Tree of Savior Forum

Why Crafting Classes Should Not be Able to Transfer Silver to Your Main

After pondering the silver trade restrictions and other significant world issues, I came to the conclusion that silver-making classes should not be allowed to transfer silver to their main.

Before you flame me, hear me out.

  • You are able to set up a silver-making shop and then log out and play one of the other characters on your team.
  • Every player with the same silver-making class and same skill/attribute level (which is going to be pretty much all of them) is offering the exact same service.

So what exactly is stopping everyone from making a silver-making class and leaving it AFK while they play another character? It is free money after all, right?
Currently, only the fact that the classes don’t seem as appealing because you can not transfer any profits to your main.

Without that restriction, the towns will be flooded with shops offering the exact same service for the exact same price (or pretty close to it). I can just picture how horrible our beautiful Klaipeda will look with all those pointless shops. :cry:

There needs to be something to prevent the game from being overrun with thousands of shops offering the exact same thing. We only really need a couple of each type of shop, not thousands.


tl;dr

Silver restrictions remove people’s incentive to play silver-making classes, which means we don’t have thousands of shops cluttering our towns offering the exact same service.


If anyone has a better solution than restricting silver transfers (which I admit is a pretty bad solution), I would love to hear it.

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You just don’t let those classes be able to be in game while you play another one… someone wants to be a crafter? He’s gotta be online on the crafter char.

There you go ^^

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The best solution to this is restricting the opening of shops to a specific area. Like is done in most RO servers and is very effective.

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If thousands ( thousands, lol? ) of shops were in town selling the exact same service, at the same price, and none of them competed with each other, few of them would actually make money, if people evenly distributed their purchases. There would just be too many shops and not enough costumers.

Of course that will never happen, people will compete, and the lowest price vendor will get the sales. If there are so many people offering the same service, competition will drive the price down. So much so that it no longer becomes worthwhile to even have that money making class ( hello alchemist selling potions on kToS for 250s? ).

Competition will resolve the problem itself, not silly game restrictions on trading silver between your own team’s characters. People who want to make money won’t sell their services all in the same place. They will fan out to dungeon entrances, and popular grind spots.

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Except systems like this work on most games.

Like said above, an easy solution would be making it impossible for you to sell AFK as one character and play as another in the same account. Most people would rather use their time playing and leveling than look at the screen while their characters are sitting selling stuff.

Not to mention that it’d be ok if you can’t storage silver, honestly I just want to be able to storage anything I want without losing Potential and trade uses (and without the absurd 1 slot limit). If I could use the money from a crafting class to buy equips for my other characters instead of directly transfering the silver it’d be fine

This solution would work, but if you are able to transfer silver via 1:1 trading it just rewards players who have multiple steam accounts… so you still wouldn’t be able to remove all the silver restrictions.

That is kind of the point though, there will be so many shops competing with each other to have the lowest price that nobody will be making any money. Once you have the crafting class, it takes minimal effort to set up a shop. You don’t have to farm anything, or do anything but sit there. You are essentially just reselling an NPC item.

There will just be a ton of shops, offering the same thing, for the same low price. Maybe not thousands, but how many shops do you need before the price splitting becomes too great? 50? 100?

A lot most certainly will. But again, how many shops per spot do you need before the price splitting becomes too much to not make profit?

I can not think of a game that offers something quite like this, where everyone is offering the exact same service which to them is pretty much the equivalent of re-selling an NPC item.

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You’re saying that even if people aren’t making money, they won’t change anything they are doing and will continue to all sell at the same spot, at the same price?

I am saying that as long as people are making money, more people will come to get a piece of that money - keeping the amount of profit to be made incredibly low, and the number of shops open incredibly high.

No wait… i’m absolutly AGAINST 1:1 silver trading… it’s actually one of the good ideas against silver sellers in the game… but i do think that silver should be able to team storage in between a team members.

Just a quick question.

Leaving aside the fact that only token users can actually do this.

¿Why would anyone want to make a crafting class if they can’t use their profits to gear up their other characters?
They have a huge pile of useless money, fantastic. Now what?

I feel like that should solve the problem then. Town won’t be littered with tons of shops, if people realize that there’s no more split of the money to be made. I know the situation on kToS with alchemist pots being so low priced has dissuaded several of my friends from making a potting alchemist.

Supply and demand still applies, and people will adjust to it.

However, I do have to say, I think the overall premise that restricting trade because we don’t want to see places littered with shops is flawed. If that was a real problem ( and I don’t think it is, even if there are a bunch of shops so what ), they could just section off a part of town for market use only, or create a zone where you walk into and people are only allowed to sell there ( only as far as towns go, this wouldn’t need to apply to open world shops ).

That’s exactly the point… i think i’ve been one of the first ones to point this out in a suggestion post weeks ago but seems like IMC DEV team don’t really give a damn about the matter :stuck_out_tongue:

They are just ignoring every issue not related to server errors in hopes that people will just get tired and eventually give up.

Ah, ok. As long as 1:1 silver trading remains, your solution is IMO the best so far.

It is kind of like the choice of making a Templar. If you want a guild, you need to make a sacrifice. If you want to be swimming in silver, again, you need to make a sacrifice. A few people are making crafting classes even with these restrictions, so it is not like there will be no crafting classes. Those few people who are maining crafting classes just have more profit for themselves, and the relative rarity of their services makes it much more valuable.

ToS operates mostly on the idea that your characters are their own island and you dedicate yourself to one.
Obviously a very different idea that most people are not going to like but the idea isn’t that you play these Classes to make money for alts, you play these classes because you enjoy their concept or gameplay within that character itself.
You like playing that role of the Black smith fixing equipment and buffing it.
If you don’t you don’t play those classes.

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If I make a Templar, I can join that guild with my other characters.

If I make a crafter, I can’t give the silver from that crafter to my other characters.

It is kind of like the choice of making a Templar. If you want a guild, you need to make a sacrifice. If you want to be swimming in silver, again, you need to make a sacrifice

Wrong.

When you make a templar and create a guild you are given something to interact with, you can even create a comunity around it. The mecanics of the class are working as intended.

When you gain 148375075million silver on a class that can not use it for anything practical… what’s the point?

Imagine lvling a swordsman (for example) who can deal an incredibly high amount of damage and could provably kill endgame bosses with 2 hits… but it can’t attack monsters.
That is what restricting crafters do to those classes, they have the potential and are unable to use it in any practical way.

Buy Talt, off the market place and put it into your team storage. The Talt Silver Exchange rate.

As if they don’t have 4/5 other class ranks that came before them, with attribute costs that they can utilize with their high earnings.
They’re virtually buff classes with buffs they can leverage to other players for money.

This is exactly right. And I feel like any silver-trading solution that IMC is actually going to implement needs to fit into this model.

What about if there was a tax applied when transferring silver across your team? Say, 10% (it needs to be <= the market tax)? And for the love of god, no, don’t make it less when you have a token (I know exactly what you were thinking IMC :dizzy_face:)

Add this tax on top of removing the ability to play a 2nd character while your shop is open. Without the tax everyone will just open up shops before they log out, with a tax… maybe they won’t?

That way there is still a major incentive for people to main crafting classes instead of alting them, but you are not completing removing a core aspect of any MMO that people are expecting to be there.