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Tailor & Fletcher buy/sell prices
#3
Hi, Jack.

Obviously my search-parameters found patchnotes for patch8, but did not find patchnotes for patch32 ... my bad.

I wondered if something of the kind might be the case. If I had been here at the time of patch32, I might have pointed-out that you can not craft without resources, and one can not gather resources afk ... that's a trite remark, of course: with multiple accounts and dual-boxing, one can afk-craft what is being actively gathered.

This sort of thing wasn't generally possible on OSI and, so, never became a (big) problem. On OSI, you either crafted at a loss to gain skill, or crafted with no skill-gain in order to make money: that self-regulation breaks down somewhat in an environment of multi-boxing and Razor-scripts.

I understand the reasoning, and the need, but I wonder about the suitability of this implementation as a solution: the cops don't fine pan-handlers in order to curb insider-trading; an afk-factory requires set-up, and set-up players are already rich, regardless. Any solution that is no solution at all merely creates an additional problem.

I wish I had a better solution to offer: I don't. I guess I am saying that I have no expectation of this decision being reversed/reverted, so I will like it or lump it; I'd be happier if the present status quo could be softened a little, though.

What about meta-balance; are all crafts (blacksmithing, carpentry, tinkering, inscription, alchemy) affected this way?

I guess I'll look at patch32. Thanks for the assist.

A Stranger


Messages In This Thread
RE: Tailor & Fletcher buy/sell prices - by Jack - 06-13-2016, 11:01 AM
RE: Tailor & Fletcher buy/sell prices - by A Handsome Stranger - 06-13-2016, 12:48 PM
RE: Tailor & Fletcher buy/sell prices - by Jack - 06-13-2016, 01:11 PM
RE: Tailor & Fletcher buy/sell prices - by Jack - 06-13-2016, 09:29 PM

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