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A question of duration...
Varius Offline
#1 Posted : Friday, August 28, 2009 1:42:31 AM

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This is for everyone.

Recently in a discussion about the economic system I noted that an Apprentice quality item is worth less than the materials it is made of (just take my word for it for the sake of this disscussion, please?) because it is worth 1/3 what a Master quality version of the same item is worth (using standard pricing, again just take my word for it, k?).

I ran a few numbers and found a way to make it actually worth producing Apprentice quality items. Problem is, it requires a change in the durations of items.

Currently and Apprentice item lasts 2 events, a Journeyman item lasts 4 events and a Master item lasts 6 events.

My solution requires the durations to change from 2/4/6 to 3/4/5. This would raise the duration of and Apprentice item by one event and lower the duration of a Master item by only one event.

I'm sure no one would object to an Apprentice item lasting a 50% longer but who here would object to a Master item only lasting 5 events as opposed to 6 events? That's only a 16.66% drop and the price for the item would remain the same.

I see it as a very small difference and worth it if it makes a skill worth having at all levels as opposed to just the top two levels.

Please post your thoughts on the subject. Questions are welcome as well. I can post the math if anyone is interested.


Dwayne
Assume no malice.
Assume no altruism.
Zhinn Offline
#2 Posted : Sunday, August 30, 2009 8:38:09 PM
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Read ...

But in fairness, I am witholding comment until players speak up ...
You know my thoughts Dwayne ...

-Chris
Jesus Rodriguez Offline
#3 Posted : Sunday, August 30, 2009 9:03:20 PM

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I think durations are fine as is.
It's just a game.
Salvadore Offline
#4 Posted : Monday, August 31, 2009 1:01:45 AM
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I think there needs to be something that makes an apprentice weapon worthwhile other then "I need something in a pinch and I don't care the cost".
Salvadore Diaz
C.E.O Sweet Rock Mining Consortium
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Asylum Colony
Master Bladesmith, founder, Wood/bonesmith, Solutio, Conjuctio
Fine alchemy, weapons and firearms for sale. No job is too small, no fee too big!
Varius Offline
#5 Posted : Tuesday, September 01, 2009 7:24:57 PM

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Economically speaking, I respect both of your opinions.

However, let's try a little exercise to illustrate my point.

For the sake of argument, let's assume that Steel sells for 2.5 guilda each and Wood sells for 1 guilda each.

Let's make a pistol and price it.

A pistol takes 5 Steel and 3 Wood. So the materials costs will be 15.5 guilda. (Whether you can refine your own is irrelevant because that won't affect the value of the materials.)

So, what would YOU price this Steel pistol for if it were Master Crafted?

I have always been under the impression that a Master Crafted item is priced at twice the value of the materials used to create it. Therefore, I'd price this pistol at 31 guilda.

Now what if it was made by a Journeyman? Well, as I see it, the only thing that changes is the duration. It drops from 6 events to 4 events. That means it lasts only 2/3 the time a Master crafted item would last. So, the price should reflect that. Two thirds of 31 is approximately 20 guilda. So I would price this item at that: 20 guilda.

Now let's suppose the Pistol was made by an Apprentice. An Apprentice item only lasts two event. Using the same logic, this Apprentice quality pistol would only be valued at 10 guilda.

Ten guilda is less than 15.5 guilda. It is not worth it to create an Apprentice anything... unless, as Mick pointed out, you are desperate. You actually lose money doing so.

Now do the same exercise with the proposed durations of 3/4/5. Master still means twice materials. You'll see a big difference.

I'll come back later.


Dwayne
Assume no malice.
Assume no altruism.
arianhwyvar Offline
#6 Posted : Wednesday, September 02, 2009 2:02:33 AM
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It seems to me that you're making an assumption that is not supported by game or real-world reality in assuming that the cost for an item that lasts x% as long as another has its price multiplied by that same x%.

As I recall, the IG 'standard pricing' is instead more like (materials cost) + 10% for apprentice, (materials cost) + 25% for journeyman, (materials cost) + 50% for master. (Exact percentages may differ -- I'm not consulting my notes here.) So the price for an apprentice item will never be less than the materials cost because it is not in fact based on the price of a master item minus 2/3 because of the duration difference.

