Duke wrote:
Sir wrote:
Now it's unprofitable to cut gems to earn money, would it be possible to
decrease the frequency and severity of fumbles? I.e. don't totally destroy
all the material if fumbles and the fumbles don't usually occur in clusters?
Sir the Master Merchant
For Pricing Information - "finger sir"
Why is now unprofitable? Is that just a figure of speech or did something
change? Was it ever profitable?
If things weren't profitable before, why was it tuned so many times since its
inception? But you do have a point, profitabily is relative, and right now it
is not profitable:
Let's take 1000 kg of emerald on the ground, and a player 100% in all the
necessary skills. By the time we mined it all, we have 500 kg of raw emerald
(and 5+ hours used). Then we amalgamate and it'll be down to 400 kg, then we
refine and it'll be down to about 350 kg. This if cut nicely, will make about
175k worth or so in shop at the present time, and less if you fumble or
decided to cut into smaller pieces fearing the fumbles. The average is about
500 gold per kg of divine stuff. Before this most recent tune, good gems were
worth twice as much and the return would be as well. And the tune before
that, the gems cost less material to the same material make so more money.
And the tune before that, the gems were more consistently better quality and
more money there...
My point is that why does fumble of gem cutting always destroying the entire
piece? Why couldn't it destroy part of it? And why does it fumble so often?
Maybe you're seeing it from the eyes of adminstration for balance, but I'm
seeing from the eye of profitability for the merchants.
Sir the Master Merchant
For Pricing Information - "finger sir"