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Posted by: mtpelion.4562

mtpelion.4562

I don’t know whether this question has already been asked, but anyways:

There are surely a lot of “historic” items offered on the TP as well as there are historic buy requests, by that I mean transactions requested by players who have not been active in this game for a long time.

Do you think that there should be a maximum time for buy or sell requests to be active in the TP before they expire and are deactivated (being no longer usable), because if they are there for so long they do no longer reflect the current state of the economy anyways?

John has previously addressed this issue. Basically, the Trading Post is a set of offers, thus they should only “expire” when YOU decide to cancel it (it’s not an auction house).

Additionally, having an expire function would cause market inefficiencies and huge price swings.

Server: Devona’s Rest

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Posted by: Essence Snow.3194

Essence Snow.3194

I don’t know whether this question has already been asked, but anyways:

There are surely a lot of “historic” items offered on the TP as well as there are historic buy requests, by that I mean transactions requested by players who have not been active in this game for a long time.

Do you think that there should be a maximum time for buy or sell requests to be active in the TP before they expire and are deactivated (being no longer usable), because if they are there for so long they do no longer reflect the current state of the economy anyways?

John has previously addressed this issue. Basically, the Trading Post is a set of offers, thus they should only “expire” when YOU decide to cancel it (it’s not an auction house).

Additionally, having an expire function would cause market inefficiencies and huge price swings.

Wow that took me a long time to find…..

There are a myriad of reasons why this wouldn’t work properly in our game, but on top of it all it would seriously discourage long term investments which is not something we want to do. Long run investments are lots of fun!

So discouraging long term investments……..ummm ya……

Serenity now~Insanity later

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Posted by: mtpelion.4562

mtpelion.4562

Wow that took me a long time to find…..

Yeah… that’s why I didn’t look it up and post it here lol. I’ve been very busy today and know how ridiculous it is to find things.

Server: Devona’s Rest

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Posted by: Khisanth.2948

Khisanth.2948

With the changes to dailies people are going to be getting stuff just for logging in. What is getting nerfed to compensate?

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Posted by: Sariel V.7024

Sariel V.7024

The dailies themselves are supposed to give items too, if I read right.

AP gain per day is getting a small cap. Monthly gain is going away entirely.

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Posted by: Psientist.6437

Psientist.6437

John Smith,

You brought up currency velocity in another thread. In most ways I think mmo economies are far simpler systems that RL systems except when it comes to calculating currency velocity. If I understand currency velocity correctly, there are units of currency that will never experience velocity; any units that are newly discovered and subsequently spent at vendors and/or WPs.

Is that a correct assumption?

“No! You can’t eat the ones that talk!
They’re special! They got aspirations.”
Finn the human

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John Smith,

You brought up currency velocity in another thread. In most ways I think mmo economies are far simpler systems that RL systems except when it comes to calculating currency velocity. If I understand currency velocity correctly, there are units of currency that will never experience velocity; any units that are newly discovered and subsequently spent at vendors and/or WPs.

Is that a correct assumption?

That’s a way of thinking of it. Usually velocity of currency is used as an aggregated statistic grouped around some other fact. For example, very top level we would have the total money supply and the total velocity of money; it would be pretty normal to measure the changing velocity of all the game’s gold relative to the total money supply.

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Posted by: Psientist.6437

Psientist.6437

John Smith,

You brought up currency velocity in another thread. In most ways I think mmo economies are far simpler systems that RL systems except when it comes to calculating currency velocity. If I understand currency velocity correctly, there are units of currency that will never experience velocity; any units that are newly discovered and subsequently spent at vendors and/or WPs.

Is that a correct assumption?

That’s a way of thinking of it. Usually velocity of currency is used as an aggregated statistic grouped around some other fact. For example, very top level we would have the total money supply and the total velocity of money; it would be pretty normal to measure the changing velocity of all the game’s gold relative to the total money supply.

In the RW economies, are there units of currency that have 0 velocity? I would think a game economy would have a much higher ratio of 0 velocity units making an aggregate less accurate or at least more difficult.

“No! You can’t eat the ones that talk!
They’re special! They got aspirations.”
Finn the human

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Posted by: John Smith.4610

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John Smith,

You brought up currency velocity in another thread. In most ways I think mmo economies are far simpler systems that RL systems except when it comes to calculating currency velocity. If I understand currency velocity correctly, there are units of currency that will never experience velocity; any units that are newly discovered and subsequently spent at vendors and/or WPs.

