Blacksmithing needs a looking at.

Nasta

Dalayan Beginner
Hey all, I do not know if this is the same for everyone or if it is just me.  But here are my experiences with smithing.

Getting to 205 skill (where HQ augs become trivial) is time consuming, is a pain in the ass, and very expensive.  On the other hand, I am pretty sure I currently am selling the most HQ augs of all the smithers on the server (Sorun/Fulgor) and have made back the money spent so far to get this skill, and a little more on top. 

For 205-250 skill, I am encoutering all sorts of problems.  While dalium/mithril/obisidian ores were rare, Ghostmetal and Warpmetal is just awful.  Currently, the average drop rate between those helping me mine and myself is about 2-3 ores per hour, 4-6 hours per stack.  For small armor (ghostmetal/warpmetal) it takes 1 ores per ingot.  3 ingots for a combine.  It is about 20 combines per skillup.  That's 60 ores per skillup (and that seems a little low, I'll have to recheck my numbers once I get more ore).  So for one skillup you need to spend 12-18hours mining.  Multiply that by at least 10 skillups (im only at 210 skill with +7 hammer and still not trivial) = 120-180 hours of nothing but mining (one charachter) to get 10 skillups.  Once I reach trivial, I'll have to make Medium armor which is 2 ores per ingot and then 3 ingots per combine, 6 ores per combine, x 20 combines = 120 ore (24-36 hours).  Multiply that for 10 more skillups and we're at 240-360 hours.

For the money aspect.  The current price on these ores is 1k/stack.  These prices are not dropping, and I dont see them dropping with the rarity of the ore (in fact I wouldn't be at all surprised if the price increased.)  Now for the income aspect, there is none.  If buying the ore, it costs (3x50 =150pp for the ore, 10pp for the miscelenious combines, 25pp per stabilizer (assuming your not paying for the bonechips and the ectoplasm, which is ludicrious as its 80 bonechips and 40 ecto for one stack of stabilziers and there's just no way your going to farm that much on your own when you need backpacks of stabilizers to skillup. Tthe current prices for these is 10pp/stack) = 75pp.  Thus making the cost of a small piece of Warpmetal/Ghostmetal Armor 235pp.  In order to account for the fails in combines and all that, You'd want to add some more.  However, I have been tryign to sell these armors for 200pp, and no one wants them.  Once I start making Medium armor, it'll be even more Expensive.

Now I am not sure what the solution here is, perhaps getting rid of the level requirement so it can become twink gear, adding some stats to it, letting it be augd with 2 augs (is that possible?) or what, but something needs to be done.  Not to mention that once I want to start making deepmetal armor, I have to mine in First Ruins, which means I need a beefy group (ouch? they hurt!) protecting me while I mine.  I went there once, and for mining an hour I didn't get a single ore.  Also, I dont think I can really be in the group while mining, as im not sure 5 others would want to let me leech exp while all I do is mine. 

If you look at tailoring, while their drop rates aren't all that much better (from what I understand, I don't tailor so I don't know.) for the most part like the big greymoss problem people keep referring too, they are ablel to get exp while farming the greymoss.  The tailord gear up to that level sells.  There is some sort of income with the money being spent.  They're ingredients are dropped, and dont require backpacks of nonsense (I have enough iron ore to rebuild every building in the world!).  With blacksmithing, it seems I am about to drop at least 15k, probably closer to 20k+ into smithing and hope in the end it pays off. (On top of all the money made so far from selling HQ Augs and assuming I am mining all the ore and not buying any, which means 20k + 300+ hours).

At the moment the only real way to make money with smithing is the Augments.  The Armor/Weapons is miniscule to nothing in the income field of smithing.  I am sure once I get to the point where I can make exceptional augs I will have some sort of income again, but I am not sure how much I would be able to charge, how much time it will take (I know it is supposed to take a while, but 300+ hours to not even get to grandmaster from 210 skill?), or whether or not I will make back my money, or even make some sort of profit before everyone has exceptional augs.

Again, I am not entirely sure what needs to be done here, but something just isn't right imo and something does need to be done.  Thanks for taking the time to read.
 
I agree that MINING is a huge pain in the ass; I have to bring in a dual-cleint just to help me mine, which imho really should not be necessary.

It was strange getting 250 in mining before getting skill 100 in blacksmithing. If mining progressed at the same rate blacksmithing did, there could be less of an issue with all of the crap ore when middle to high level blacksmithing. What are mining-smiths to do? Sell their ore to other blacksmiths to level up with to compete for market sales sooner?

NastaD said:
he Armor/Weapons is miniscule to nothing in the income field of smithing.

I have no problem selling my armor, albeit for cheap, not so much for weapons, but I am still working dalium here.

Please tweak mining so that at 250 skill there will be less iron & copper and more of the better ores.
 
Couple of points I'd like to make.

1. Obsidian BP's sell for about 15pp less then mithril/dalium no reason that this should be the case, The higher the skill level required to complete something the more it should sell for.

