“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
I’m one of those people who usually ends up with way too much leather or wood, especially in tier five. With events like the zephyr chests you can always get rid of some of that supply, but it usually creeps back up on you really fast.
Now, as an idea to get rid of overstock, perhaps balance the different materials a bit, I looked at the Material Promotion we are currently able to do at the Mystic Forge and thought – how about “cross-promoting” or “transforming” of sorts – so either up a tier as the promoting works currently of staying within the same tier (which is what I would prefer).
The formula does not have to change from what it is right now, 250 of the material, one sample of what we like as output, dust and stones.
Might also level the prices of common materials within the tier?
I haven’t seen this suggestion yet so I’m just throwing this out there.
No one has ripped me to pieces yet … I’ll take that as an ok sign.
Or maybe I’m just unclear – so here a mock up modified from the wiki for illustration.
I like the idea. I find wool/linen/silk much harder to come by than leather, and of course metals. It doesn’t seem like there is any particular reason currently for the game to need cloth materials to me rarer than others.
Interesting idea, although my vote would be for material tier downgrades rather than cross-material promotion.
Interesting idea, although my vote would be for material tier downgrades rather than cross-material promotion.
Would you reverse the output ratio in that scenario or leave that the same?
Interesting idea, although my vote would be for material tier downgrades rather than cross-material promotion.
Would you reverse the output ratio in that scenario or leave that the same?
I wouldn’t do a full reversal, as there should be some loss as a result of the conversion process, but a downgrade should output more units than the input.
Not as much as the reversal of the upgrade recipes (50 → ~250), but maybe something like (50 → ~100), so you couldn’t create an infinite loop of upgrading and downgrading mats.
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