Deposit hacking can be absolutely ridiculous, but most especially because the Mine's Pockets seem to be deeper than they used to be.
Salting is still good coin, but definitely not the "I just made 10,000 coins last year doing a thoroughly boring chore".
Clay, I only did in Tuluk, and was hardly ever worth it. Couldn't afford the water you'd waste after a day in there.
I think if anything were to be changed, it would be to make every job's "output" be monetarily worthwhile to crafters. Like cotton in Tuluk... you could get paid per boll, but if you wanted to keep it, you'd be charged... and then could charge -more- to a PC that wanted to be a spinster. With clay, some PCs would want that fresh wet clay. Obsidian mining, only at times and for limited use, glass so far as I know is just vendor trash. Dung could be dried for firestuffs but otherwise, its also vendor trash.
I like the jobs, especially when people don't need to leave the city but ARE stuck doing a thoroughly gross job just to get by. I'd just rather there be two avenues: Either sell to an NPC for a low level of coin and be relatively limited, or sell to PCs who might actually -want- those resources and will pay as much or more than the NPC so they don't have to spend a day getting it themselves.
Could you explain more on the Deposit hacking? Are you meaning that it's easier to get coins from it?
Salting I have seen a decline in use, but I think it is because the fact it isn't as worthwhile to get the tons of coins from it as it used to be. The issue is finding the balance on it. There really isn't a good way for us to see if people are even using it much now is the problem, so getting feedback is important.
I do think it is important that you can "use" these items... clay is a good example and likely a good point for us to follow in the future. Thank you for this feedback.
I've never gone salting so I have no opinion about it.
Clay digging: limited experience. Risk of getting there and back is minimal *most* of the time. Reward is equally minimal, since you have to work hard-core for a long period of time to earn even enough to cover the cost of food and water to get there and back. Personally, I feel this is more of a group-effort activity.
Spice-sifting: significantly harder to do with the new delay changes combined with the existing storm code. There's also more frequency of "unfriendlies" showing up, whether in the form of local creatures or PCs. However the reward is higher, and so I feel this is mostly balanced.
Something I would think helpful without unbalancing: Every time you bring in more than "x" grains in a single sifter's worth to the NPC, you get an automatic one-time waterskin refill discount at the waterseller next door. Has to be used before you use your sifter again. So it's more like a bonus that can't be stacked or racked up. A "You got more than the average, so have an extra sip of water today, on the house" kind of thing.
I feel this idea could work with all the "auto-quests." Bring in more than a certain value of product, and they spot you a bonus good for that delivery only. A discount on a filled waterskin, or half price on a single barrel of ale at the Gaj, maybe your next mount rental is only 10 sids etc.
I really like the idea of turning in items for a return of another item, rather than coins. This is actually something we've talked about staff side, it's actually really exciting to see others bring this idea up. Would you think this could be used for multiple of the jobs out there? I personally look at the existing jobs not as a constant source of coins, but a great place for someone getting started to make coins. Just thowring this out there, but maybe the Allanak "Jobs" give a chit for your work, and you turn the chit in for food, water, tools, or maybe some coins, but you'd get a reduced amount of coins, the value of it would be from the objects you could get. Do you think that could work? (Idea here, doesn't mean it will happen
well, this begs the question: where else are independent people going to get money, if they're not crafters, but jobs?
the risk with the salt job is (currently i believe) you have to go deeper into the salt flats, find the actual deposits of salt, and not get eaten by a mek.
a job that could use some modification is the tailoring in red storm. unless it's changed recently, the second you hit journeyman in tailoring you basically have free money falling into your hands.
i believe i've also seen glass deposits not three steps out from allanak. i believe that the forage table should be modified so glass has to be found further out - near where it usually spawns. in spider country. otherwise that's a ludicrous source of money that you have access to for the risk of "maybe" there's a beetle or a spider or a scrab nearby (but let's be real, that's so unlikely).
i have no opinion on the lumber yard in morin's because i have never utilized it. maybe someday.
also with the forage changes, -most- of the forage-based jobs (to include salting) are actually easier because gathering the materials is simpler. it's based on your strength, endurance and forage skill. if you have high strength, deposits are a joke.
So I need to look at this, but I don't think you're right here. There was some changes back in the day on it, but either way... having strength should help with hacking/mining IMO.
As for Tailoring... yes... I realize that completely with Storm. It is an area of interest for sure.
As for Glass, I know what you're talking about, it's something that could be changed with some new stuff we have so it could be better controlled where the deposits show up. I'll add that to my list of information, it's a very good point. Not sure when or if it will get done, but I can see it as valuable feedback for now.
Keep the feedback coming, I love what we have so far. Thank you!