2. Warpmetal/Ghostmetal either the value that you can sell them to a merchant needs to be upped, Or and this is the solution I would like to see happen, Stabalizers would only require 1 ectoplasm 2 bone chips, and the rare mineral dust would cost only 10 - 15pp.

As per the two other issues raised the ammount o low quality ores (iron,copper,silver) at 250 it is an unfortunite issue that any miner has to deal with, yes it would be nice to get less of it but shit happens. The other issue was the drop rate of warp/ghost metal to be honest I really don't have an issue with the drop rate, yes it is rare but in reality by the time I managed to finish mithril (195 skill) I had nearly 50 stacks saved away so really i don't think the drop rate is terribly off.
 
*This is from my player Chars Perspective*

There is some serious imbalance between the cost to make Warp/Ghost weapons and armour and what the market will actually pay for them. I am not saying everything in smithing should make a crazy profit but you should be able to at least sell the items for a profit, and before you bring in the argument that you can mine the ore and make a profit by selling lower it just doesn't work out that way as Nasta pointed out. His estimations of cost at 235pp is about right and since it takes about 4 hours on thegood side to get a fulls tack of either ore you are talking about getting maybe 250pp an hour back from your ore IF you are able to sell the armour for 235pp which from what I have seen you can't.

1. Lowering the cost of stabilizers would help. (but this was done originaly to keep the market price of this armour up)
2. Improving the stats and/or removing the level requirement would help (To try and bring the power of the armour more in line with what its market price needs to be (350ish pp IMO)
3. Adding a second aug slot (neat idea for tradeskilled items that kinda fits with the theme since they can make augs it stands to reason that they could create an armour that can hold two, perhaps make it so that you can't have two of the same kind of aug on one item. i.e you can't have 2 ac augs together)

I would personally like to see a blend of 2 and 3. I don't want to see the market price lowered, I would rather create armour that is worth the expense to buy at around 350pp for the small up to 1k for the BP.
 
I've never really seen a huge demand for smithed goods. This could be due to things like most of the items made are kind of lackluster, the generally globally lower prices on the server lately (which I believe the selling increase was meant to prevent?), the fact that many of the classes who would wear them aren't really great farmers, etc etc. All in all I think smithing needs to be seriously looked at.
 
Where was all this angst when Perkins and I were screaming bloody murder 6 months ago? My hat goes off to him for the incredible amount of effort he has put into it. I gave up on smithing 5-6 months ago around 203ish when most of the formulas became known and I computed the amount of MONTHS of 24/7 effort I would have to put in to reach 250.
 
JayelleNephilim said:
Perhpas you should create another thread if you have a suggestion or request regarding fletching. ;)
there is like 200 posts about it.. need a complet revamp on it..
yesterday just burned 2k and 100 combines to get me from 202 to 203...
 
Garluk said:
Where was all this angst when Perkins and I were screaming bloody murder 6 months ago?  My hat goes off to him for the incredible amount of effort he has put into it.  I gave up on smithing 5-6 months ago around 203ish when most of the formulas became known and I computed the amount of MONTHS of 24/7 effort I would have to put in to reach 250.

Umm. My angst has been here for a while with smithing. As for the others they have just now caught up to the skill where it gets annoying. I like you have rarely smithed for skill since I hit 202 and the +4augs became trivial with the +3hammer. I just can't bring myself to SPEND 80k from 203 - 250 just so I can make the bigger augs and deepmetal. The power of the armour and the cost to create are out of balance when you consider that once you get to a point where the items are trivial you SHOULD make a profit from them. Augments are the only way to make anything resembling a worthwhile profit from smithing.
 
Better "no drop" items in blacksmithing could fix this and create a demand for items that would sell for a profit. Perhaps even get blacksmiths involved with other tradeskills.
 
Garluk said:
Where was all this angst when Perkins and I were screaming bloody murder 6 months ago?  My hat goes off to him for the incredible amount of effort he has put into it.  I gave up on smithing 5-6 months ago around 203ish when most of the formulas became known and I computed the amount of MONTHS of 24/7 effort I would have to put in to reach 250.

With the forum I generally have always seen a few regulars that come in here. Doesnt mean everyone or most aren't in agreement on it, its just that alot of people don't bother to post. In the past few months blacksmithing has come up as a topic numerous times in guild and the general consensus seems to be that most think it's simply not worth it. They just rarely frequent the forums, even in the regular discussion posts. Having run several forums myself for various topics it isn't easy to get people interested in posting at all, let alone about various issues, though I would guess the game being attached makes things at least slightly different. But I digress.

I actually was always pretty amazed you 2 were putting so much time into it, even back in the day when there were like 12-15 miners working up their skill. Granted you probably could make a pretty sweet profit if you were the only manufacturer of exceptional armor runes and deepmetal on the server (which I believe perkins is and provided there's a large demand for it, which I don't believe there is for deepmetal) but that simply wouldn't even come close to comparing to the profit you would have made just straight farming. The xp would probably be better too. But mad props to perkins for the incredible amount of mind numbing tedium of maxing mining alone let alone smithing, as well as the ludicrous amount of $ he put into it.