Is that a correct assumption?

That’s a way of thinking of it. Usually velocity of currency is used as an aggregated statistic grouped around some other fact. For example, very top level we would have the total money supply and the total velocity of money; it would be pretty normal to measure the changing velocity of all the game’s gold relative to the total money supply.

In the RW economies, are there units of currency that have 0 velocity? I would think a game economy would have a much higher ratio of 0 velocity units making an aggregate less accurate or at least more difficult.

I don’t think of it as units of currency having velocity, I think of it as the currency as a whole has velocity. There are definitely units of currency in RL and in-game that don’t move, but I’ve never really though about something like fort knox having no velocity before.

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Posted by: Wanze.8410

Wanze.8410

John,

In retrospective of 2014, which project around the game economy or reward structures was the most fun to work at?
Which one was the most challenging and with which change you made are you the least satisfied?

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: Psientist.6437

Psientist.6437

John Smith,

You brought up currency velocity in another thread. In most ways I think mmo economies are far simpler systems that RL systems except when it comes to calculating currency velocity. If I understand currency velocity correctly, there are units of currency that will never experience velocity; any units that are newly discovered and subsequently spent at vendors and/or WPs.

Is that a correct assumption?

That’s a way of thinking of it. Usually velocity of currency is used as an aggregated statistic grouped around some other fact. For example, very top level we would have the total money supply and the total velocity of money; it would be pretty normal to measure the changing velocity of all the game’s gold relative to the total money supply.

In the RW economies, are there units of currency that have 0 velocity? I would think a game economy would have a much higher ratio of 0 velocity units making an aggregate less accurate or at least more difficult.

I don’t think of it as units of currency having velocity, I think of it as the currency as a whole has velocity. There are definitely units of currency in RL and in-game that don’t move, but I’ve never really though about something like fort knox having no velocity before.

All of the gold in fort knox has experienced velocity and/or contributed to aggregate velocity in the past. I do think mmos are unique in that there are units of currency that do ‘move’ from discovery to ‘spent out of the system’ without ever experiencing velocity or contributing to aggregate velocity. Thanks for responding.

“No! You can’t eat the ones that talk!
They’re special! They got aspirations.”
Finn the human

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Posted by: Wanze.8410

Wanze.8410

How rich are those poor people of Divinity´s Reach by now?

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: Essence Snow.3194

Essence Snow.3194

What’s to come with the overabundance of rewards (ie…things that only sell for 2c) that Wintersday supplied?

Serenity now~Insanity later

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Posted by: Manasa Devi.7958

Manasa Devi.7958

I’m hoping for a Mawdrey II-like item that eats tiny snowflakes.

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Posted by: Zaxares.5419

Zaxares.5419

How rich are those poor people of Divinity´s Reach by now?

I would be curious to know just how much gold was taken out of the GW2 economy via the “Golden Generosity” and “Silver for the Season” achievements too.

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Posted by: Cormac.3871

Cormac.3871

How rich are those poor people of Divinity´s Reach by now?

I would be curious to know just how much gold was taken out of the GW2 economy via the “Golden Generosity” and “Silver for the Season” achievements too.

Most of the people who did the acievement would be able to make the gold back within an hour, so my guess is that the effect will have been barely noticeable.

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Posted by: Zaxares.5419

Zaxares.5419

Oh yes, I’m sure that in terms of the economy, the gold sunk by those 2 achievements is nothing compared to what the TP tax takes out every day, but I’m still curious as to what the numbers were, just to get a feel of how big the GW2 economy actually is.

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Posted by: Essence Snow.3194

Essence Snow.3194

I do however feel bad for those who were late to the party as it’s obvious that after the initial rush Donation Defender becomes painful. I’d wager that the after most achieved Golden Generosity they only donate 1 copper per day if any, thus making the dolyak event very few and far between.

Serenity now~Insanity later

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Posted by: pdavis.8031

pdavis.8031

What would happen to the market in general if Precursors were added as an exclusive gem store item? I have a feeling that the prices of many items will actually climb (i.e. rare/exotic weapons, T5 and T6 mats) even though there would be less demand. My reasoning is that although there is less demand for such items, it would cut out a gold sink, which allows for more gold in circulation, which leads to prices being higher. And of course the gold>gem conversion would skyrocket, as more people would farm gold to convert to gems to but precursors. At least thats my assesment. Any thoughts?

