Standardize Salvaging Across All Material Types / "Phoenix Salvage"

Started 31 Mar 2021
by Urzawolf
in Suggestions
We should standardize salvaging across all materials so that there is no difference in profit between material types.

The easiest way to do this, would be to just make everything salvage into something generic, perhaps something like, "Phoenix Salvage".

We could setup a custom recipe that turns the "Phoenix Salvage" into a special "Phoenix Trinket" that sells at a fixed rate.

The Phoenix Salvage could salvage in stacks of 1-11 (item level/5+1) and be capped at (trade skill level/100+1), so in order to get the most Phoenix salvage, you need to be 1000+ in the corresponding trade skill and the item needs to be level 50+.

This would standardize the salvaging and trinketing process across all the classes and realms so that the only thing that determines profit is kill speed and luck with the drop rate.

This will also be a huge quality of life improvement, because all the salvage materials will take up less room in your packs and you don't need to deal with multiple recipes and different levels of materials when trinketing.

In the spirit of QOL and after all the custom ROG changes, I think this is the final destination to the salvaging issue here and allows you to adjust one thing (sell value of Phoenix Trinket) instead of having to weigh the balance of the entire crafting system when making any changes.
Wed 31 Mar 2021 5:35 PM by easytoremember
it's boring when you strip away all the wrapping of items and abilities like this
Making the yields of X crafted trinkets across different material types is one thing, messing with the value of the initial material is a separate ordeal and should not happen which extends to the items they're salvaged from. A plate helmet should be more valuable than a cloth hood, whether you look at material type or how burdonsome it is to carry
Wed 31 Mar 2021 7:22 PM by Beeblebrox
I farm on my necro. So I will be getting a lot of cloth and wood drops. I use to just salvage and keep the mats for crafting. So I suppose I need to farm with a different toon to get metal or leather or trinket and sell. I don't like either option. Does anyone understand the reason behind this change?
Wed 31 Mar 2021 7:44 PM by Urzawolf
easytoremember wrote:
Wed 31 Mar 2021 5:35 PM
it's boring when you strip away all the wrapping of items and abilities like this
Making the yields of X crafted trinkets across different material types is one thing, messing with the value of the initial material is a separate ordeal and should not happen which extends to the items they're salvaged from. A plate helmet should be more valuable than a cloth hood, whether you look at material type or how burdonsome it is to carry

If we had a traditional daoc loot system, I agree that a plate helmet should be worth more than a cloth hood.

However, on Phoenix, as of today, casters will never get metal drops.

See how that is a problem in a system where plate yields more profit than cloth?
Thu 1 Apr 2021 6:34 AM by Sepplord
Urzawolf wrote:
Wed 31 Mar 2021 7:44 PM
See how that is a problem in a system where plate yields more profit than cloth?

could you elaborate why it is a problem?
Do you think paladins will suddenly become too OP in goldfarming?
Or was necro farming over the top to begin with and is now slightly less efficient?

This would standardize the salvaging and trinketing process across all the classes and realms so that the only thing that determines profit is kill speed and luck with the drop rate.
That sounds great in an environment where kill speed is mainly determined by a players rotation and dedication, not by picking the farm class

yeh, i am playing devils advocat a bit here, i am not saying that the change is perfect, but it is a bit frustrating to see so many comments completely disregard any positives and only focussing on their personal "loss".

Having classes like Animist and Necro heavily inflated hibs/albs economy, which devalues all other means of gold generation. Now that is SLIGHTLY adjusted, you all are up in arms because what you have grown accustomed to was nerfed. But in the great picture less farming efficiency leads to lower prices which makes doing everything else more rewarding
Thu 1 Apr 2021 4:49 PM by Urzawolf
I really don't see the positives to this change without a change like I propose to standardize the salvage return between classes. There really are no viable metal wearing farm classes in Hibernia or Albion. Darkspire was already more profitable than solo farming by a long shot. Solo farming was mid-tier "farming" at best since the nerfs a year ago.

You seem to disagree that a farming class should have an advantage at farming, however, isn't that what DAOC is all about? Don't other classes have advantages in RVR that I lose because I pick classes and specialize in skills and RA's to improve my farming capabilities?

Also nerfs like this are inherently bad for folks entering the economy in comparison to folks who are already established. Everyone who has had two years to get their templates and gear sorted out isn't going to lose any of that from a nerf to farming. Nerfing farming only makes it harder for new players and those who are not established to catch up.

The disparity in platinum between the realms has more to do with population and custom nerfs on Midgard that neutralize their farming spot. Why is it that my shaman can't pull the red caps in Modernagrav without having one nuke me? Where is my custom fairy camp? The closest I've found isn't any different than it was on live, I don't remember that massive fairy camp from live.

This isn't "personal loss", in fact my favorite farmer is my shaman who only would get metal from this change. I haven't even mentioned (until now) the biggest loss of revenue being that I can no longer get MP 100% Lifetap weapons which sell for 60p+.
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