Usage Fee Rework

    • Usage Fee Rework

      Hey everyone,


      With Lands Awakened we also took a good look at Workstations, and especially at the underlying systems they were built on. Our goal was to modernise the systems and make the crafting process and the player Buildings more transparent in their functionality.


      Usage Fee Changes

      One of the biggest changes is that the Usage Fee is now directly tied to the Nutrition an item consumes from a workstation when it is crafted.

      This means that the silver a shop owner earns is now directly linked to the silver investment for the Nutrition they lose. While this was already the intention with the old system, this new system is more resistant to bugs and fixes some issues where more nutrition was consumed than the building charged for.

      To make this direct relation more obvious we changed the Usage Fee from being a percentage to be set per 100 Nutrition consumed (1% in the old system is equal to 44 in the new system).

      We also wanted to make the math that is done in the background more transparent, so we added a new submenu detailing every calculation done, from item value to nutrition consumption to the final price you have to pay at that station.




      Item Value Adjustment

      While streamlining the Usage Fee System we also took a closer look at Item Value. Item Value is the essential economic variable in the game.

      Nearly every economically important value is directly or indirectly derived from it, most importantly repair and nutrition consumption (which dictates the craft cost as stated above).

      While item value used to be balanced around Raw Resources, we have taken the step to balance it around the item value of Refined Resources instead, because item values derived this way translate more cleanly into the item value of the resulting equipment items.

      Our goal is that the Item Value of a Refined Resource doubles with each Tier or Enchantment increase (e.g a T5 Metal Bar has twice the Item Value of a T4 Metal Bar. (The same goes for a T4.1 Metal Bar vs. a T4 Metal Bar).

      This behavior translates to the Item Value of Equipment Items (with the exception of enchanted Artifact items). We achieved this by increasing the Item Value of T2, T4.2, and T4.3.

      This will lead to minor increases to the following values:
      • Repair Costs
      • Reroll Costs
      • Silver earned from Salvaging items
      • Nutrition Consumed when the item is crafted at a Workstation
      • Craft Capacity Consumed when the item is crafted at a Workstation


      While looking at the Item Value of resources, we also took a closer look at the Item Value of Artifacts and noticed a couple of errors in their Item Value calculation which we fixed (this is a negligible change of less than 1% for most Artifacts).

      The biggest error we found was that the Artifacts of Avalonian Offhands (Astral Aegis, Celestial Censer, and Sacred Scepter) were treated as 1 below their actual Artifact level; we have fixed this which roughly doubles their Item Value.

      The last major change to item value is Cape Crests. Because Mob Faction Crests can be salvaged for runes in the game, the game assumed their item value based on these runes meaning there was no progression through the Tiers.

      This means that their impact on low Tier capes was a lot higher than on high Tier capes.

      On the other side, Faction Warfare Cape Crests can only be bought with Faction Points which have no inherent Item Value. So the game assumed that these crests in turn had no item value.

      In order to fix both problems and get both kinds of capes aligned with each other, we decided to treat cape crests as level 1 Artifacts, meaning their item value stays at the same relevancy over all Tiers.


      Rest Crafting

      We also wanted to give Outland Crafters a reliable place where they can have access to Workstations, so we added Real Estate to all three Outland Rests (towns).

      • Their Base Local Refining Bonus will be: 15%
      • Their Base Local Crafting Bonus will be: 18%
      • Their Special Local Crafting Bonus will be: 15%
      • Each rest will have its own unique Item Specialisation:
        • Arthur’s Rest: Warrior Weapons + Plate Armor

        • Merlyn’s Rest: Hunter Weapons + Leather Armor

        • Morgana’s Rest: Mage Weapons + Cloth Armor


      The Real Estate will be locked on Launch until the next Auction Cycle Starts. Then they’ll be free to bid on like other Real Estate.

      Note: The purchase prices displayed on the Staging server will not correspond to actual auction prices once the Update goes live.


      Staging Incentives

      Your Feedback on the Usage Fee Changes and the Plots in the Rests will be highly appreciated. Your thoughts on the multiple changes to Item Value, in particular, would be very valuable. As with other big features, there will be a chance to win gold. In order to be eligible for this gold, you have to craft 100 items of at least T3 in any of the Rests on the staging server.

      We look forward to hearing what everyone thinks in the thread below! Feedback is entirely optional, and you do not need to supply feedback in order to be eligible for a chance to receive the gold.

      The post was edited 4 times, last by Shakul57 ().