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

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Posted by: John Smith.4610

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What would happen to the market in general if Precursors were added as an exclusive gem store item? I have a feeling that the prices of many items will actually climb (i.e. rare/exotic weapons, T5 and T6 mats) even though there would be less demand. My reasoning is that although there is less demand for such items, it would cut out a gold sink, which allows for more gold in circulation, which leads to prices being higher. And of course the gold>gem conversion would skyrocket, as more people would farm gold to convert to gems to but precursors. At least thats my assesment. Any thoughts?

The market would be empty, due to lack of server support… because our office would be burned to the ground by an angry mob.

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Posted by: pdavis.8031

pdavis.8031

What would happen to the market in general if Precursors were added as an exclusive gem store item? I have a feeling that the prices of many items will actually climb (i.e. rare/exotic weapons, T5 and T6 mats) even though there would be less demand. My reasoning is that although there is less demand for such items, it would cut out a gold sink, which allows for more gold in circulation, which leads to prices being higher. And of course the gold>gem conversion would skyrocket, as more people would farm gold to convert to gems to but precursors. At least thats my assesment. Any thoughts?

The market would be empty, due to lack of server support… because our office would be burned to the ground by an angry mob.

LOL!!!

I am going to quote this on the thread about it :P

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

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Posted by: Wanze.8410

Wanze.8410

What would happen to the market in general if Precursors were added as an exclusive gem store item? I have a feeling that the prices of many items will actually climb (i.e. rare/exotic weapons, T5 and T6 mats) even though there would be less demand. My reasoning is that although there is less demand for such items, it would cut out a gold sink, which allows for more gold in circulation, which leads to prices being higher. And of course the gold>gem conversion would skyrocket, as more people would farm gold to convert to gems to but precursors. At least thats my assesment. Any thoughts?

The market would be empty, due to lack of server support… because our office would be burned to the ground by an angry mob.

Everybody loves a bon fire.

Edit: Except when you are the bon fire.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: insanemaniac.2456

insanemaniac.2456

Everybody loves a bon fire.

Edit: Except when you are the bon fire.

shes a witch! burn her!

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: pdavis.8031

pdavis.8031

Everybody loves a bon fire.

Edit: Except when you are the bon fire.

shes a witch! burn her!

She turned me into a newt!

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

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Posted by: Wanze.8410

Wanze.8410

Some people use alt accounts to store huge amounts of mats in their TP pick up tab.

I was just wondering, if you ever checked the amount of items that are in players pick up tabs.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: Essence Snow.3194

Essence Snow.3194

How goes the work in progress of the mystic forge changes?

The mystic forge changes are a work in progress. What I will promise is that when it is done you will like it much better than you do now.

That was 9 months ago and we haven’t heard anything since.

Serenity now~Insanity later

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Posted by: John Smith.4610

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Some people use alt accounts to store huge amounts of mats in their TP pick up tab.

I was just wondering, if you ever checked the amount of items that are in players pick up tabs.

Yes, every once in a while.

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Posted by: Essence Snow.3194

Essence Snow.3194

Have any considerations been given in lieu of clicking feedback to future reward structure that might be implemented down the road?

Serenity now~Insanity later

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Posted by: John Smith.4610

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Have any considerations been given in lieu of clicking feedback to future reward structure that might be implemented down the road?

I can’t say about future changes, but I will say that my colleagues and I have all read and internalized that feedback.

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Posted by: Khisanth.2948

Khisanth.2948

What would happen to the market in general if Precursors were added as an exclusive gem store item? I have a feeling that the prices of many items will actually climb (i.e. rare/exotic weapons, T5 and T6 mats) even though there would be less demand. My reasoning is that although there is less demand for such items, it would cut out a gold sink, which allows for more gold in circulation, which leads to prices being higher. And of course the gold>gem conversion would skyrocket, as more people would farm gold to convert to gems to but precursors. At least thats my assesment. Any thoughts?

The market would be empty, due to lack of server support… because our office would be burned to the ground by an angry mob.

Everybody loves a bon fire.

Edit: Except when you are the bon fire.

