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Direct Link To This Post Posted: 01 Sep 2012 at 20:49
you don't have to craft then. 
of course you have to sell cheaper.
you can undo those changes. would only take time and res or prestige and res. 
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Direct Link To This Post Posted: 01 Sep 2012 at 19:31
But is a lose/lose situation for those not interested in crafting.
We have to sell products cheaper and others can equipt armies faster.
the problem is that I (we) did our choices (mainly of buildings) once we saw the all the new features (including times). At that moment, I believed it was not so worthy to craft so i decided to pursue another strategy.
Now, with this arbitrary change, some decisions  took are no longer satisfactory, so i'll have to demolish and build other buildings, apart from the delay that means to me. It is like playing poker and when you have your cards and you make the bid, then they change your cards, is ain't fair, right?
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GM Luna View Drop Down
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Direct Link To This Post Posted: 01 Sep 2012 at 18:41
There were a lot of legitimate complaints about the time it would take to create enough equipment to outfit a decent sized army. I think the real limitation in the crafting system is access to resources required. So easing the time requirement on crafting is something that should be a win/win for anyone interested in crafting. 

Luna
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Direct Link To This Post Posted: 01 Sep 2012 at 18:36
My guess is that they didn't see the desired friction developing over the resources and realized that with really long build times and low reward ratios, there is more than adequate supply to meet any and all demand, thus little friction has ensued other than people wanting resources for the sake of having them.  With much shorter build times, people might be more likely to attempt to equip entire armies, and thus demand might increase substantially, leading to friction over supply.
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Direct Link To This Post Posted: 01 Sep 2012 at 18:35
Originally posted by jordigui jordigui wrote:


 @ Faldrin, ok, maybe they won't decrease that much because you still need them to buld the others. But before if in 1 day you could make 6 chains, now you can do 25 a day. So you will require to buy less and so price will not increase that much (or could even decrease).

 TH


The trend that certain items in an MMO could depreciate or appreciate in value due to major game changes or patches is not unique to Illyriad. Literally every single MMO out there with some semblance of market system will have this issue cropping up whenever a game-wide revamp is implemented, and in the process causing many market speculators to get burned. For every market speculation, there is inherent risk due to constantly ever-changing nature of MMOs.
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Direct Link To This Post Posted: 01 Sep 2012 at 18:29
They have changed the bonus speed per level (the 5% faster you say), but more important, also the base times in more than 4 times:

The base times for crafted items has been reduced: 
Horses 4hrs -> 53min;  Chain 4hrs -> 53min; Leather 2h 45min -> 37min; Plate 4hrs 30min ->  1hr; Bows 3hr 30min ->  47min; Spears 2hr 15min -> 30min; Swords 3hrs -> 40min.

 I consider this as an arbitrary change, after the introduced some initial times. i cannot understand this change after such a short period of time this was implemented. Why? Was not working as intended? Something not foressen? Lack of testing/maths?

 This has very very important implications on the game. The players that try to take (strategic) decisions based on the information available are really harmed (and pissed sometimes) when the playing conditions change without notice and reason.
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Direct Link To This Post Posted: 01 Sep 2012 at 16:51
Agreed, but couldn't they employ some sort of pully system to get them up there at least? I'll send the Siege Workshop crew over, I bet they can figure it out.
Bonfyr Verboo
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Direct Link To This Post Posted: 01 Sep 2012 at 16:48
hey it takes years to get good at riding a horse, and with armor and all the gear, maybe in a few years your troops will be ready :)
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Direct Link To This Post Posted: 01 Sep 2012 at 16:46
I didn't know about this semantically obtuse game mechanic, however it seems to me that anyone who went to the trouble of planning a strategy around such a thing should have understood the inherant risk involved, regardless of how small and unlikely to happen it might have seemed.

I'd like to echo the Military Outfitter sentiment. I am paying Swordsmen to stand around at riding school because they can't seem to figure out how to GET ON a friggin' horse!
Bonfyr Verboo
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Direct Link To This Post Posted: 01 Sep 2012 at 16:17
Let's please not argue the semantics of "oddity" vs. "anomaly" vs. "bug" vs."exploit" or whatever else. The feature didn't work as intended for a long time (our fault), and now it does. I apologize for the inconvenience and confusion, but we don't apologize for fixing the mistake. 

And I promise I'm not going to sew any scarlet "E's" to anyone's shirt who used the loophole. Live and learn and all that stuff. ;)

Luna
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