124604-man-why-is-even-low-level-crafting-so-expensive

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I'm a new player and have always liked crafting in games, such as VG and EQ2
 
Anyway when I hit lvl 10 I went straight off to pick my trade etc..
 
So I picked Tailor and Surv for my Esper as it seemed logical..  I wanted to make a set of noob DPS cloth and *kitten* hell the basic thread cost a fortune !!! Why on earth is the price so steep?  It should cost coppers for this noob stuff..
 
Same went for my other noob charcaters...  Armourer, Weap-smith blah blah..  That mat you need to buy, again stupid prices..
 
It stopped me dead in my tracks from the thing I enjoy about a game..  I can uderstand upper tier stuff getting expensive but by then you should have a decent cash flow going..
 
So I had to buy a CREDD and sell it on the market so I could afford to craft even basic stuff...  Is the price inflated deliberatley as a tactic to get people to buy/sell CREDD?  I cannot for the life of me understand how anyone could craft gear to keep up with their level without  doing so, or already having a max level character to fund my alt..
 
Not impressed...  Any tips??
 
I'll add by the way that I'm really enjoying the game and am happy to have subbed..  Some things need to change though but thats another story you vets have prob been shouting about since release..
 
~Wolfy	
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The problem is that the source of most materials either comes from sporadic drops, farming nodes or salvaging equipment.
Meaning it takes quite an effort to actually get stacks together.
Combine that with the fact that making money in this game is fairly easy, prices inflate quite fast, even for the newbie stuff.
People simply do not want to invest their time, and others want to be rewarded for investing theirs.
 
So either start saving up the money, or go farm the materials.	
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The problem is that the source of most materials either comes from sporadic drops, farming nodes or salvaging equipment.
Meaning it takes quite an effort to actually get stacks together.
Combine that with the fact that making money in this game is fairly easy, prices inflate quite fast, even for the newbie stuff.
People simply do not want to invest their time, and others want to be rewarded for investing theirs.
 
So either start saving up the money, or go farm the materials.
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You missed my point...  Im ok with going to farm my mats...  Its the stuff like "basic thread" costing almost 10s a piece from the vendor...  That is waaaaaay over the top...
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You should be making sufficient money from selling your stuff.
When you finish crafting either salvage your stuff to get some materials back or sell it to the vendor to get some money back.
Crafting IS a money sink.
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I'm trying to make stuff to wear primarily...  Would be nice if I could, ya know, afford to make stuff so I could just salvage it..
 
I have to ask...  When was the last time you rolled a new character and started crafting at level 10 without pulling handouts from your high level characters? 
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I agree with you Wolf. The prices for the items that you can ONLY get from the vendor for crafting is quite a bit for a new toon.
 
The price wouldn't be so bad if when we salvaged we got thread or whatever we need from the item.	
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			You kind of got the shaft, tailoring in particular is verrrry expensive. The other skills seems to need 1 to maybe 2 of their basic ingredients. Tailors need 4 at least to possibly 8.	
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I agree with you Wolf. The prices for the items that you can ONLY get from the vendor for crafting is quite a bit for a new toon.
 
The price wouldn't be so bad if when we salvaged we got thread or whatever we need from the item.
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Yeah that would be nice.
It does happen for Weaponsmithing, where salvaging returns us sometimes the cores we used and some basic materials.
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			The vendor materials are ridiculously expensive if you're not crafting with level cap funds. I would not be against lowering their vendor prices. Especially the threads for tailoring.	
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The vendor materials are ridiculously expensive if you're not crafting with level cap funds. I would not be against lowering their vendor prices. Especially the threads for tailoring.
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Yeah that would be nice.
It does happen for Weaponsmithing, where salvaging returns us sometimes the cores we used and some basic materials.
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I'm sorry, I cannot support this.  I was able to craft just fine without handouts to myself.  Tailor is a little rough because of the cloth...you just have to farm yourself and constantly grow your own seeds.  
Plus my main has been a technologist since game launch.  Talk about a rough profession, it didn't even have expert research until drop 3!  Up until then, all the craftable pots could be bought from the vendor for cheaper than the additives used to create them.  This game is a work in progress and it's continually getting better.  It just takes a little patience at times.  Good luck!	
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Plus my main has been a technologist since game launch.  Talk about a rough profession, it didn't even have expert research until drop 3!  Up until then, all the craftable pots could be bought from the vendor for cheaper than the additives used to create them.  This game is a work in progress and it's continually getting better.  It just takes a little patience at times.  Good luck!
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Yeah, technologist is SUPER tough. What are those runic fluxes selling for these days? 3 plat each? And you make them in batches of 4?
 
