I've been thinking about possible shuffles for Artisans in Diablo 3.
A shuffle is just my term for combining various artisans' capabilities for manipulating and crafting items into a system for making gold.
Here are some examples I came up with:
You buy lots of a particular cheap item to salvage each purcase and then use the materials to craft weapons with your blacksmith.
Blacksmith and Mystic craft gear and you use the Jeweler to socket the gear with gems before selling.
Mystic crafts gear, you salvage the gear, and take the materials left over to enchant, create scrolls, build runestones, or make potions.
Blacksmith crafts some gear, you salvage some of the gear for materials, Jeweler and Mystic use the materials to craft jewels, potions, scrolls, and enchant/socket the gear that wasn't salvaged. You can then sell the various items and enchanted gear on the two auction houses for maximum profit.
Do you have any other "shuffles" you could think of?
PS: I've got a post going live on my blog tomorrow about 6 ways to exploit the RMAH, don't miss it!
Sounds gold-intensive. How are you going to profit at all?
No way to know for sure, but it all depends on what the artisans charge for their services in comparison to what you can make creating your own materials.
We'll we have to keep the whole point of the crafting system is to be a way to make gold worth it... so it might ineed be pricey. [Though as markco said, we really have no way of knowing] But even then, mixing this idea with the AH (gold or Real money) you could find a way to make money. Theres always people who wont think about what the item is worth in "mats" ..ect so theres loads of possibilities here. Only time will tell how much.
Sounds gold-intensive. How are you going to profit at all?
No way to know for sure, but it all depends on what the artisans charge for their services in comparison to what you can make creating your own materials.
Sounds simple to me: there's no way you can sell or scrap any crafted item to earn back 100% of what you put into it, as far as in-game sales goes. (If there is, what we're dealing with is a broken crafter system.) When it comes to the Auction House, though, it really all falls on whether or not people know what a crafted item is worth. If they know you spent 500g on it and X and Y amount of materials, they know they can spend exactly that much to get an equivalent item from their own artisans. That, obviously, means you didn't make a profit. If they don't know what it took to make, you might get away with it, but only until the market equalizes. You might be able to make money on a "maxed" item that the enchanter beefed up for you, but how much did it take to get there? Could be a huge waste of resources. No way to know for sure. It's an interesting idea you've got, but I see too many pitfalls thanks to the randomization process involved in the artisan's jobs.
Sounds gold-intensive. How are you going to profit at all?
No way to know for sure, but it all depends on what the artisans charge for their services in comparison to what you can make creating your own materials.
Sounds simple to me: there's no way you can sell or scrap any crafted item to earn back 100% of what you put into it, as far as in-game sales goes. (If there is, what we're dealing with is a broken crafter system.) When it comes to the Auction House, though, it really all falls on whether or not people know what a crafted item is worth. If they know you spent 500g on it and X and Y amount of materials, they know they can spend exactly that much to get an equivalent item from their own artisans. That, obviously, means you didn't make a profit. If they don't know what it took to make, you might get away with it, but only until the market equalizes. You might be able to make money on a "maxed" item that the enchanter beefed up for you, but how much did it take to get there? Could be a huge waste of resources. No way to know for sure. It's an interesting idea you've got, but I see too many pitfalls thanks to the randomization process involved in the artisan's jobs.
Not everyone will have equal artisans. Levels and recipes will make certain patterns rarer. Rarity drives up price beyond mats.
Think of the reverse. Some items will be so common that people sell them below mat costs to get rid of them. Especially common items for leveling the artisans.
Why would they sell below value when they can just turn it into gold themselves while playing?
Because people are lazy. The average Joe is not looking for maximum profit. They want to get rid off their items and get their gold fast. In WoW it was very common to see items on the AH for very cheap prices that could simply be picked up, turned into something else and resold for great profit. Whether people knew about it or not.
The thing about the artisans in D3 though is that they are quite different from WoW professions. For example it doesn't seem like training the artisans will create any items at all. The training and crafting part is separated. So basically training your artisans is a complete gold- and mats sink, while in WoW you at least got the item you crafted while leveling up.
Why would they sell below value when they can just turn it into gold themselves while playing?
Because people are lazy. The average Joe is not looking for maximum profit. They want to get rid off their items and get their gold fast. In WoW it was very common to see items on the AH for very cheap prices that could simply be picked up, turned into something else and resold for great profit. Whether people knew about it or not.
The thing about the artisans in D3 though is that they are quite different from WoW professions. For example it doesn't seem like training the artisans will create any items at all. The training and crafting part is separated. So basically training your artisans is a complete gold- and mats sink, while in WoW you at least got the item you crafted while leveling up.