Seems to me that's vaguely how the real world works too. You pay a base amount for the item itself, regardless of the quality/duration. Boots that last ten years may only cost twice the amount of boots that last one year. Or you can pay up front for two years worth of a service or a subscription and get a much lower total cost than paying a month-to-month fee. People still buy boots that will only last one year, maybe because they don't have the cash to shell out the higher cost right now for the ten year boots.

For most items, also, duration is not the only difference. (For some it is, true. But not for weapons, magic components/ritual items, tools, etc.) And for the cases where duration is the only difference, I feel a 3/4/5 difference would be too little for the difference in skill cost between the levels.

I agree that it would be nice if there were more of a use for apprentice skills. Originally, the intention was that you ought to be able to make some money with them, esp. apprentice artisan skills. Honestly, I think the way to make it so that it was worthwhile to have more than one person with a crafting skill would be to limit how much use of a single skill a single person could get per event; but that would be a major change from the current system, one that would take some serious thought of how to best implement, and certainly not one I think ought to be considered during the remainder of the current campaign.

-Kendra
Jesus Rodriguez Offline
#7 Posted : Wednesday, September 02, 2009 10:33:47 AM

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I completely disagree with the idea that apprentice gear should have value. It is apprenitice gear. the lowest possible quality bought by people that cant afford any better or used by soldiers that get it free from the quartermaster. Apprentice gear should not be raised, it should not be given greater value. your numbers are not used in the game so the argument is moot. The old numbers were material cost plus 50%/75%100% for apprenice/journeyman/master (if i remember right). What it "should be" is irrelevent. The costum of the empire is as it is (tho that may be changing). Custom does not have to make sence (niether do rules for that matter), they dont have fo follow some logic, They can be completely arbitrary as determined by the people running the game.

Heck in the real world people pay $20 for a pair of shoes or a $1000 for shoes that look exactly the same and are of the same quality just because of the name attached to it. Prices dont need to follow a spefic system. On the other hand the goverment (Empire/militray) might have a system that was created by its beauracracy that follow a pattern ( again it doesnt have to make sense) and since the goverment uses that system the market follows it. So because of competition I may sell my good at "market" -10%. Of I may be on an isle were Metal is rare so i charge market plus 25%. Now thing may have change in the last 15 years, so it may be different now but here is an example. Insuranse companies pay a percantage of what medicare would pay. Yes the goverment has determined what they will pay for some procedures and companies baese what they pay on that. That is more in line what this game uses. it Doesnt have to make sence to you (or any of us) it doesnt have to be logical.

If in-game you dont like the pricing structure create on of you own and use it.
It's just a game.
arianhwyvar Offline
#8 Posted : Wednesday, September 02, 2009 11:18:31 AM
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Jesus Rodriguez wrote:
I completely disagree with the idea that apprentice gear should have value.


I'm looking at this primarily from an OOG rules/system perspective, and from there I do disagree with this one part. Any skill in a larp should have a value. Otherwise, the game designers/staff should not make it available as a skill PCs can buy. There is an implicit promise that spending xp on a skill will at least have a chance of letting you do something during the life of the game that you would not have been able to otherwise.

By that standard, apprentice crafting skills of course do have value -- if nothing else, they allow you to make stuff you need or can use, without you paying other people for them to make the stuff for you.

But I think you may have just meant that apprentice gear should not be valuable, i.e. having a high value, and I pretty much agree with you there. There are some cases where I think particular types of apprentice crafting skills should be more valuable than they are, in order to have any value at all, but across the board I don't think apprentice crafting skills need a boost at the expense of master skills.

-Kendra
Jesus Rodriguez Offline
#9 Posted : Wednesday, September 02, 2009 1:20:44 PM

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Kendra. You are correct. I guess I was thinking from a ingame perspective on that point. Apprentice gear ofcouse has some value. it does las two events and is better than nothing. May be a correct statement I disagree with that apprentice gear should have any more value than it has now in an economy over populated with masters as is New Avinia. Now in the Empire Mater lvl goods may have more value due to being more rare. You dont get a master lvl Dress because the Few master lvl seamstress's have more work than they can handle.

