Region (NA/EU): EU
Details: Currently the types and amounts of materials being sold, are mainly products of "worker empires", instead of oldschool going out and gathering stuff yourselves.
Feedback information is bit off the reality.
There are many players who do lifeskilling like gathering. And in past market was never at state of "full of all items", Market place always been lacking of something.
For lifeskillers or gatherers, there are Fence farming for more rare herbs. And normal gathering that can be very high in profits with green thumb and mastery. Blood, meats, skins, water, some minerals and many other categories can only be collected from a limited amount/slow nodes with workers, but main source is by gatherers.
Increasing value of materials sure makes gathering more valued, but increasing some materials by 1000x is crazy increase. Well dont know which materials you wanted to increase.
But pretty much any type gathering that is 1-2 bil/hr income, and for rare materials like Truffle Mushrooms where you could pull 5bil/hr silver income.
And for EU the materials in market is much better than like in NA side.
If something must be done to materials in market, then it should be for the overwhelming amount of random materials that does not have purpose of uses.
You should provide some examples when doing feedback requests to get a better view of your "problem/idea".
Thanks for the answer and some specific questions to my suggestion :)
I would love to debate this suggestion, and I will try my best not to do what most people do; Assume things (basically think that they are super smart :D).
So I wll start by asking questions, so that we are somewhat sure of what each of us means.
"Fence farming for more rare herbs"
I know that it may appear to some people, that I have little to absolutely no knowledge about this game, and that is a fair assumption (not even close) if you do not know anything about the person who is making the suggestion. But this confuses me a bit, since I have been doing farming for a looooong time now, and there ain't many things that you can grow yourself, that are "rare herbs", as far as I know the only valid resource that describes is; Fruit of Nature. So not many rare herbs, just one type and that is usually only if you get mysterious seeds and make those special/mysterious shaking seeds, that you then "breed", which then gives you around 20-60 Fruits of Nature, but that is not a viable income or seed to get early on, which leads me to my next question.
"with green thumb and mastery"
I will have to be a bit stupid and assume something here; when you say mastery you are talking about 1500+ or 2000+ Mastery level, or at least more than what someone would start out with, right? What I meant to say was; it is so much easier for people who have had several years playing this game, to make silver in-game but there is very little new stuff, for the newcomers to the game. Seems that the few at the top completely forgot how it was to start out in this game.
When I suggest making it an actually viable option, for silver income in this game, to start out with only lifeskilling instead of killing monsters, then the amount of time you commit to gathering versus the amount of actually sellable materials, is extremely disproportioned.
You can kill monsters for around 10-20 mins. and get roughly 2-5 mill., low lvl. start of the game place. Then you start gathering in the same place, and you find that 80%-90% of all the materials you are gathering are saturated on the market currently, and will not be sold for about a year or more, so Not actually viable nor sellable materials.
"Blood, meats, skins, water, some minerals and many other categories can only be collected from a limited amount/slow nodes with workers"
This might just be a small error, but how exactly are the worker gathering meat, blood, and skins?
"increasing some materials by 1000x is crazy increase. Well dont know which materials you wanted to increase"
EXACTLY! Thanks for asking, so you can clearly see a discrepancy in the value of items on the market, versus the demands of that material, right? Materials which have the exact same value today, that they had when this game was launced, and have been in demand since the game started, and now have more than 100.000 preorders, but ZERO change to the prices.
"But pretty much any type gathering that is 1-2 bil/hr income, and for rare materials like Truffle Mushrooms where you could pull 5bil/hr silver income"
Here again I am going to make the assumption, that you aren't a newly starting out account with near zero life-skills, so all you have to do is imagine what it is like for someone else, who is starting the game, instead someone who already has everything.
"the overwhelming amount of random materials that does not have purpose of uses"
Here I am just completely lost, I literally have no clue what you mean here?
