Selling crafted items for profit?

Selling crafted items for profit?

in Crafting

Posted by: anzenketh.3759

anzenketh.3759

https://www.guildwars2.com/en/news/john-smith-on-the-state-of-the-guild-wars-2-economy/

States

The Guild Wars 2 economy (and virtually every other economy in the same vein) is not designed to have any loop that involves creating value for no cost.

For example, a player discovers a recipe that allows them to craft items from vendor goods for only 50 copper and then sell back the crafted item for 100 copper. The player now has an infinite loop of value gain. If this were working as intended the game’s currency would hyper-inflate very, very quickly as all players swarmed to this recipe to generate gold.

The statement confuses me. Depending on how you define cost. In order to make money in crafting you have to have a “loop that involves creating value for no cost.” What is cost? Does it matter if it is a infinite loop or not? Depending on how you define cost and if it is a infinite loop or not could make all the difference in the world. I don’t think however it matters who is creating the value however.

I believe this is talking recipes that consist of materials solely from merchants (Coin and otherwise) and is mostly talking about the Mystic Forge. However it could it involve items regarding drops? Or a recipe that using 1 item from the merchant and X of 1 type of item from that is only comes from drops? Such as wool or leather scraps.

I think that the quote is talking about recipes that use only used items purchased from merchants. Here is my reasoning why. There is a cost involved. The cost is the materials from drops. The materials cost coin or time. Time taken from farming the mats or time taken getting the coin to buy the mats. But then I am not 100% sure. Am I on the right track? Is my interpretation of the wording on the right track?

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

(edited by anzenketh.3759)

Selling crafted items for profit?

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Posted by: Twoflower.3176

Twoflower.3176

Pretty sure he’s talking about direct and easily exploitable loops. IE, use something sold by a merchant for 10 copper to make an item which sells back to a merchant for 100 copper.

That’s different from working on items which have variable pricing depending on the mood of the market. Crafting low and selling high is pretty standard stuff, after all.

Selling crafted items for profit?

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Posted by: anzenketh.3759

anzenketh.3759

Pretty sure he’s talking about direct and easily exploitable loops. IE, use something sold by a merchant for 10 copper to make an item which sells back to a merchant for 100 copper.

That’s different from working on items which have variable pricing depending on the mood of the market. Crafting low and selling high is pretty standard stuff, after all.

That is what I was thinking. However I have not really played a crafting MMO before. Guild Wars 1 did not really have crafting and that is about the closest thing to a MMO that I played for long enough time to get to know the game.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

Selling crafted items for profit?

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Posted by: mulch.2586

mulch.2586

In other games (e.g., EQ1), instead of having gold farmers, the funds for RMT came from things like described here, say spending 32c on all store-bought mats to make bread, and then selling it to NPC for 40c. Gold-seller creates bots that do it repeatedly and build their fortune. I don’t know why it was mentioned in the state of crafting address, as it’s a mundane point. And the bit about exploits… just made me o.O

you’re the dev, make your game right, eh

Hopefully next time they’ll spend a little better thought on writing the “state of the economy.”

Selling crafted items for profit?

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Posted by: Dishconnected.8360

Dishconnected.8360

The statement confuses me. Depending on how you define cost. In order to make money in crafting you have to have a “loop that involves creating value for no cost.” What is cost? Does it matter if it is a infinite loop or not? Depending on how you define cost and if it is a infinite loop or not could make all the difference in the world. I don’t think however it matters who is creating the value however.

Let’s revisit the original post so we can address your confusion:

The Guild Wars 2 economy (and virtually every other economy in the same vein) is not designed to have any loop that involves creating value for no cost.

For example, a player discovers a recipe that allows them to craft items from vendor goods for only 50 copper and then sell back the crafted item for 100 copper. The player now has an infinite loop of value gain. If this were working as intended the game’s currency would hyper-inflate very, very quickly as all players swarmed to this recipe to generate gold.

What he is describing is that the person in question does not have to invest anything but time [and a very, very short amount of time compared to regular farming/grinding out in some random zone] to make money. The person doesn’t have to literally spend any copper except the one initial investment to make copper. In his example he is saying that there is no in-game limitation to stop someone from making a ridiculous amount of gold because they only need 50 copper to start the chain off. Pretty soon they have 50s and can purchase a large quantity of items. This process is exponential in growth but runs away from the rest of the population that is growing at a specific rate. IOW: they are making an astronomical amount of money compared to other people because it requires little time, little effort and therefore “no cost”. His statement isnt’ entirely accurate because there is always a cost and speaking about an infinite loop is confusing because there is an upper limit to how fast a person can make money off an exploit they find. But the problem is that people talk and if one person does it, there will be thousands more in suit so the problem effectively becomes “infinite” until they take down the server for an emergency patch.

I believe this is talking recipes that consist of materials solely from merchants (Coin and otherwise) and is mostly talking about the Mystic Forge.

He’s talking about vendor sold items. Their price never changes, it never should change and any typos in their pricing are easily exploitable because they are easily accessible.

However it could it involve items regarding drops? Or a recipe that using 1 item from the merchant and X of 1 type of item from that is only comes from drops? Such as wool or leather scraps.

Only if a person found out a way to get more than what was intended. The point here is that they control the drops, the prices to a certain extent and if anyone goes outside of that control for their own ill-gotten gains it can cause a collapse in the virtual economy and then people still stop playing GW2 in droves and for good reason.

I think that the quote is talking about recipes that use only used items purchased from merchants. Here is my reasoning why. There is a cost involved. The cost is the materials from drops. The materials cost coin or time. Time taken from farming the mats or time taken getting the coin to buy the mats. But then I am not 100% sure. Am I on the right track? Is my interpretation of the wording on the right track?

Yes. The cost is in coin or time. He meant “little cost” as compared to the time it takes to normally make that much.

Nihil curo de ista tua stulta superstitione.