David
It's just a game.
Varius Offline
#10 Posted : Saturday, September 05, 2009 9:22:46 PM

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I have a long and well considered response but my job and personal life just projectile vomited all over me. I'll continue this discussion soonishly.


Dwayne
Assume no malice.
Assume no altruism.
ArthurMacBride Offline
#11 Posted : Saturday, September 05, 2009 9:53:41 PM

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Dwayne,

hoping life and karma provide you with a towel and extra strength stain remover...
Omega 377th Reef Marines
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"Here's to women, whiskey, and war..."
-The Whiskey Bards


Zhinn Offline
#12 Posted : Sunday, September 06, 2009 10:06:15 AM
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The only comment I would add :

Keep in mind that this discussion covers <all> crafted items : Weapons, Armor, and Misc.

While apprentice weapons and armor is not really worthwile except in an emergency,
having an apprentice level ritual aid-item is probably worth more.

Crafted "artisan" items are for the most part cheaper than thier weapon and armor
counterparts. Spending some guilda for apprentice level items like that is far more
likely than spending on apprentice weapons and armor.



Unless you come into game with advanced skills, when buying a <new> skill,
you start at Apprentice Level. As I have said before, Apprentice level craftsmen
really should not have an advantage. That is why you spend points to get better,
and don't just branch out and buy apprentice level in everything ...

I have held off any input for a while, I will add my .02 for now :

I honestly do not feel that there needs to be, not <should> there be any particular
benefit to apprentice level crafting. It is better than nothing - that is it.
Any smart player will NOT buy apprentice level items of any great cost,
unless it is the only option they have. The simple truth is, every crafter has to
start somewhere, and apprentice level is that starting point.

The goal of the game, and all LARP's, is to improve your character.

-Chris
Salvadore Offline
#13 Posted : Sunday, September 06, 2009 1:03:20 PM
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Apprentice level ritual items don't do anything for you. If you really want to jazz it up, in the next revision you can require casting to have certain things like candle, herb and whatever for healing, anything higher quality then apprentice adds to bonuses, but make the bonuses a bit beefier and include spellcast reduction time.

Dunno I'm just spitballing here.


True enough Sal,
I was working quick before I had to head out the door.
Sorry for the mis-speak !

-Chris
Salvadore Diaz
C.E.O Sweet Rock Mining Consortium
Merchant Guildmaster
Asylum Colony
Master Bladesmith, founder, Wood/bonesmith, Solutio, Conjuctio
Fine alchemy, weapons and firearms for sale. No job is too small, no fee too big!
Varius Offline
#14 Posted : Friday, September 11, 2009 5:51:25 AM

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When you buy things in 'bulk' they are (seemingly) cheaper than buying individuals that equal the total. But, in most cases you are paying for packaging. For example, if you buy 5 gallons of bottled water one 16oz bottle at a time for $1 each you will spend $40 to get those five gallons. But, if you buy a five gallon jug of water, you might only pay $10. The reason for this is that the packaging is very similar in cost for the big container versus, say, ten or so of the little bottles. That tells us that the product within the bottles is less valuable that the packaging.

Nothing we craft in this game has packaging and therefore the concept of 'bulk' purchasing is irrelavent.

A more accuate example of what we do is the deli counter. When you buy ham, it will cost you by the pound. It does not matter if you buy one pound or ten pounds, you pay the same amount for each pound. Now they might give you a discount if you buy 150 pounds of meat just because you are moving out there product (thus making room for more even quicker) but we do not make things in bulk in this game. We make them one at a time. One by one. Individually.

My last word on bulk: if you want to sell a group of things all at once as a 'package deal' and give someone a discount for doing so, that is your call, but the market value of the individual items sold seperately should not be based on that sale.

Now, let's look at the hard numbers/stats of items created with the skills that people spend XP on. I phrased it that way to show that I am talking pure game mechanics, here.

The fact is that you get a certain number of "charges"out of an item based on it's quality. Each "charge" lasts an entire event during which time you can use it as many times as you want.

An Apprentice Item has 2 "charges."
A Journeyman Item has 4 "charges."
A Master Item has 6 "charges."