    • It's impossible to test the crafting in the rests, because 1-2 people have bought every plot and just left them empty....
      Arcane shill - 700/700

      Looking for openworld PvP when the Lands Awakened update hits? TUSSLE is recruiting.

      https://discord.gg/Yct9bmh8tY
    • Zurishadai wrote:

      A minor issue:

      Is it possible to add Merlin's rest in line with the magical items bonus crafting instead of Morgana's rest?
      The distribution of the crafting bonuses were based on the resource requirements of said bonuses.

      Morgana's Rest being located in the Swamp gives a better access to the resources needed by Cloth Armor / Mage Weapons.
      The same goes for Merlyn's Rest being in the Forest and the requirements of Leather Armor / Hunter Weapons.
    • WhiskyGuy wrote:

      Is it intenteded that higher tier food/potions have the same nutritional cost? It seems very random the pricing for these.
      Could you please give a specific example?
      The Nutritional Cost should be directly linked to the Item Value of the Item (regardless what kind of item it is), if there is an issue with that it is a bug.


      The irregularities in pricing exists, because unlike most items the progression of Item Value of Food and Potions is not directed by Tier, but instead is scaled by the amount of ingredients used (all ingredients have the same Item Value)
      Each Type of Food / Potion has 3 stages which progressivly requires more ingredients, but the different "levels" of food become available at different Tiers.


      So for example T5 Soup is on "food level" 3 while T5 Omelettes are only "food level" 2.
      This means, that T5 Soups use a lot more ingredients than T5 Omelettes meaning their Item Value is significantly higher, which in turn increases their Nutritionsl Cost, which dictates the craft prices.

      The post was edited 1 time, last by Shakul57 ().

    • @Shakul57 So just making sure I understand:

      1. All components of food/pots have the same base nutritional value.
      2. The total number of ingredients is therefore what will drive the price. e.g. if 144 materials are required, it's more expensive than if 72 ingredients are required..

      Based on this since all T7 and T8 potions are either 4 ingredient or 5 ingredient recipes of the same number (72,36,18,18 or 72,36,36,18,18), they are the same cost even though one is a four ingredient T7 and one is a four ingredient T8 for example.

      So this makes sense then - albeit I still think T8 mats should have higher nutritional value than T3 mats.
    • Why cant plots/crafting stations be managed by system or simply by each player feeding the crafters on their own? We could also build the crafters as one community instead of groups of players or even one hoarding those plots. You as a player should own only one plot in rests. Even limit it to alliances/guilds.

      The guild hall in rest looks awesome

      I cant wait to try to live in rests, might be fun.
      :evil:
    • @Shakul57
      Using the example provided, the cost to craft 1x t5 2h weapon is significantly more expensive than current crafting stations (and historic crafting costs). With the additional changes to crafting journals the impact on the economic is going to be revolutionary. I anticipate that prices of common items will surge in value increasing to well over 2x current values.

      If this all part of the intended economic changes then so be it. Or perhaps this is an attempt to increase the removal of silver/gold from the game, in recognition that currently many players have vast holdings that negate the requirement to buy premium/gold. Or to encourage the casual players to spend more $$$ so they can afford basic gear.

      The entire crafting journal empires were content open to all players and not restricted by access to T8 resource nodes, territories, HOs and the myriad of guild/alliance control mechanics that have/do still exist. It'll be interesting to see the reaction of players when they realise gear becomes more expensive, and how many "tweaks" occur to rectify the economic changes.
    • New

      Butchering 36 pigs before the update cost me around 36k, after the update it cost 288k. I'm hoping that either people notice this and quickly change their usage fee pricing, or the developers revert this change.

      The post was edited 1 time, last by Draktharr9 ().

    • New

      Draktharr9 wrote:

      Butchering 36 pigs before the update cost me around 36k, after the update it cost 288k. I'm hoping that either people notice this and quickly change their usage fee pricing, or the developers revert this change.
      I think you have your answer here:


      Shakul57 wrote:

      Wikkyd wrote:

      Shakul57 wrote:

      All Usage Fees were adjusted to give the same amount of Silver as before the update, so fees will have the same effective rate when the update goes live
      This appears to not be the case for butcher stations. Yesterday, when I butchered a cow at the cheapest station in Caerleon, it cost me around 360 silver iirc. Now the same cow costs 7,200 to butcher.At first I thought maybe the station owner was playing games and price gouging. But he isn't. ALL the butchering stations in Caerleon are at insanely high prices. ALL of them. I also checked the 5 other cities. Same problem.

      Shakul57 wrote:


      • Fixed a bug where the usage fee of items that are created in batches by default (like Meat or non Fish Food) would only be equal to 1 item instead of the whole batch

      This is due to this bug fix.

