Search the Community

Showing results for tags 'product'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Game News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Northern Freedom Isles
    • Harmony
    • Melody
    • Cadence
    • Northern Freedom Isles Market
  • Southern Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Southern Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance
  • Wurm Unlimited
    • Unlimited Discussion
    • Unlimited Modding
    • Server Listings & Advertisement
    • Technical Issues

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Cadence


Defiance


Harmony


Melody


Acc1


Acc2


Acc3

Found 1 result

  1. Crafting Product Profitability Wurm has a plethora of wonderful skills, each one with it's own functions, uses, and perks. I prefer to separate skills into four categories:Gathering, Crafting, Combat, and Leisure. I want to focus here on the crafting skills. The crafting skill category consists of 8 crafting skills. These are skills that take items from gathering skills and use them to produce a product in the game. The seven skills include: Carpentry, Smithing, Tailoring, Masonry, Pottery, Alchemy, Rope-making, and Cooking. Each one is unique to the products it produces, and many of them have sub-skills. However, even though the products from each skill are unique to itself, only two of the skills have high-end products. Smithing and Tailoring, both of which have products that sell for high-coinage value. Smithing has the creation of dragon scale armor with the use of its sub-skill, Plate Armor Smithing. Tailoring, just the same, has the production of dragon hide armor, which uses the sub-skill Leather-working. Unless an item is won or given as a reward, or maybe if an item is fantastic, no other items sell for as much as the dragon armors do. Which sort of makes those sub-skills the best skills to have if you want to participate in the economy. What I'm suggesting here is that maybe the other skills could get an economy handout. To think about how to do this, we can track back to why smithing and tailoring are profitable. They each take items dropped by uniques, and turn it into a very useful item to have. So its gathering process is the product of a unique fight. Perhaps the other skills lacking profitable products could get a gathering item from the result of a unique fight too. For example, maybe the troll king could drop a felled tree(its club) of a wood type unobtainable by any other source. This when used in the creation of a weapon (think combat stave, fancy clubs[expand that club skill gains!] or like the Staff of Land) could allow the player to have the advantage in combat, and then be both rare, and therefore valuable. ideally the item would be of equal value to that of dragon armors. That of course is just an example of what could be done. Wurm's economy fluctuates and for the devs to know what adding any given item will do to the market and to the game is nearly impossible. Personally I would just like to see all the crafting skills be equally as profitable, and therefore equally useful. Making that happen would help balance both the economy and the professions within the game, and I think may even make the skill system feel more vast than it already is. Tell me below what you think of making all the crafting skills profitable! ~Lei