Stealth Nerf for material converters?

When did the stealth nerf of using the material converters take place?

I just checked out the tier one converters, and the cheapest I could find, cost 3 gold to use it, and as they just allow for creating 15 reagents, that is .20 gold each that is being stolen and handed over the company that owns whatever town.

Used to be able to make a few quick coins, but it looks like the AGS ā€œGold confiscation squadā€ is back in action, and this while the territory owning companies are still racking in mass gold/week.

Idea, make all materials converters cost NO gold, both to buy them from the faction vendors, or to use them.

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Bumping this till I get an answer.

It’s always been like that since Closed Beta Testing, afaik.

The tax is based off ā€˜Refining Tax’ multiplier.

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It used to be, that you could make some decent gold doing this, if you had enough converters and reagents, but the 3 gold cost I recently noticed is far more than I used to have to pay.

20 > 15 conversion process, used to be way less than a single gold for each converter, so when I would use 70+ of them at a time, I would always come out with a decent little profit, but now that the lowest ā€˜price’ I could find is 3 gold, that means that I am paying 0.20 gold for each and every reagent I convert, and if the things are only selling for 0.24 gold each, that is a total rip-off, especially considering that this gold is going to folks that already have 1,000,000’s of gold a week coming in.

Why should any player’s character pay anything for converting one reagent to another, especially after grinding faction missions for tokens?

The cost used to be far less, and now I’m thinking that it needs to go entirely in response to this stealth nerf. I don’t do material converters every day (or week, for that matter), but I noticed some time ago that when I was tired and about to fall asleep, that I somehow came out even after spending my token cap on converters, and spending gold to buy cheap reagents, and then converting them and selling them.

Now I see why that happened.

So, with all the stupid income being enjoyed by the folks that own a territory, I’m supposed to go through all that trouble, and then make THEM 20 out of 24?!?!

This game has a deeply flawed economic system, and this stealth nerfing of a small but formerly dependable income method really is offensive.

Let us keep all the gold we can make, when converting one reagent to another. And keep in mind, we are still going to be charged a tax when selling these on the TP.

There’s always been a higher tax on Material Converters than other crafting. Nothing new here.

That is incorrect.

While there was indeed a higher cost for these things than regular, that cost has increased quite a bit, and not all that long ago.

I showed my PvP friends how to make gold this way some time ago, and the one guy was happy to find a way to make 1,000+ gold a day, just by doing this. I think that that was before the bumped up tokens change was made, but not sure when this was done.

So, a character could in the past, come out ahead by buying cheap reagents (like from 0.01 to 0.05 cost each), and then running faction missions for tokens, and doing a mass conversion, from the plentiful reagents to the more rare/in demand ones.

I don’t know when this stealth nerf was enacted, or even what the factor of increased price gouging was (I’m thinking that it probably was somewhere between 4 to 10 times the previous cost), but this really is offensive to folks that are tired of going to the TP and finding that there are no reagents for sale of the type that you need.

I got to the point that I took time off playing, just to do the dang math, and discovered that it actually paid to run faction missions, buy converters, and make all the reagents I could use, and sell the rest, for a profit.

Now, I can at best break even, but only if I don’t use any of them for refining.

I’ll take your word for it. Last time I looked at material converters seriously was when Obsidian Flux got up over 3g each on my server, because no one was doing chest runs and everyone was refining in anticipation of Smelting Gear coming out. Back then the tax was 15g, which I thought was just a flat amount. Nice to see it is variable. Currently it’s between 6.60g on the low end and 9.39g on the high end of the towns I checked.

When you said Tier One converters, did you mean the Masterwork Material Converters? Because wouldn’t those technically be T5, since they allow you to craft T5 reagents?

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I just checked in-game to be sure, and no, it definitely hasn’t increased. In fact, it’s approximately 60% cheaper now than it was several months ago, but that’s mostly because of my territory standing bonuses and the town tax rates being lower now.

I would guess you’re just trying to do it in a town whose owners cranked up the taxes, if you’re seeing higher rates now.

I’m glad you brought this up, though, because these might actually be worth using now. Last time I had looked, they were a guaranteed money loss, even when converting tannin to flux. The only way to make money off them was to sell the converters themselves to people who didn’t know better.

