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Post by sirra on May 1, 2015 16:26:48 GMT -5
Having played one or two grebbers, I have to say that most of the money-making methods you describe are mind-numbingly boring, take forever and ever and ever and are dangerous to boot (mostly because of other players). At least crafting has the advantage of 'less' danger and 'more' boredom... Besides, looking at the monetary side of things, sids 'are' easy to come by, starting at around mid-level play. Before that, when your grebber is selling tufted plant stems for 2 sids a branch, you kind of wish you were a crafter. I know I did, when I had an indie grebber... Edit: Also, when I roll a crafter, it's to RP a crafter, not make money. Just saying... Honestly, I wish things were exactly as you have described them. But the reality is, I can swing through the Northlands, and in a very brief period of time, pick up copious amounts of flowers and herbs in easily found and safe locations, that can sell for 40 sids+ each. Far more profitable than sid mining, or salt grebbing or spice sifting, is even with an apprentice/journeyman forage, to pick up various gems and stones, that can also be sold for a hefty profit. That and raw materials (especially selling wood in the south and obsidian in the north), actually brings in far more than hides and meat. I didn't even touch on artifacts. The main hurdle to the above is needing to know where to sell things. But there are places to sell them, nearly everywhere. The Northlands are also often combed for inix and oxen, which are taken south and sold to the butcher. Which is so annoying when I'm trying to find one to ride! The advantage that salt, spice and obsidian has over the above, is that there's no limit to selling it. With the other places, you might only be able to sell a little bit at a time (making 2-300 sids) before needing to give the merchants time to replenish their sids. But yes, I honestly wish that this wasn't the case, and that going subguild for making sids was actually a really good idea. EDIT: It's a good thing that with Tuluk gone, the game lost two herb merchants with large sid reservoirs and a fast turnover. But it's still doable. It's just the other merchants have less in the way of sids.
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Najniaj
Clueless newb
Information please
Posts: 103
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Post by Najniaj on May 1, 2015 17:17:06 GMT -5
I 'did' say "mid-level play" - I.e.: When you're confident and equipped enough to start hitting spots by a rota, skilled enough to fully benefit from wildlife... (and play a ranger, obviously. : D) In all seriousness, I think you're missing the point through no fault of your own. I don't want to 'make' money, I want to make money 'crafting'. - Because that's what crafters do*.
*should be able to do
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Post by sirra on May 1, 2015 17:42:55 GMT -5
I 'did' say "mid-level play" - I.e.: When you're confident and equipped enough to start hitting spots by a rota, skilled enough to fully benefit from wildlife... (and play a ranger, obviously. : D) In all seriousness, I think you're missing the point through no fault of your own. I don't want to 'make' money, I want to make money 'crafting'. - Because that's what crafters do*. *should be able to do
Oh I get it. I just go on at times. My point was essentially that what I was describing wasn't 'mid-level' play, so much as straight out of the box. At the same time, I understand and applaud your intent on playing a crafter for the RP of it, and not the economic incentive. It's just unfortunate that the incentive isn't even greater.
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malkeninthemiddle
Displaced Tuluki
Black woman lawyer on a television morning show
Posts: 279
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Post by malkeninthemiddle on May 1, 2015 17:53:45 GMT -5
I want to mastercraft stonecraft and every month mastercraft a statue of a dick and every month following that always make it a little bigger until it's just one giant dick overwhelming the dragon's statue when you enter Allanak.
You are more than welcomed to steal my idea.
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Post by sirra on May 1, 2015 18:43:12 GMT -5
That reminds me of a character I had who wore a pair of pocketed pants. I kept some of the halfling throwing nuts you get from the forest in them. So should a thief have ever chanced to peek inside my pants, they would see, 'a couple of large, sleekly curved nuts'.
