I am smithing weapons worth150k gold

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The broken part about smithy ... Random high level parts!

Any chump smith (in the beginning) can make a chump 2H sword for bewteen 500g-10k and it's a tier 4?
What's wrong with that picture .... :razz:

It's like Einstein was just born and when he uttered his first words, he was reciting the theory of relativity!
 
I've smelted tons of items and made a few weapons, yet im not unlocking many options for blades etc. Is there a reason? I even have the perk to 100% increase chance of new learned crafting items.

I don't know what actually drives unlocks, but I found that javelins seem to reliably unlock a part or two all the way to 330. You can watch how I leveled it (link to playlist in sig) if that helps. Two handed swords seemed to unlock too. It's related to difficulty, but those two categories seemed to unlock the most. I took the unlock perks too and made companions take refining perks.

The other thing is once you unlock some stuff and can make a high tier weapon there is a flaw (feature?) in the skill system where if you allocate a bunch of xp at one time it applies the learning rate in a wtf sort of way, giving a lot more xp than it should. So like a level 1 smith making a 150 difficulty sword gets like 50 skill points from it. Boom.

You can recreate this kind of thing with the dev console too, load that up and give a low skill a bunch of xp at once. The hard cap for a skill is evidently 1023, vs 330 without cheating.
 
I don't know what actually drives unlocks, but I found that javelins seem to reliably unlock a part or two all the way to 330. You can watch how I leveled it (link to playlist in sig) if that helps. Two handed swords seemed to unlock too. It's related to difficulty, but those two categories seemed to unlock the most. I took the unlock perks too and made companions take refining perks.

The other thing is once you unlock some stuff and can make a high tier weapon there is a flaw (feature?) in the skill system where if you allocate a bunch of xp at one time it applies the learning rate in a wtf sort of way, giving a lot more xp than it should. So like a level 1 smith making a 150 difficulty sword gets like 50 skill points from it. Boom.

You can recreate this kind of thing with the dev console too, load that up and give a low skill a bunch of xp at once. The hard cap for a skill is evidently 1023, vs 330 without cheating.
Yeah, I've done this a bit, not as a conscious exploit, because I wasn't sure how things worked, but more of an experiment. I figured trying do challenging smithing above your level will obviously result in quite a few flawed weapons but also result in more experience gain, and this seems reasonable to me. Of course your experimental results expose the flaw in balancing this at the moment, but it is interesting to know how this works for now.

Re part unlocks... yeah the two hander sword is the one that results in the most part unlocks for me at the moment.
 
Since most of your weapons just get sold or refined you can just sort of spam it out. Problem seems to be right now that you can smith way above your skill level. They will visit this at some point but right now its just broken.
 
Wow they still haven't fixed prices for crafted weapons? How long has it been? 3 months? 4months?
Actually it's harder that one could think.
At the one hand, player-created item should eventually be better than the item she can buy in a store (after she achieves mastery in smithing) or else it breaks the motivation for player. In that case, the price also must be higher. They can definitely artificially limit the price for crafted item but then other expensive items lose their value too. Why would a sword cost 10 000 if it's worse then the sword you made that costs just 3 000?

And if prices of game-items fall too, then the player will be able to buy high-end items earlier in the game and the whole motivation for her to earn money is lost.

Balancing those things will be really hard and I wonder how they plan to achieve this. One solution might be to make crafted items non-selleable at all.
 
Actually it's harder that one could think.

Thank you Captain Obvious. It's totally not like I wrote that exact thing the next line under what you quoted.

Again, so you can understand it:
It's a homemade problem of trying to have single character rpg equipment progression mechanics in a strategy game economy.
Prices will be imbalanced in one direction either way.

Yet there is 0 reason to not simply lower the value of some parts / types to stop the economy from being plain broken.
That not being done makes taleworlds just look extremely lazy - especially since prices of crafted items were somewhat reasonable when the game was released.
 
Actually it's harder that one could think.
At the one hand, player-created item should eventually be better than the item she can buy in a store (after she achieves mastery in smithing) or else it breaks the motivation for player. In that case, the price also must be higher. They can definitely artificially limit the price for crafted item but then other expensive items lose their value too. Why would a sword cost 10 000 if it's worse then the sword you made that costs just 3 000?

And if prices of game-items fall too, then the player will be able to buy high-end items earlier in the game and the whole motivation for her to earn money is lost.

Balancing those things will be really hard and I wonder how they plan to achieve this. One solution might be to make crafted items non-selleable at all.

Just want to point this out. You used her/she instead of him/he for that entire discussion. You didn't have to and there was no context so either would have made sense - it was strangely refreshing to see and makes me wonder about my own defaults. Inherently I would always say he/him - maybe I shouldn't be though.
 
Just want to point this out. You used her/she instead of him/he for that entire discussion. You didn't have to and there was no context so either would have made sense - it was strangely refreshing to see and makes me wonder about my own defaults. Inherently I would always say he/him - maybe I shouldn't be though.
It's not like I put emphasis on it or anything. Being female and my character being female as well just made me write the way I wrote ^_^
 
Actually it's harder that one could think.
At the one hand, player-created item should eventually be better than the item she can buy in a store (after she achieves mastery in smithing) or else it breaks the motivation for player. In that case, the price also must be higher. They can definitely artificially limit the price for crafted item but then other expensive items lose their value too. Why would a sword cost 10 000 if it's worse then the sword you made that costs just 3 000?

And if prices of game-items fall too, then the player will be able to buy high-end items earlier in the game and the whole motivation for her to earn money is lost.

Balancing those things will be really hard and I wonder how they plan to achieve this. One solution might be to make crafted items non-sellable at all.
Personally I'd be happy for them to lower all the prices as it would fix issues with the economy that is currently based on either loot or Javellin. By lowering the cost value of all gear it would make trading, workshops/caravans and ransoming prisoners mean more.
Also while it might let people get to high tier items quicker I feel it doesn't make much difference as how many people buy many of the intermediate levels of gear now. Due to the insane price of all items I imagine most people do what I do and wear what they get in tournaments and off the battle field and therefore I am usually one of the worst armoured members of my army as my troops are all clad in a million denars worth of gear I can't find let alone afford.
 
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