In 3.5, the trade outlet pack system was introduced as an overhaul of the pack system. On live North America and Korea, the restructuring of Charcoal production with these changes had resulted in a surge of Charcoal prices. This surge in the price of Charcoal was to provide a decent silver per labor point ratio (s/lp) for players that were running T3 Cargo packs.
On ArcheRage, since we have both the Legacy pack system and the Outlet system, players still have access to traditional methods. Consequently, our server has not resulted in the same surge of charcoal prices like we have seen in other versions of the game that don’t feature the legacy system.
As we can see here, Charcoal has been stable fluctuating between 1.2 gold and 90 silver. Consequently, with an introductory price of approximately ~32 gold at 130% this would only result in a poor silver per labor ratio that would push players away from running T3 Cargo packs.
As we can see from this table at best, Yny → Perinoor would produce 27 cargo
Therefore, assuming an optimal price of 1.2g per Charcoal, the riskiest run would result in the following revenue:
Recall that the cost of a pack at 130% is also 32g. This results in players making virtually no profit running T3 cargo packs.
Now of course, in reality, we don’t see them at 130% since no one would run unprofitable packs (which is the first proof that the charcoal output needs to be buffed). We can look at recent pricing from across Haranya.
As we can see from this image, cargo prices can drop up to >50%. For calculation purposes, we’ll use the 57% figure obtained from Yny and assume a Perinoor Ruins run at 130%.
As we can see, for a tedious and dangerous run, a player would only make 18g profit. Additionally, the labor cost for these packs is 150 lp to turn in.
As we can see, we get only a mediocre s/lp ratio assuming that Perinoor Ruins is at 130%. For comparison, a Sunbite to Solzreed would far outperform this cargo run.
As we can see, Sunbite to Solzreed, a roughly equivalent “difficult” run compared to the cargo system provides a reduced amount of charcoal. However, if you factor in the purchase cost, no matter how low it goes, the legacy pack system is better when factoring in the s/lp ratio.
Mathematical proof:
First, we have to calculate the cost per Sunbite Citrus Pack
As we can see the cost is 3.41g, far cheaper than the modern T3 or even T2 Cargo pack. Now if we factor in this to find the Net Profit of the pack run:
We make 16g 63s, which is actually a little less than the T3 pack.
Now for the s/lp ratio:
We know that it takes 45 lp to make a pack, and 65 to turn the pack in, it would cost a total of 110 lp.
Consequently, this run per pack is 25% more efficient per-pack on a silver to labor point basis. Players know all too well with this inefficiency with the T3 Cargo packs, and that’s why we see a huge backlog across all trade outlets.
How to Fix this?
The issue is solely with the silver to labor ratio. Naturally, we should use different ratios for different regions to determine the new cargo count per pack turn in.
The formula I propose for calculating the new prices is
This is reverse engineered from the calculations we had just performed, focusing on getting the Charcoal count. Note that for algebraic simplicity, I have opted to use g/lp instead of s/lp, this means that s/lp values must be multiplied by 100 to be converted to g/lp (this is how silver is converted to gold in ArcheAge and should be intuitive).
At this point, what I propose beyond here is entirely my opinion.
Using the provided formula, I have recalculated the amount of charcoal under my proposed system. For g/lp we use the "Proposed g/lp" values in the chart below. I use 150 for the labor cost, 32 for the labor cost, and 1.2 for the price per 1 charcoal.
We get the following values:
I propose these gold per silver ratios since they provide similar gold per labor ratios to other methodologies in this game. Of course, different g/lp values can be used to make this chart either more “balanced”, although, I would argue especially when considering a drop in cargo prices this would be far more balanced than the current pricing we have for T3 cargo.
On ArcheRage, since we have both the Legacy pack system and the Outlet system, players still have access to traditional methods. Consequently, our server has not resulted in the same surge of charcoal prices like we have seen in other versions of the game that don’t feature the legacy system.
As we can see here, Charcoal has been stable fluctuating between 1.2 gold and 90 silver. Consequently, with an introductory price of approximately ~32 gold at 130% this would only result in a poor silver per labor ratio that would push players away from running T3 Cargo packs.
As we can see from this table at best, Yny → Perinoor would produce 27 cargo
Therefore, assuming an optimal price of 1.2g per Charcoal, the riskiest run would result in the following revenue:
Recall that the cost of a pack at 130% is also 32g. This results in players making virtually no profit running T3 cargo packs.
Now of course, in reality, we don’t see them at 130% since no one would run unprofitable packs (which is the first proof that the charcoal output needs to be buffed). We can look at recent pricing from across Haranya.
As we can see from this image, cargo prices can drop up to >50%. For calculation purposes, we’ll use the 57% figure obtained from Yny and assume a Perinoor Ruins run at 130%.
As we can see, for a tedious and dangerous run, a player would only make 18g profit. Additionally, the labor cost for these packs is 150 lp to turn in.
As we can see, we get only a mediocre s/lp ratio assuming that Perinoor Ruins is at 130%. For comparison, a Sunbite to Solzreed would far outperform this cargo run.
As we can see, Sunbite to Solzreed, a roughly equivalent “difficult” run compared to the cargo system provides a reduced amount of charcoal. However, if you factor in the purchase cost, no matter how low it goes, the legacy pack system is better when factoring in the s/lp ratio.
Mathematical proof:
First, we have to calculate the cost per Sunbite Citrus Pack
As we can see the cost is 3.41g, far cheaper than the modern T3 or even T2 Cargo pack. Now if we factor in this to find the Net Profit of the pack run:
We make 16g 63s, which is actually a little less than the T3 pack.
Now for the s/lp ratio:
We know that it takes 45 lp to make a pack, and 65 to turn the pack in, it would cost a total of 110 lp.
Consequently, this run per pack is 25% more efficient per-pack on a silver to labor point basis. Players know all too well with this inefficiency with the T3 Cargo packs, and that’s why we see a huge backlog across all trade outlets.
How to Fix this?
The issue is solely with the silver to labor ratio. Naturally, we should use different ratios for different regions to determine the new cargo count per pack turn in.
The formula I propose for calculating the new prices is
This is reverse engineered from the calculations we had just performed, focusing on getting the Charcoal count. Note that for algebraic simplicity, I have opted to use g/lp instead of s/lp, this means that s/lp values must be multiplied by 100 to be converted to g/lp (this is how silver is converted to gold in ArcheAge and should be intuitive).
At this point, what I propose beyond here is entirely my opinion.
Using the provided formula, I have recalculated the amount of charcoal under my proposed system. For g/lp we use the "Proposed g/lp" values in the chart below. I use 150 for the labor cost, 32 for the labor cost, and 1.2 for the price per 1 charcoal.
We get the following values:
I propose these gold per silver ratios since they provide similar gold per labor ratios to other methodologies in this game. Of course, different g/lp values can be used to make this chart either more “balanced”, although, I would argue especially when considering a drop in cargo prices this would be far more balanced than the current pricing we have for T3 cargo.
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