Ironically, it didn't begin as a joke. It started out as the pants simply being a convenient place to keep my nuts.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 1, 2015 18:51:21 GMT -5
That reminds me of a character I had who wore a pair of pocketed pants. I kept some of the halfling throwing nuts you get from the forest in them. So should a thief have ever chanced to peek inside my pants, they would see, 'a couple of large, sleekly curved nuts'. Ironically, it didn't begin as a joke. It started out as the pants simply being a convenient place to keep my nuts. pretty sure I can say with confidence that, with this post, you more or less won the shadow boards
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julio
Displaced Tuluki
Posts: 270
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Post by julio on May 1, 2015 21:06:58 GMT -5
That reminds me of a character I had who wore a pair of pocketed pants. I kept some of the halfling throwing nuts you get from the forest in them. So should a thief have ever chanced to peek inside my pants, they would see, 'a couple of large, sleekly curved nuts'. Ironically, it didn't begin as a joke. It started out as the pants simply being a convenient place to keep my nuts. pretty sure I can say with confidence that, with this post, you more or less won the shadow boards Hahahaha! I laughed twice. That was amazing. OHhhh Pickpockets are awesome because of the peek skill. Peek skill mastered = amazing.
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Najniaj
Clueless newb
Information please
Posts: 103
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Post by Najniaj on May 2, 2015 11:34:27 GMT -5
That reminds me of a character I had who wore a pair of pocketed pants. I kept some of the halfling throwing nuts you get from the forest in them. So should a thief have ever chanced to peek inside my pants, they would see, 'a couple of large, sleekly curved nuts'. Ironically, it didn't begin as a joke. It started out as the pants simply being a convenient place to keep my nuts. pretty sure I can say with confidence that, with this post, you more or less won the shadow boards Seconded. That right there is a victory. : D
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Lizzie
Clueless newb
Posts: 199
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Post by Lizzie on May 3, 2015 3:16:39 GMT -5
How long does it take for merchants to get back their money, by the way? Until the next...reboot thingie?
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Patuk
Shartist
Posts: 556
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Post by Patuk on May 3, 2015 6:23:59 GMT -5
Basically, yes.
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Post by lyse on May 3, 2015 8:08:02 GMT -5
They also get a little back randomly, not sure how many ticks by "selling" to virtual customers. You can see them doing it occasionally if you're there at the right time.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 3, 2015 21:18:38 GMT -5
They also get a little back randomly, not sure how many ticks by "selling" to virtual customers. You can see them doing it occasionally if you're there at the right time. The shops will often sell items between about 80 and about 150 sid in value, if they have a range of items in inventory. There are very few shops that are only stocked with expensive goods. A good example is the silk merchant in the se corner of the Allanak bazaar. It generates thousands of sids per rl week, if not screwed up. Many of the other shop "coin pools" can be effectively disabled by selling many cheap items into the store. The pcs who sell a pile of 4 sid izdari pieces and 2 plants into a shop will mean that a % of the sold items generate no real wealth. If you can control a shop and its inventory, you can pull five thousand sid a real week of out the shop, almost regardless whether it reboots. This is harder to set up in places where specific shops are one of the few ways certain pcs can make money. This is also why selling the same high value items (like wood hand crossbows in redstorm) into a shop is a limited tactic. The shops wont sell those items very often if they have any choice. If they have a few unlimited stacks of 100 sid bone swords, good luck. Almost all shops start with between 150 and 500 sid.
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Lizzie
Clueless newb
Posts: 199
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Post by Lizzie on May 3, 2015 21:38:21 GMT -5
They also get a little back randomly, not sure how many ticks by "selling" to virtual customers. You can see them doing it occasionally if you're there at the right time. The shops will often sell items between about 80 and about 150 sid in value, if they have a range of items in inventory. There are very few shops that are only stocked with expensive goods. A good example is the silk merchant in the se corner of the Allanak bazaar. It generates thousands of sids per rl week, if not screwed up. Many of the other shop "coin pools" can be effectively disabled by selling many cheap items into the store. The pcs who sell a pile of 4 sid izdari pieces and 2 plants into a shop will mean that a % of the sold items generate no real wealth. If you can control a shop and its inventory, you can pull five thousand sid a real week of out the shop, almost regardless whether it reboots. This is harder to set up in places where specific shops are one of the few ways certain pcs can make money. This is also why selling the same high value items (like wood hand crossbows in redstorm) into a shop is a limited tactic. The shops wont sell those items very often if they have any choice. If they have a few unlimited stacks of 100 sid bone swords, good luck. Almost all shops start with between 150 and 500 sid. So the logging camp in tuluk is the best place to make money right now, since nobody ever goes there? Neat.
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Patuk
Shartist
Posts: 556
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Post by Patuk on May 4, 2015 6:58:17 GMT -5
Nobody goes there now, sure. Just wait for the rangers tryna branch parry and indie merchants pawning off sid swords.
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