      Before the update you basically only paid for 1 Meat instead of the 20.
    • New

      CassX wrote:

      Draktharr9 wrote:

      Butchering 36 pigs before the update cost me around 36k, after the update it cost 288k. I'm hoping that either people notice this and quickly change their usage fee pricing, or the developers revert this change.
      I think you have your answer here:

      Shakul57 wrote:

      Wikkyd wrote:

      Shakul57 wrote:

      All Usage Fees were adjusted to give the same amount of Silver as before the update, so fees will have the same effective rate when the update goes live
      This appears to not be the case for butcher stations. Yesterday, when I butchered a cow at the cheapest station in Caerleon, it cost me around 360 silver iirc. Now the same cow costs 7,200 to butcher.At first I thought maybe the station owner was playing games and price gouging. But he isn't. ALL the butchering stations in Caerleon are at insanely high prices. ALL of them. I also checked the 5 other cities. Same problem.

      Shakul57 wrote:


      • Fixed a bug where the usage fee of items that are created in batches by default (like Meat or non Fish Food) would only be equal to 1 item instead of the whole batch

      This is due to this bug fix.
      Before the update you basically only paid for 1 Meat instead of the 20.

      Unless the players realize this and tone down the usage fee for butchers and chefs and maybe other buildings, this update will drastically increase the cost of food. It's gonna take me more than 1m to cook all the food now when it took only around 100-200k before. I don't turn a profit and instead lose money now.

      The post was edited 1 time, last by Draktharr9 ().

    • New

      Draktharr9 wrote:

      CassX wrote:

      Draktharr9 wrote:

      Butchering 36 pigs before the update cost me around 36k, after the update it cost 288k. I'm hoping that either people notice this and quickly change their usage fee pricing, or the developers revert this change.
      I think you have your answer here:

      Shakul57 wrote:

      Wikkyd wrote:

      Shakul57 wrote:

      All Usage Fees were adjusted to give the same amount of Silver as before the update, so fees will have the same effective rate when the update goes live
      This appears to not be the case for butcher stations. Yesterday, when I butchered a cow at the cheapest station in Caerleon, it cost me around 360 silver iirc. Now the same cow costs 7,200 to butcher.At first I thought maybe the station owner was playing games and price gouging. But he isn't. ALL the butchering stations in Caerleon are at insanely high prices. ALL of them. I also checked the 5 other cities. Same problem.

      Shakul57 wrote:


      • Fixed a bug where the usage fee of items that are created in batches by default (like Meat or non Fish Food) would only be equal to 1 item instead of the whole batch

      This is due to this bug fix.Before the update you basically only paid for 1 Meat instead of the 20.

      Unless the players realize this and tone down the usage fee for butchers and chefs and maybe other buildings, this update will drastically increase the cost of food. It's gonna take me more than 1m to cook all the food now when it took only around 100-200k before. I don't turn a profit and instead lose money now.
      Use your own butcher/cook shop, it's much more better these days.
      Or wait until everything stabilizes.. (if at all..)
    • New

      CassX wrote:

      Draktharr9 wrote:

      CassX wrote:

      Draktharr9 wrote:

      Butchering 36 pigs before the update cost me around 36k, after the update it cost 288k. I'm hoping that either people notice this and quickly change their usage fee pricing, or the developers revert this change.
      I think you have your answer here:

      Shakul57 wrote:

      Wikkyd wrote:

      Shakul57 wrote:

      All Usage Fees were adjusted to give the same amount of Silver as before the update, so fees will have the same effective rate when the update goes live
      This appears to not be the case for butcher stations. Yesterday, when I butchered a cow at the cheapest station in Caerleon, it cost me around 360 silver iirc. Now the same cow costs 7,200 to butcher.At first I thought maybe the station owner was playing games and price gouging. But he isn't. ALL the butchering stations in Caerleon are at insanely high prices. ALL of them. I also checked the 5 other cities. Same problem.

      Shakul57 wrote:


      • Fixed a bug where the usage fee of items that are created in batches by default (like Meat or non Fish Food) would only be equal to 1 item instead of the whole batch

      This is due to this bug fix.Before the update you basically only paid for 1 Meat instead of the 20.

      Unless the players realize this and tone down the usage fee for butchers and chefs and maybe other buildings, this update will drastically increase the cost of food. It's gonna take me more than 1m to cook all the food now when it took only around 100-200k before. I don't turn a profit and instead lose money now.
      Use your own butcher/cook shop, it's much more better these days.Or wait until everything stabilizes.. (if at all..)
      Guess I have no choice, glad I saved up on a bunch of silver to upgrade straight to T7 butcher, thanks for clearing up what I don't understand.