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Ye gods! :slightly_smiling_face:

Oh my. I just checked a couple days ago, on Maramma, and was outraged by 3g each for the common material converters making 15 sand flux, which IIRC were selling for 0.24g each. In WW, the cost was more than 3g each, and while I don’t remember if there was a fractional cost in WF, I just remember it as 3g each CMC.

Nope, my bad. I was talking about the common materials converter there. Sorry for the confusion.

You are correct. I always think of the material converters as being of three types:

Common Materials Converters Tier 3 100 tokens
Advanced Materials Converters Tier 4 200 tokens
Masterwork Materials Converters Tier 5 500 tokens

And just use T1-T3, but in reality, they work on T3 to T5 reagents. Not sure why AGS only have 3 tiers of reagents, but names them tier 3 to tier 5, but hey.

When I was talking with my PvP friends, there was one guy that was into talking and the others were actively playing, rather than paying close attention to our conversation, and we checked out his faction token supply (he was maxed out), and was looking at what to buy before turning in his previous day’s missions, and I had him check out the prices of the different tier reagents, both buying and selling, and he chose to go with the Masterwork material converter, and make Obsidian Flux, and we made a note of his gold at the start, and at the end, and he came out over a thousand gold richer at the end. Because he then turned in his pervious day’s missions, and then ran his daily missions and turned them in, I don’t really remember his total haul, but just the first batch netted him somewhere between 1,100 to 1,700 gold.

Come to think of it, this conversation was definitely after the daily faction tokens were increased, because that was the day I found out that PvP faction missions had a higher rate of return than PvE faction missions, token wise. He was getting 9K for a mission, and that was 18 MMC/daily pvp faction mission, and that would come out to 54 for the day, just for the first three missions, and then we did the math based on current prices. This was on Pluto.

Hm. Odd that you guys are saying that the cost has gone down recently. I haven’t been doing this for some time, as I’ve not been playing much more than running with my one remaining PvE friend that still plays daily.

Our current characters are leveling up (or rather, were leveling up, he just hit 60 last night) on El Dorado, and I was looking at the CMC there, but the territory does have an impact on the cost, but NOT a huge one.

You know what, I’m going to log in and post some screen shots…

Never fully understood these things. Would honestly prefer if they cost money to buy initially (so a money sink) and the funds didn’t go towards company owners as taxes. Maybe that’s just me being salty about being taxed haha.

From my understanding, if you own a territory or if your company owns it and can refund you, this can be really lucrative in that situation? Essentially straight conversion of 0.05 mats to 1.5 mats? Or whatever the going price is?

Feel like I’ve never really used these items because people have told me they don’t really result in much of a profit.

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Yes, if you own the territory (and either can get the tax money back from your company, or don’t mind donating it), converters can be quite useful.

Right now on my server it’s actually worthwhile even without.

Cheapest T5 reagent is Aged Tannin for 0.45
Most expensive is Obsidian Flux for 2.39
Lowest available tax on one T5 converter (with standing bonuses) is 5.30

(0.45 * 20 + 5.30) / 15 = ~0.95g per Obsidian Flux using converters

So 1.44g profit per flux, minus trading tax.

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I just spent a couple minutes getting picture together, to try to make things clear, but health has me stopping short with just doing a small part of what I had intended…

So, here are some current shots of my TS, the tax rates in some places, and what the charge would be to use these there.


Brightwood right now.


Weaver Fen costs at the moment.

So as we can see, for my current (and third 60th level) character, on Maramma, I have to pay (at least) 3g if I go to WF, but in BW it is 4.8g.

Maramma right now, and I choose two territories that my faction controls.

and my Current territorial standings on Maramma.

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Haha thanks, I’m just a noob when it comes to some things. Thanks for the info, unfortunately don’t have much to say about a stealth nerf because I just have not interacted with this content yet.

Also, woo for Maramma!

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I’m just posting here, to keep this thread alive, so that after the July patch, we can revisit the changes made.

Any updates in the upcoming changes here?

Wont this be moot after the update? All regeants will be T5 wont they?

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