good knowledge. To Shrez's initial question. I'll say this: it depends on what crafting level you are, and what your situation is. If you're a player that's just starting out then you're probably going to generate 1000 labor hours faster than you can obtain materials to utilize them. That means no crafting XP, and you're letting your labor and potential profit go to waste. When I come across players like this I offer 50g per labor hour to them. They generate XP from the get-go, without having to worry about obtaining resources and I get cheap labor. Win-win. But when a player reaches crafting level 15 I have to offer more, usually 75g or even 100g per hour. Two things are in play here. Being able to craft mid-grade notes puts the crafter in a better position to charge more. There's very little XP involved in turning 30 coins into 1 note, while burning 200 labor hours. You need to compensate the crafter more for that. In fact any labor intensive recipe that gives very little XP is usually cause to increase the amount you pay for labor. Large carriages being a good example. At the top end of the scale for crafters of level 50, the opportunity cost becomes severe. Level 50s are the only ones who can make exceptional mods. Level 49+ are the only ones who can make exceptional first rates. If you want to pay a level 50 crafter to mill oak planks, then you're paying that crafter as if they are clicking off a Santisima for you. Each labor hour you take away delays the crafting of the high-end items and ships only they can make. In the end, I would charge: Level 0-14 labor: 50k-75k per 1000 Level 15-34 labor: 100-150k per 1000 Level 35-48 labor: 150-200k per 1000 Level49-50 labor: 200k-250k per 1000
  11. You hit the nail on the head with that. The payout for capping a 1st rate in a rear admiral mission is close to 300k. If you buy a victory for 3 million, you can make the investment back in 10 hours.
  12. Frigates in particular are a very poor barometer for ship prices. 5 blueprints drop off the frigate, one of them being the Ingermanland. Everyone and their grandmother was after that blueprint, and shipbuilders were conceiving exceptional frigates like couples in a log cabin with 2 feet of snow outside and nowhere to go. They were literally dumping exceptional frigates on the marketplace because they simply wanted enough money to cover the purchase of 4 mid-grade notes, so they could try again until the blueprint dropped. The money tap in this game is high at the moment. It's out there for very little effort. Shipbuilders realize this and are charging the grind monkeys appropriately.
  13. Unfortunately the economy never progressed down the path I was pushing for back in the early stages of development. This is one of these threads that can be filed under the 'what could have been' category.
  14. It is true. Breaking down a 3rd rate would occasionally drop large carriages, which were 25 labor hours each to build. When 4 or 5 of them would drop upon break up it was happy days. You could literally generate an extra day's labor by spending the day capping 3rd rates in your Commodore or Rear Admiral missions.
  15. We have to keep in mind too, that all this compass wood is a result of it being: A) Very expensive Needed in very small quantities The stockpiles in ports have been around since the beginning, sitting there largely untouched. Once it's all gone, it isn't going to generate fast enough for people to make these obscene amounts of fast money. It really does feel like it's going to remove all excess, automatically-generated resources from the ports. If that doesn't light a fire under the community to get those production buildings going we might be in trouble.
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