It has been a standard for as long as I have been playing this particular game that a Master quality item's price is calculated as twice the materials cost. The cost of the materials is also a standard.

So, if you paid 9₪ for the materials for an item you are about to craft, you can expect to charge 18₪ for that master crafted item.

Now, since an Apprentice item will last one third as long as an otherwise identical Master Item, it makes sense that the Apprentice Item should cost only one third as much. (Think about it, you'd have to buy three Apprentice items and use one at a time to equal the uses you get out of one Master item.) So it should cost only 6₪. But wait, that's less than the materials?! That makes no sense.

Now, I realize that the usefulness of each level of quality is slightly different such as a Journeyman or Master weapon having a Stamina bonus and a Master weapon having an additional Master Bonus. These things all make up for the fact that you can have other people use those three Apprentice items all at the same time. I see that as a balance.

All of the above is based on the 2/4/6 duration paradigm.

But, if that paradigm were 3/4/5? Let's do the calculations.

>cut, paste, edit<

So, if you paid 10₪ for the materials for an item you are about to craft, you can expect to charge 20₪ for that master crafted item.

Now, since an Apprentice item will last three fifths as long as an otherwise identical Master Item, it makes sense that the Apprentice Item should cost only three fifths as much. So it should cost only 12₪. That is slightly more than the materials cost! Thus the skill is worth at least something.


Following this same paradigm, the Journeyman item (which will cost four fifths as much as a Master item) will sell for 16₪.

To summerize:

If materials costs: 10₪
...Apprentice: 12₪ (20% mark up)
...Journeyman: 16₪ (60% mark up)
...Master: 20₪ (100% mark up)

How easy is that?


Dwayne
Assume no malice.
Assume no altruism.
Kitten Offline
#15 Posted : Monday, September 14, 2009 9:53:50 PM

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Varius wrote:


To summerize:

If materials costs: 10₪
...Apprentice: 12₪ (20% mark up)
...Journeyman: 16₪ (60% mark up)
...Master: 20₪ (100% mark up)

How easy is that?


Dwayne

This makes sense...this isn't what's happening now?


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Varius Offline
#16 Posted : Tuesday, September 15, 2009 1:02:09 PM

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Sorta.

The current markups seem to be around 25%/50%/100% but the duration of the items does not justify that kind of markup.

With the durations set at 2/4/6 the 'markup' for a Journeyman item should be +33% over materials costs and (here is my point) the markDOWN for an Apprentice item should be -33%! The fact that the duration of the Apprentice item is so low makes it actuall less valuable than the materials it is made of! You'd be better off just selling the refined materials directly.

But, by changing the durations to 3/4/5 and keeping the notion that a master quality item should be valued at twice the cost of materials, you change that dynamic so that Apprentice items can be markedup instead of down.

The new way that we will be test playing vastly over rates the value of APP/JMAN items and does not take the duration of an item into account at all.

My immediate suggestion to everyone is to learn a ton of Apprentice crafting skills and sell the junk to tourists and locals for these vastly and artificially inflated prices as quickly as you can before they figure it out ;-)


Dwayne
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Assume no altruism.
Salvadore Offline
#17 Posted : Tuesday, September 15, 2009 4:47:52 PM
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Doesn't that happen IRL at any tourist trap? ::Envisions all sorts of T-shirts that say I Love Asylum::
Salvadore Diaz
C.E.O Sweet Rock Mining Consortium
Merchant Guildmaster
Asylum Colony
Master Bladesmith, founder, Wood/bonesmith, Solutio, Conjuctio
Fine alchemy, weapons and firearms for sale. No job is too small, no fee too big!
Varius Offline
#18 Posted : Tuesday, September 15, 2009 4:55:45 PM

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Oh, geeze!

White/off white t-shirts with pictures of buckles and straps down the back (instead of on the front) like a straight jacket!

OMG! What a great advertisement for the game!

Jump on that, Chris!


Dwayne
Assume no malice.
Assume no altruism.
ArthurMacBride Offline
#19 Posted : Tuesday, September 15, 2009 5:20:19 PM

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Or

"I spent all weekend at Isles and all I got was the Aberrant Plague..."
Omega 377th Reef Marines
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"Here's to women, whiskey, and war..."
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