Any hardships you faced before drop 3 have been more than made up for by the boatloads of money that crafting profession can make.
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			I don't see anything wrong with lowering the prices of any necessary crafting mats we can't go out into the world and farm/salvage ourselves.  Technologists have to pay for additives(not sure what Archaeologists pay for), and all the other crafting professions have stuff they have to buy from the vendor(thread, carbon, oil, flux, bonding agent).	
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@beattle : The problem in question -is- the vendor purchased stuff and I totally see where OP is coming from though.
 
It's long been known that Tailors got hosed as far as vendor material costs go. The basic tier one threads are 8sp and change each, and a pair of gloves requires 3 of them.. That's around 25sp -just- for the threads alone. In comparison, a weaponsmith making an entry level set of claws requires a single 5sp chunk of flux. Factor in the lowest level power core on the vendor at 11sp and change, and those tailor gloves now run 36-37 sp in vendor material costs versus 17sp for the claws. Even the oil for Outfitters is only 5sp per, with most recipes calling for one. A new player is going to look at this and go "Wtf?"
 
Sure the double cash payouts on quests now lessens the blow -a bit- ( rolled up an alt, had 50gp on him before I even hit 18 ) but the fact of it all still remains that there is an odd and unexplained imbalance in terms of vendor purchased crafting materials costs across the board, and tailors do get shafted in that.
 
 
 
 
As an aside, I also think that Archis and Techs should be able to select an already unlocked recipe variant from the list and make the item directly, rather than the RNGesus dance with additives and catalysts in order to make an item they-already-discovered-and-know-how-to-build. But that's a rant  for another thread.	
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@beattle : The problem in question -is- the vendor purchased stuff and I totally see where OP is coming from though.
 
It's long been known that Tailors got hosed as far as vendor material costs go. The basic tier one threads are 8sp and change each, and a pair of gloves requires 3 of them.. That's around 25sp -just- for the threads alone. In comparison, a weaponsmith making an entry level set of claws requires a single 5sp chunk of flux. Factor in the lowest level power core on the vendor at 11sp and change, and those tailor gloves now run 36-37 sp in vendor material costs versus 17sp for the claws. Even the oil for Outfitters is only 5sp per, with most recipes calling for one. A new player is going to look at this and go "Wtf?"
 
Sure the double cash payouts on quests now lessens the blow -a bit- ( rolled up an alt, had 50gp on him before I even hit 18 ) but the fact of it all still remains that there is an odd and unexplained imbalance in terms of vendor purchased crafting materials costs across the board, and tailors do get shafted in that.
 
 
 
 
As an aside, I also think that Archis and Techs should be able to select an already unlocked recipe variant from the list and make the item directly, rather than the RNGesus dance with additives and catalysts in order to make an item they-already-discovered-and-know-how-to-build. But that's a rant  for another thread.
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@beattle : The problem in question -is- the vendor purchased stuff and I totally see where OP is coming from though.
 
It's long been known that Tailors got hosed as far as vendor material costs go. The basic tier one threads are 8sp and change each, and a pair of gloves requires 3 of them.. That's around 25sp -just- for the threads alone. In comparison, a weaponsmith making an entry level set of claws requires a single 5sp chunk of flux. Factor in the lowest level power core on the vendor at 11sp and change, and those tailor gloves now run 36-37 sp in vendor material costs versus 17sp for the claws. Even the oil for Outfitters is only 5sp per, with most recipes calling for one. A new player is going to look at this and go "Wtf?"
 
Sure the double cash payouts on quests now lessens the blow -a bit- ( rolled up an alt, had 50gp on him before I even hit 18 ) but the fact of it all still remains that there is an odd and unexplained imbalance in terms of vendor purchased crafting materials costs across the board, and tailors do get shafted in that.
 
 
 
 
As an aside, I also think that Archis and Techs should be able to select an already unlocked recipe variant from the list and make the item directly, rather than the RNGesus dance with additives and catalysts in order to make an item they-already-discovered-and-know-how-to-build. But that's a rant  for another thread.
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I suppose that now that the servers have low population and are top heavy, prices for T1 and T2 vendor mats could be lowered.
 