Except when the bonfire refuses to spawn the firewood …

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Posted by: blakkrskyrr.7413

blakkrskyrr.7413

JS, do you ever think you are one of the Tyrian gods when it comes to the economy? The amount of insane changes to the game over the last 2 years in terms of economy is, to me, bewildering. Prices of goods have fluctuated astronomically since the game released. How many of these changes were you guys aware would occur when implementing updates to the game such as: changing weapon skins (and some other skin types) to BoE, rich orichalcum vein add/removal, introduction of ascended gear and ascended crafting (especially the crafting. balance of goods is ridiculous. 100 silk bolt >> 50 mithril bars is frakking ridiculous, not to mention linen and cotton. leather also is pretty much worth as much as the dirt beneath our feet), the mystic toilet (several guild members seem to be extremely lucky getting 2 dusks or zaps within 20 rares in the toilet whereas most, included myself, have dumped hundreds upon thousands over time in the toilet and have received not one). the economy is almost, if not more so, frustrating as the economy was in WoW between vanilla and the release of BC.

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Posted by: Wanze.8410

Wanze.8410

In general, do you consider the impact of magic find when deciding on rewards for LS & seasonal events? For example, in deciding to change Queen’s Pavilion from mob drops to event reward chests.

Nope. Changes like that aren’t made because of magic find, they’re made because it’s superior design.

As Event Chests seemed to have replaced mob loot in many cases throughout LS Season 2, can you elaborate a bit on why you think it´s superior design?

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: John Smith.4610

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JS, do you ever think you are one of the Tyrian gods when it comes to the economy? The amount of insane changes to the game over the last 2 years in terms of economy is, to me, bewildering. Prices of goods have fluctuated astronomically since the game released. How many of these changes were you guys aware would occur when implementing updates to the game such as: changing weapon skins (and some other skin types) to BoE, rich orichalcum vein add/removal, introduction of ascended gear and ascended crafting (especially the crafting. balance of goods is ridiculous. 100 silk bolt >> 50 mithril bars is frakking ridiculous, not to mention linen and cotton. leather also is pretty much worth as much as the dirt beneath our feet), the mystic toilet (several guild members seem to be extremely lucky getting 2 dusks or zaps within 20 rares in the toilet whereas most, included myself, have dumped hundreds upon thousands over time in the toilet and have received not one). the economy is almost, if not more so, frustrating as the economy was in WoW between vanilla and the release of BC.

I’m not entirely sure what you’re asking, but I’m going to make an attempt.
Prices of some goods have fluctuates in accordance with new content, new players or changes we’ve made, but overall the Tyrian economy is incredibly stable.

It’s really rare that the price of any major good fluctuates in a way we didn’t design or expect (it has happened, I think I spoke about it before in another thread). That doesn’t mean I think all good prices are where they should be or always will be, it means that we pay attention and make what changes we feel confident in.

The mystic forge itself plays a role in the economy, but the nature of the distribution of goods from it is another topic entirely (literally, it should be on the first two pages of this forum or so).

If this doesn’t answer what you were asking, follow up and I’ll try to answer more specifically.

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Posted by: ConfusedDave.4271

ConfusedDave.4271

Hi John,

I just put together a little spreadsheet showing the cost of the raw materials required to build a set of ascended armor. I limited it to only the materials that vary between armor classes. (Scraps, sections, ore, and related threads/lumps). The totals I came out with were:

Light: 368 gold
Medium: 283 gold
Heavy: 280 gold

1. Was it deliberate to have such a large disparity in crafting costs for Light armor compared to the other weights?

2. If so, what have you got against Light armor-wearers?

3. If not, what unexpected factor caused your calculations to go awry?

Cheers
Dave

Attachments:

(edited by ConfusedDave.4271)

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Posted by: Torsailr.8456

Torsailr.8456

Hi John,
Have you ever considered doing a currency exchange in the TP for in game currencies? Functionally similar to the Gold/Gem conversion but for things like Badges of Honor, Bandit Crests, Geodes, etc?

Would something like that be beneficial for the economy or would it just cause problems?

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Posted by: Wanze.8410

Wanze.8410

Was the precursor droprate buffed since christmas?

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: Essence Snow.3194

Essence Snow.3194

In theory pres should be dropping more often over time as the population’s mf increases

Serenity now~Insanity later

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Posted by: Wanze.8410

Wanze.8410

In theory pres should be dropping more often over time as the population’s mf increases

That theory is flawed, as long as new accounts with 0% MF are opened.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: Essence Snow.3194

Essence Snow.3194

That would be dependent on old accounts becoming stagnant (not played). If new accounts are added, there should be more chances for the to drop. The only way it’s flawed is if accounts are not increasing mf or more older accounts are becoming stagnant than new accounts being added.