I was under the impression that creative items with your artisans was one of the ways to level them. That's what blizzard was implying when revealing the artisan leveling idea.
Why would they sell below value when they can just turn it into gold themselves while playing?
I advise that you scrap this way of thinking. Real markets are based on supply and demand, not absolute values.
People will not always possess the same information as you, in fact, many players will not even look at how much the item can be censored for when selling it.
Why would they sell below value when they can just turn it into gold themselves while playing?
Because people are lazy. The average Joe is not looking for maximum profit. They want to get rid off their items and get their gold fast. In WoW it was very common to see items on the AH for very cheap prices that could simply be picked up, turned into something else and resold for great profit. Whether people knew about it or not.
The thing about the artisans in D3 though is that they are quite different from WoW professions. For example it doesn't seem like training the artisans will create any items at all. The training and crafting part is separated. So basically training your artisans is a complete gold- and mats sink, while in WoW you at least got the item you crafted while leveling up.
I was under the impression that creative items with your artisans was one of the ways to level them. That's what blizzard was implying when revealing the artisan leveling idea.
Yeah I thought so too, but I'm not quite sure anymore. There's a separate tab for "training" where you put in gold and mats to level up the artisans. It's not clear if that's the only way to level them up or if regular crafting does so as well, but if that's the case then why have the training tab in the first place?
A shuffle is just my term for combining various artisans' capabilities for manipulating and crafting items into a system for making gold.
Here are some examples I came up with:
You buy lots of a particular cheap item to salvage each purcase and then use the materials to craft weapons with your blacksmith.
Blacksmith and Mystic craft gear and you use the Jeweler to socket the gear with gems before selling.
Mystic crafts gear, you salvage the gear, and take the materials left over to enchant, create scrolls, build runestones, or make potions.
Blacksmith crafts some gear, you salvage some of the gear for materials, Jeweler and Mystic use the materials to craft jewels, potions, scrolls, and enchant/socket the gear that wasn't salvaged. You can then sell the various items and enchanted gear on the two auction houses for maximum profit.
Do you have any other "shuffles" you could think of?
PS: I've got a post going live on my blog tomorrow about 6 ways to exploit the RMAH, don't miss it!
No way to know for sure, but it all depends on what the artisans charge for their services in comparison to what you can make creating your own materials.
Sounds simple to me: there's no way you can sell or scrap any crafted item to earn back 100% of what you put into it, as far as in-game sales goes. (If there is, what we're dealing with is a broken crafter system.) When it comes to the Auction House, though, it really all falls on whether or not people know what a crafted item is worth. If they know you spent 500g on it and X and Y amount of materials, they know they can spend exactly that much to get an equivalent item from their own artisans. That, obviously, means you didn't make a profit. If they don't know what it took to make, you might get away with it, but only until the market equalizes. You might be able to make money on a "maxed" item that the enchanter beefed up for you, but how much did it take to get there? Could be a huge waste of resources. No way to know for sure. It's an interesting idea you've got, but I see too many pitfalls thanks to the randomization process involved in the artisan's jobs.
Not everyone will have equal artisans. Levels and recipes will make certain patterns rarer. Rarity drives up price beyond mats.
Think of the reverse. Some items will be so common that people sell them below mat costs to get rid of them. Especially common items for leveling the artisans.
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Because people are lazy. The average Joe is not looking for maximum profit. They want to get rid off their items and get their gold fast. In WoW it was very common to see items on the AH for very cheap prices that could simply be picked up, turned into something else and resold for great profit. Whether people knew about it or not.
The thing about the artisans in D3 though is that they are quite different from WoW professions. For example it doesn't seem like training the artisans will create any items at all. The training and crafting part is separated. So basically training your artisans is a complete gold- and mats sink, while in WoW you at least got the item you crafted while leveling up.
I was under the impression that creative items with your artisans was one of the ways to level them. That's what blizzard was implying when revealing the artisan leveling idea.
I advise that you scrap this way of thinking. Real markets are based on supply and demand, not absolute values.
People will not always possess the same information as you, in fact, many players will not even look at how much the item can be censored for when selling it.
Yeah I thought so too, but I'm not quite sure anymore. There's a separate tab for "training" where you put in gold and mats to level up the artisans. It's not clear if that's the only way to level them up or if regular crafting does so as well, but if that's the case then why have the training tab in the first place?
http://us.media.blizzard.com/diablo3/_images/screenshots/ss126-hires.jpg