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Medals: Joined: 5/2/2008 Posts: 1,060 Location: NH
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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?
DwayneAssume no malice. Assume no altruism.
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