But at the same time I am not sure crafting needs to be for everyone, mostly the people who have the patience to go through with it. One thing is getting away as far as possible from the HARDCORE ONLY mentality that almost killed the game, another is dumbing down EVERYTHING	
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I have usually found that the price I can sell crafted items to the vendor for is more than the cost of the vendor bought materials. Go figure ;)
But you do also have to salvage stuff to advance through the tech trees.
I find other problems with crafting. The same plants are used by multiple crafting professions, most of the others are useless.
Carbine should change that.
For tailor you once again need these rare plants to make cloth, which is pretty rare already.
Carbine should make a FAB Kit for cloth or make one of the more common plants the ingredient for cloth. You already need like 50 to make one cloth piece anyway. (warning: possible slight to moderate exaggeration)
Maybe make an actual farming skill that lets you get more materials and seeds per plant and more spots on your own garden or something?
In another thread someone was asking for a scythe anyway, so . . . Laser Scythe!	
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I have usually found that the price I can sell crafted items to the vendor for is more than the cost of the vendor bought materials. Go figure ;)
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o.0 I haven't found that to be the case.
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o.0 I haven't found that to be the case.
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I can't tell you WHY low level tailoring is so expensive, I understand the frustration in buying thread, it can get a little pricey.  
 
 
Here's the big thing though.  You don't need a gathering skill.  Everything you need, outside of thread, comes from scavenging.  As a result, all you have to do is pick one:  Mining, relic hunter, or survival (Supposedly higher level tailor needs relic hunter?  No clue, but lower level doesn't)
 
And then just go and make out like a bandit selling the resources that others need.
 
So many high level players, with alts, want to be able to just switch and power level a tradeskill.  You saw what someone else said earlier, "All you need is about 3p to power level up to expert on a crafting skill".
 
If you provide some of the resources, even the low level ones, you're going to get part of that 3 plat.  Even if you aren't at the capital city, stacks of ore and relics sell for quite a bit at the vendor. Hell, even with needing to keep specific farming herbs (I think it's bladeleaf at novice, gold leaf at second?) you wind up with herbs and seeds that you're never going to need, but technologists doing their dailies for crafting absolutely do need.  Most don't feel like going out and farming the herbs to craft the 36 medishots needed at each crafting board.  Again, more money.
 
And finally, don't forget to sell your grey junk from things you've salaged, you'd be surprised just how much that adds up to.	
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			Except there's not cost associated with taking up a harvesting skill, outside of the tool itself. "Because everyone can scavenge and salvage cloth with no skill" is flawed logic especially when you couple it with the notion that a Tailor is now forced to take an unrelated harvesting skill just to be able to fund their trade because of the vendor priced items. And also lets not forget the fact that the #1 source of cloth materials is killing humanoid mobs, so while the miners and architects are happily chopping down trees and mining ore with little to no threat, Tailors have to literally fight for their materials.	
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Except there's not cost associated with taking up a harvesting skill, outside of the tool itself. "Because everyone can scavenge and salvage cloth with no skill" is flawed logic especially when you couple it with the notion that a Tailor is now forced to take an unrelated harvesting skill just to be able to fund their trade because of the vendor priced items. And also lets not forget the fact that the #1 source of cloth materials is killing humanoid mobs, so while the miners and architects are happily chopping down trees and mining ore with little to no threat, Tailors have to literally fight for their materials.
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Except there's not cost associated with taking up a harvesting skill, outside of the tool itself. "Because everyone can scavenge and salvage cloth with no skill" is flawed logic especially when you couple it with the notion that a Tailor is now forced to take an unrelated harvesting skill just to be able to fund their trade because of the vendor priced items. And also lets not forget the fact that the #1 source of cloth materials is killing humanoid mobs, so while the miners and architects are happily chopping down trees and mining ore with little to no threat, Tailors have to literally fight for their materials.
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As sad as it is, gear profressions are mostly useless as you just rotate your gear to much as you lvl up AND you don't really need much gear anyway to lvl up. Once at lvl 50, the gear are bad and you can easily get beter from instances.
 
I'dd say don't waste your time with crafting profression, go with gathering ones as you lvl up and once you are 50 lvl up something just for fun. Or technologist if you wanna be useful.	
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As sad as it is, gear profressions are mostly useless as you just rotate your gear to much as you lvl up AND you don't really need much gear anyway to lvl up. Once at lvl 50, the gear are bad and you can easily get beter from instances.
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