Serenity now~Insanity later

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Posted by: Matisse.9356

Matisse.9356

In theory pres should be dropping more often over time as the population’s mf increases

That theory is flawed, as long as new accounts with 0% MF are opened.

That is incorrect. The number of new accounts with 0% MF has no influence on the statement you quote, as it does not have any influence on the overall MF. It does have an influence on the average MF per account, but this is not what Essence Snow was referring to. What has an influence overall amount of MF is if accounts with 1%+ get inactive or the changes (increases) of MF for each account, but this has also not been a part of the statement you quoted.

To sum it up: You are wrong, the quoted statement is correct.

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Posted by: Vergil Huragok.3967

Vergil Huragok.3967

Not sure if this is under the right section but seemed best to ask. For the new nodes that are available from Black Lion chests or the trading post is there any sort of limit to them? I imagine not in purchasing but in use of them as unspecified limits to home instances?

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Posted by: Essence Snow.3194

Essence Snow.3194

Not sure if this is under the right section but seemed best to ask. For the new nodes that are available from Black Lion chests or the trading post is there any sort of limit to them? I imagine not in purchasing but in use of them as unspecified limits to home instances?

They are bound like all other nodes in home instances. Once per day per account.

Serenity now~Insanity later

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Posted by: Vergil Huragok.3967

Vergil Huragok.3967

Not sure if this is under the right section but seemed best to ask. For the new nodes that are available from Black Lion chests or the trading post is there any sort of limit to them? I imagine not in purchasing but in use of them as unspecified limits to home instances?

They are bound like all other nodes in home instances. Once per day per account.

That isn’t the nature of the question, I know the nodes themselves are one use per day it’s the greater context of buying/receiving the node bundle and if the bundles have unstated limits

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Posted by: Essence Snow.3194

Essence Snow.3194

What are you asking? Are you asking if you can double up on a type of node in the instance? Like have have 2 sets of lumber nodes there?

Serenity now~Insanity later

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Posted by: Zaxares.5419

Zaxares.5419

Yes, that’s what he’s asking.

While I don’t know for certain, I’m pretty sure the answer is “no”. More than likely you’ll get an error saying, “You already have this content unlocked” when you try to apply a double node to your home instance.

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You can only have one of each type of node as far as I’m aware.

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Posted by: Wanze.8410

Wanze.8410

You can only have one of each type of node as far as I’m aware.

As it is already possible to visit different nodes of the same kind by visiting someone elses home instance with the same node, it wouldnt make sense anyways, to have multiple nodes of the same kind in your own instance because you can harvest each kind only once per account per day.

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: Echo.3741

Echo.3741

Light: 368 gold
Medium: 283 gold
Heavy: 280 gold

1. Was it deliberate to have such a large disparity in crafting costs for Light armor compared to the other weights?

Would love to see this answered.

I guess they are slowly working on balancing the material market to match the original idea of the material requirements for ascended armor, instead of having to constantly rework crafting recipes to balance them cost wise.
Though this doesn’t seem to be working out so far

Echo Mir // Echo.3741 [Echo] Echo Echo Echo Echo

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Posted by: Ayrilana.1396

Ayrilana.1396

That cost difference is slowly shrinking. I believe it was only like a 50G difference between light and heavy sets last night. This is much different from last summer where it was around 100G.

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Posted by: Behellagh.1468

Behellagh.1468

Light: 368 gold
Medium: 283 gold
Heavy: 280 gold

1. Was it deliberate to have such a large disparity in crafting costs for Light armor compared to the other weights?

Would love to see this answered.

I guess they are slowly working on balancing the material market to match the original idea of the material requirements for ascended armor, instead of having to constantly rework crafting recipes to balance them cost wise.
Though this doesn’t seem to be working out so far

That’s easy, light armor needs the same base material for it’s class as oppose to leather or metal and follows the same stock formula as other armors. It’s just that Damask is so, so much more expensive than Elonian Leather or Deldrimor Steel. And that’s likely due to the difficulty in obtaining cloth mats Vs leather or metal mats.

It was probably at the time the recipes were created, those cost on paper was similar for those crafted mats and the market just took over. Damask is used in every armor weight and piece thus huge demand which drove up the price. That in itself isn’t the problem but the fact light requires 50% more because it’s the armor’s base material that is the problem.

But there’s at least symmetry (in the recipes). – Zathros

We are heroes. This is what we do!

RIP City of Heroes

(edited by Behellagh.1468)