"Fence farming for more rare herbs"
I know that it may appear to some people, that I have little to absolutely no knowledge about this game, and that is a fair assumption (not even close) if you do not know anything about the person who is making the suggestion. But this confuses me a bit, since I have been doing farming for a looooong time now, and there ain't many things that you can grow yourself, that are "rare herbs", as far as I know the only valid resource that describes is; Fruit of Nature. So not many rare herbs, just one type and that is usually only if you get mysterious seeds and make those special/mysterious shaking seeds, that you then "breed", which then gives you around 20-60 Fruits of Nature, but that is not a viable income or seed to get early on, which leads me to my next question.
"Rare" herbs i mean herbs that cannot be obtained via Workers, Hot Pepper, Onion, and such. Maybe word for Farming Herb is better tbf.
Truffles...
"with green thumb and mastery"
I will have to be a bit stupid and assume something here; when you say mastery you are talking about 1500+ or 2000+ Mastery level, or at least more than what someone would start out with, right? What I meant to say was; it is so much easier for people who have had several years playing this game, to make silver in-game but there is very little new stuff, for the newcomers to the game. Seems that the few at the top completely forgot how it was to start out in this game.
When I suggest making it an actually viable option, for silver income in this game, to start out with only lifeskilling instead of killing monsters, then the amount of time you commit to gathering versus the amount of actually sellable materials, is extremely disproportioned.
You can kill monsters for around 10-20 mins. and get roughly 2-5 mill., low lvl. start of the game place. Then you start gathering in the same place, and you find that 80%-90% of all the materials you are gathering are saturated on the market currently, and will not be sold for about a year or more, so Not actually viable nor sellable materials.
Mastery is some what same lvl as PvE gearing as progression.
Yes at start we barely have any mastery and lifeskill gearing, since game does not really give us tools/gear for that.
But there is not any game that has option of startign pure lifeskilling in MMO space. Now that i think of it, it could work for BDO for sure. But don't think it is a good idea since 99% players wants to start with basics as combat and such.
"Blood, meats, skins, water, some minerals and many other categories can only be collected from a limited amount/slow nodes with workers"
This might just be a small error, but how exactly are the worker gathering meat, blood, and skins?
Yea, my bad in that. Slapped multiple things in one sentence
Blood, meat and skins cannot be collected by workers
But most of minerals can and Purified water can also be collected by workers.
"increasing some materials by 1000x is crazy increase. Well dont know which materials you wanted to increase"
EXACTLY! Thanks for asking, so you can clearly see a discrepancy in the value of items on the market, versus the demands of that material, right? Materials which have the exact same value today, that they had when this game was launced, and have been in demand since the game started, and now have more than 100.000 preorders, but ZERO change to the prices.
Increasing raw material price would lure more players to get the said material for sure, but then the recipes and processes from the material would need increase in value aswell.
Yes there are some materials at VERY high demand. Like most of meats that are needed for big meals are out of order all the time. Some of them could get a value increase, but too much would make processing worthless and then demands lowers.
Little mathing:
King of Jungle Hamburg
4x Lion Meat (40k silver with 70k preorders) [88% of cooking cycle cost]
4x Teff Bread (3510 silver/pc)
2x Pickled Vegetables (1930 silver/pc)
3x Nutmeg (1450 silver/pc)
Total cost of ingredients = 182'250 silver
Average cooking of 1000 cycles = 2767 meals + 409 specials
Making 1 meal cycle to have 2,8 normal + 0.4 specials = valued 207'200 silver
So basically if Lion Meat value is increased by 10x the cost per cooking cycle, it would be 1'622'250 silver and so it becomes much more expensive than cooking cycles value.
One idea would be giving gathering its own trash item that they would get, which is sold to vendors for pure silver.
