Corepunk's Weekly Q&A - Cycle 5 (19-01-25)
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Corepunk's Weekly Q&A - Cycle 5 (19-01-25) cut from the Twitch live stream.
Yes i know i missed Question Number 8 . Sorry :(
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Merchandise
00:00 Introduction
00:12 Question 1
02:25 Question 2
03:55 Question 3
05:12 Question 4
07:19 Question 5
07:47 Question 6
08:12 Question 7
09:35 Question 8
09:56 Question 9
10:54 Question 10
11:44 Bonus Question 1
12:05 Bonus Question 2
15:24 Bonus Question 3
16:07 Bonus Question 4
16:45 Bonus Question 5
18:25 Bonus Question 6
19:57 Bonus Question 7
Question Number 8: Why don't crafted chips and runes sell for a comparable amount to the sum of their individual materials? Selling a rune for 0.01g is pathetic when the basic runes require 4 upgraded collection materials, one from EACH collection profession. The amount of time and energy that goes into making a single Tier 1 white rune is not at all compensated via gold value. Why are consumables/Alchemy so ridiculously expensive from input material perspective when they are all but ineffective in the game (e.g., dying loses the buff)? The time investment vs. return on investment is not there for ANY craft other than Construction, and even so it is only barely better (e.g. because 6 implants are available vs. 1-2 weapons/shield).
Answer: This is our oversight. We need to finalize the work on runes so they can be included in the pricing formula. Currently, some runes have prices, but others, including chips, do not. We plan to address this in the coming days.
22:11 Bonus Question 9
24:11 Cycle 5 Bonus Question 1