Showing posts with label Wood Elves. Show all posts
Showing posts with label Wood Elves. Show all posts

Thursday, March 6, 2014

Guild Store Guidelines (Conceptual)

Guild Store Guidelines

This information is intended for all audiences curious as to how the guild stores in game will work, and how to reach the most efficiency out of them. Please be sure to share this information with anyone who may need it or is curious as how to run their guild store.
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Concept 1 - Profit Basis

Concept 1 follows a profit basis for your guild. Since guild stores are considered small markets we will use concept 1 to make the best profit for your guild. In my opinion this is the best guideline when running your guild store.
Members are farmers, they post items in the guild store at the open market price
The Guild or Officers are the crafters, they buy items from the guild store to use in crafting gear, potions, consumables, etc.
The Guild provides these itemized services to the guild for the open market price.
The members in turn buy the items to use or sell.

Concept 1 allows the guild to make money. Money which in turn can be reinvested into the guild store (members). The guild economy grows, and the richer the members become. Concept 1 is a win win at maximum profit.

Concept 2 - Profit Basis (Selfish, but works)

Concept 2 follows a Profit basis for your guild, but does nothing to reinvest into the member's security.
Members are farmers, they post items in the guild store at a discounted price
The Guild or Officers are the crafters, they buy the items in the guild store to use in crafting items or to sell for a profit in the open market.
The Guild provides little service to the guild economy.
The members can buy or sell in this economy, but have little profit margins themselves. (localizes profit for the guild only)
Concept 2 just sounds evil, but in most cases it will be used in guilds that do not care about personal gain or guild stores for that matter.

Concept 3 - Commune Basis (Will most likely be the most common)

Concept 3 follows a Commune basis, it's a free market, people provide services in exchange for services
Members are farmers, crafters, resellers. They sell items at discounted prices to everyone.
The Guild or Officers are exempt as it is a commune, everyone provides service for little to no monetary gain.
Concept 3 allows for a guild to have a limited economy with monetary value it is no more than a price per item guild bank.


-CB

Wednesday, February 19, 2014

The Floodgates Are Open: ESO

Friday February 14, 2014 marks the day Zenimax lifted the NDA pertaining to content available in the Beta weekends (any additional tests for any other content still have additional NDAs associated with them). And I have to say, even within my own guilds, tons of content has flooded in from beta testers, myself included. In this article, I'm going to quickly cover some aspects about ESO, with as many screenshots as possible.


The armor in the above screenshot is merely a costume (replaces the textures of your equipped gear). Such costumes are obtained primarily through quests. The costume above was optional in a quest, where my character could choose to use to sneak past enemies without having to fight them. All costumes are bind on pickup (soul bound, account bound, etc), and unfortunately cannot be traded.

Any Gold Goblin (or any goblin for that matter) loves chests. I am no different. Like most MMOs, there are chests or similar containers that spawn in certain locations with loot in them. In ESO, these chests feature a lock picking system, similar to what was implemented in TES IV: Oblivion. The contents contain gold and items ranging from a plain white item (lowest rarity) to multiple items of varying rarity.



The difficulty of the chest doesn't seem to determine the contents. I've unlocked master chests in higher leveled zones and received less impressive loot. This chest only had a simple lock (simple being easiest, master being hardest). At present, chests spawn in set locations on any given map. The same is true for gathering nodes for clothing, enchanting, blacksmithing, and woodworking. This could change at any time. Such is the case with alchemy ingredients.

In my quest to unlock all the alchemy effects, I can tell you that chests and plants to not follow the same re-spawn rules. From what I've seen, chests always re-spawn in the same place. This is not (entirely) true for plants. Alchemy nodes re-spawn when another node has been harvested nearby. The type of ingredient that spawns seems to be random, as long as it meets certain conditions. Nirnroot for example only grows alongside water, and some areas only spawn certain types of plants (mushrooms or flowers for example). As for location, there are more possible locations than there are "spawned" nodes. Again with examples, say there are 10 alchemy nodes spawned at any given time, but there are 20 possible locations they could spawn to. This ensures that multiple people can farm these resources at once, but no one person can abuse this mechanic.

While (loosely) on the subject of crafting, lets talk Racial Styles.


There are a total of 14 motif books in total. Books 1 through 9 are the alliance races. These motif books are the most common, but still fetch a pretty penny. Average market price for these have been around 2k in the beta. Book 10 is Imperial, allegedly the rarest. Considering that I found one, I doubt that. Books 11 through 14 are for the non-playable races of Ancient Elf, Barbaric, Primal, and Daedric. The (beta) average market price for these are somewhat harder to determine. I've seen one person constantly trying to buy them for 10k, but people tend to start a bidding war for them. They've gone for 15k, probably higher. That is almost the price of a horse.





















So in short, if you can find a way to farm those books, you really, REALLY should farm them.

In the last article I wrote, we took a look at how crafting actually works. What wasn't mentioned, is that you can craft set items. Yup, set items that are typically the pride of dungeon raiders are also craftable.




There are specific locations (some hidden) where set items can be crafted. The ones that aren't hidden are marked with a flame icon with a hammer underneath. Normal crafting stations are marked with a flame with an anvil underneath. Set items (shockingly) have additional requirements in order to craft them. Set items have tiers, and these tiers are dictated by how many traits must be researched to unlock the item. Ashen Grip for example, needs two traits researched (per item) for that item to be unlocked for crafting. When dealing with set items, whether looted or crafted, keep in mind that the set bonus takes up the enchantment slots of that item. So if the set bonus proves to be useless, then the item is worthless.

Have a question? Want to weigh in about the article? Want to learn about something specific? Just want to say hi? Drop a comment below, we'd love to hear from you.