And so it would not have too heavy impact on processing/cooking/alchemy economy. And gatherers would get more silver. Increasing overall income of gathering, but not flooding market with materials. Trash loot value is much easier to control than materials that are needed for processing/cooking/etc
"But pretty much any type gathering that is 1-2 bil/hr income, and for rare materials like Truffle Mushrooms where you could pull 5bil/hr silver income"
Here again I am going to make the assumption, that you aren't a newly starting out account with near zero life-skills, so all you have to do is imagine what it is like for someone else, who is starting the game, instead someone who already has everything.
I am old, but I am also very low geared and done researches on newbies for years. I could say that my gearing is not average of the game.
(And I must say that i need to add that to my research list and see how it actually goes if going for gathering right away instead of PvE)
Main issue would be start that we have PEN tuvala gearing but no Mastery gear.
And that is for pretty much any MMO game. Games will push PvE to players first and if they want to they can go lifeskilling.
Gathering and grinding will have same idea of "more gear, more income". PvE has a solid start from Tuvalas and all big items of Blackstars and such. While lifeskill does not have similar thing.
"the overwhelming amount of random materials that does not have purpose of uses"
Here I am just completely lost, I literally have no clue what you mean here?
"If something must be done to materials in market, then it should be for the overwhelming amount of random materials that does not have purpose of uses."
In market there are materials that do not have purpose for anything, for examples
Olf Tree Bark = 2,73 mil in market
Red Tree Lump = 2,2mil in market
Pistachio = 2.2 mil in market
Supreme Boar Hide (135k pc) = 12,7 mil in market
Hmph, it seems that since last time I looked at materials there were more of these flooded raw materials, but nice that they have now purposes. Like in past Big Cloud Mushroom did not have purpose at all.
Raw material selling has healed lot then :D
You made some extremely good points there, and I am thankful that you kept the tone nice.
I can only say this in response; I am fully aware of how ludicrous this idea might seem, because I am a science person, and love math. However the benefits of Opening this game up, to a far wider audience (many different types of gamers), might be just what Pearl Abyss needs right now (massive cash inflow). I really don't know what is going on in that company, but they do seem to have over-reached with their many "new" projects, as well as the ones that were supposed to have been released years ago.
I am a massive fan of game's most basic concept; Stunningly amazing graphics, paired with truly magnificent action-combat. However as pretty much happens to all games and gamers, eventually things that you do in-game become mundane and even boring. So I am really trying, admittedly from the outside of the Pearl Abyss company, to recreate that wonderul feeling of wonder when I first played this game.
So yeah, it may be TOO much to bear, if ALL gatherable items were increased in price. But if the items created from the materials also increase in price then there isn't any real loss anywhere, just to scale the prices with the confusingly high income of silver, that is now somewhat standard, hope you know what I mean. Nowadays gamers, whether starting out or been around for awhile, gain silver (in-game currency) at an astonishing rate, simply due to the remarkable ease with which you can get TRI Tuvala gear.
So let's try to break it down: Materials only gatherable "by hand" are pretty well balanced with what a Worker Empire can accomplish, however that again assumes that you have played the game for enough time; to get the Contribution Points first of all, then unlock the nodes, get worker homes, and then you can set things up. Without all those steps you aren't going to get what you need for your other life-skills, much less enough to post on the Central Market (CM) for profit.
If Pearl Abyss developers take a quick look at the CM's inner workings, they will surely notice that the prices of some items are ridiculous, in comparison to how many items have been preordered through these passed 10 years, and those items haven't increase an iota. Not great, which is why a simple re-examining of how they price items to begin with, might be all that is needed. Something exceedingly simple could be a minor change in Minimum and Maximum prices?
Say Pearl Abyss increases the selling prices of Logs, Rocks, and Weed; the lowiest of all materials, by just x10. How would that affect ALL the game? I am guessing it would ONLY affect those who gather materials "by hand"? So how it that a bad thing?
People who LOVE doing life-skills would be much better rewarded for all the time they use gathering, and those who don't care at all about gathering would just have to spend a Tiny bit more in-game silver, on the same items.
Remember this is about rewarding Life-skillers on par with the current silver in-game currency income, that PvE gamers have access to now.
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