Timeline for Why is this less profitable for an adventurer to craft and then sell an artefact, rather than to sell ingredients needed to craft the artefact?
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| when toggle format | what | by | license | comment | |
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| Jul 14, 2021 at 18:56 | comment | added | Kevin | I'm tempted to add an answer of the form "because the labor theory of value is empirically incorrect, so go read up on subjective value theory and comparative advantage instead." But that's a bit too short for a real answer. | |
| Jul 14, 2021 at 8:50 | comment | added | I'm with Monica | So, you want an in-universe explanation for the market effects at play between out-of-universe actors, the players? Because, as others already hinted to, skill and experience gain on crafting is usually a major driver for raw material prices. | |
| Jul 13, 2021 at 23:39 | answer | added | Corey | timeline score: 3 | |
| Jul 13, 2021 at 20:02 | comment | added | Stack Exchange Broke The Law | In many videogame RPGs you can't melt swords back down. | |
| Jul 13, 2021 at 15:08 | answer | added | Cristobol Polychronopolis | timeline score: 4 | |
| Jul 13, 2021 at 12:36 | answer | added | Zizy Archer | timeline score: 1 | |
| Jul 13, 2021 at 11:08 | comment | added | Zizy Archer | You have received many good answers about "why would be adventurer unable to get realistic market price for his creation" and accepted one of them too. Is this what you were after, or do you want specific "raw materials are MORE expensive than the finished product (from a shop)"? (which has some answers too, most along the line of "skilled smith wastes less material") | |
| Jul 13, 2021 at 4:14 | history | edited | KarmaPeasant | CC BY-SA 4.0 |
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| Jul 13, 2021 at 4:02 | history | edited | KarmaPeasant | CC BY-SA 4.0 |
added 207 characters in body
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| Jul 13, 2021 at 3:51 | answer | added | Darth Biomech | timeline score: 3 | |
| Jul 13, 2021 at 3:40 | comment | added | KarmaPeasant | @OwenReynolds I'm not a writer, I just encountered this situation in a videogame RPG and wanted to see somehow realistic explanation for such situation. | |
| Jul 13, 2021 at 2:49 | comment | added | sh4dow | One thing to keep in mind is that if a sword actually sold for less than its components, you could make money by buying swords and smelting them down. The unprofitability must therefore come from the costs of actually making the sword (time, forge fee, ...). | |
| Jul 12, 2021 at 21:42 | answer | added | Lunin | timeline score: 8 | |
| Jul 12, 2021 at 20:26 | answer | added | Alexander The 1st | timeline score: 3 | |
| Jul 12, 2021 at 20:01 | review | Close votes | |||
| Jul 14, 2021 at 1:29 | |||||
| Jul 12, 2021 at 19:58 | answer | added | Aubreal | timeline score: 25 | |
| Jul 12, 2021 at 19:43 | comment | added | Otkin | VTC: This question is not answerable in its current form and leads to answers based on speculation. You need to edit your query to include detailed explanations of the crafting and market systems: How exactly crafting works, how the markets work (player-driven and NPC-driven markets work very differently and result in different phenomena). | |
| Jul 12, 2021 at 19:06 | answer | added | anon | timeline score: 6 | |
| Jul 12, 2021 at 18:42 | comment | added | Ajedi32 | Real-world example of this: in Runescape unrefined ores often cost more than refined bars because a lot of people like to buy ores, smelt them to grind XP, and sell the resulting bars. Metal armor and weapons are often cheaper than bars for the same reason. | |
| Jul 12, 2021 at 18:04 | comment | added | Owen Reynolds | Are you writing a fantasy book based on video-game economics? If so, is it meant to be funny (video game crating has plenty of funny parts in how they fail to makes sense). Or do you want your character to make and sell things, but are wondering about any obstacles? | |
| Jul 12, 2021 at 17:09 | answer | added | cmm | timeline score: 7 | |
| Jul 12, 2021 at 16:32 | comment | added | Joe W | One thing the accepted answer seems to be assuming is that crafting always succeeds and there is no failures. Once you start accounting for failures that can drastically change the equation. | |
| Jul 12, 2021 at 16:27 | answer | added | Joe W | timeline score: 3 | |
| Jul 12, 2021 at 15:18 | comment | added | MonkeyZeus | If it takes X time to find and sell the ingredients for \$50 but 3X time to craft it and sell for \$100 then you're missing out on \$50. This is why hammer manufacturers don't just hoard all the hammers and build houses themselves. | |
| Jul 12, 2021 at 15:08 | comment | added | Ash | Yeah much as I love the big green tick there are other great ideas here too. | |
| Jul 12, 2021 at 14:51 | answer | added | Nosajimiki | timeline score: 77 | |
| Jul 12, 2021 at 14:35 | answer | added | Nuclear Hoagie | timeline score: 17 | |
| Jul 12, 2021 at 14:25 | history | became hot network question | |||
| Jul 12, 2021 at 14:11 | answer | added | David R | timeline score: 10 | |
| Jul 12, 2021 at 14:01 | answer | added | DWKraus | timeline score: 14 | |
| Jul 12, 2021 at 9:25 | comment | added | Otkin | How standard is your video game? And how the crafting system works? The accepted answer would not work in a typical RPG. | |
| Jul 12, 2021 at 8:48 | vote | accept | KarmaPeasant | ||
| Jul 12, 2021 at 6:38 | answer | added | Ash | timeline score: 81 | |
| Jul 12, 2021 at 6:29 | answer | added | L.Dutch♦ | timeline score: 15 | |
| S Jul 12, 2021 at 6:24 | answer | added | KarmaPeasant | timeline score: 0 | |
| S Jul 12, 2021 at 6:24 | history | asked | KarmaPeasant | CC BY-SA 4.0 |