Also as an aside I would think smithed items being in less demand than tailored highend items would simply lie in the amount of droppable gear in the game as a whole for the classes. Tanks, who would be using deepmetal are represented by 3 classes. Each one of these has a plethora of very decent gear available to them all over the place. This combined with the relative inexpensiveness of droppable highend gear currently (for example, girdle of ancient rocks? Bought an augged one yesterday...1k +25 str is absolutely massive 25 ac, and 65 hps + 9 from the fq aug). The warlord bp is another fine example of this. Decent bp, faaaaaar cheaper than deepmetal, and eventually they'll just get a better one raiding.
 
Here is the problem with smithing post Mithril:

Small Warpmetal / Ghost Metal armour Components
Ore: 50pp each (or 1k per stack)
Yes you can mine it yourself but the time invested vs. regular exp or farming has a cost of its own.
Rare Mineral Dust: 24p 6g 8s 6c
Limestone: 2p 1g 9c
Coal: 2s 3c
Mineral Dust: 3p 2g 6s 6c
Bone Chips: 5g each (or 10p per stack)
Ectoplasm: 1p each (or 20p per stack)
Mold: 1s
Water Flask: 2s 6c

To make the Small Armour you use:
3 ore - 150pp
3 Coal - 6s 9c
3 Limestone - 6p 3g 2s 7c
3 Stabilizers - 86p 0g 5s 8c
* 3 Rare Mineral Dust - 74p 0g 5s 8c
* 12 Bone Chips - 6p
* 6 Ectoplasm - 6p
2 Temperings - 6p 5g 8s 4c
* 2 Mineral Dust - 6p 5g 3s 2c
* 4 Water Flask - 5s 2c
1 Mold - 1s

Total COST to make small armour = 249p 0g 4s 8c
For the Medium you can add 150pp for more ore (399p 0g 4s 8c), and for the Legs you can add 150p additional (549p 0g 4s 8c) and the BP takes an additional 300p in ore and 2 more stabilizers at 28p 6g 8s 6c each (906p 4g 2s)

Like Nasta said in the OP you can't even sell these small armours for 235pp which is in reality below cost.

What I would propose is two fold.

1) Up the stats on the Warpmetal and Ghostmetal armour slightly nothing drastic just enough to make them competitive with comparable dropped armours.
2) Lower the cost of the Rare Mineral Dust to 5pp (Add another Platnium Bar into the Augment recipe to keep its cost in balance). This would lower the cost to make of the Armours by 59p 0g 5s 8c and the cost to make the Breastplate by 98p 4g 3s.

I think this would balance the cost and the marketability out to a point where Smiths would make some of these armours instead of just using their warpmetal and ghostmetal to make augments in the 220+ skill range.

EDIT: Vendor prices listed are with ally faction.
 
selling this armor even at half the cost to make it seemed impossible and after weeks of auctioning and having armor in listsold without being able to sell 1 single piece, the only choice was either to just vendor for 30-31pp per piece or to give it away to low characters way under the rec lvl so someone would atleast use it till they get pp to buy something better. Since the skill does take quite a bit of pp to raise I just vendored all of it recently.... Kind of sad really.

Gladis
 
What if you could melt down smithed armors to recover some of the metal used in them? Would that help? It may look like shoes but I'm sure there's still some of the metal in there, so it makes sense.
 
Thinkmeats said:
What if you could melt down smithed armors to recover some of the metal used in them? Would that help? It may look like shoes but I'm sure there's still some of the metal in there, so it makes sense.

Well to some degree yes, but then you just make it closer to paying for skills instead of providing a way to make aprofit once an item becomes trivial. I am not suggesting you should make a profit on every item you make, but rather that you make a profit on items that are trivial. Even more so on items that are trivial 220+. The bottleneck of the ore is fine IMO and allowing armour to be broken down into ore again would just speed up the rate that you could buy your way to 250 skill.
 
that would most definitely help tons! it would also make sure the market doesnt become flooded!
 
Might also solve the problem of too many small warpmetal and ghostmetal pieces and hardly any of the large pieces being available. :)

I always wondered why you couldn't melt down armor after it was made. Seems like it would make sense.

Might help to lower the overall cost of ore as well.
 
/agree w/tempus

As an aside perhaps gems could factor into the armor as well. Something akin to developing alternate recipes that already exist with the weapons, so that a ruby inlaid ghostmetal breastplate would have the stats of the bp + some alternate stats depending on the gem. Depending on the particular stats/effect added it may help to drive demand a bit. Of course then it would make the armor more expensive in the first place... But just an aside to possibly make it more interesting.
 
I think 5pp is too low, but a price drop is probably in order on the dust.
 
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