This is a repost of
Choch's Guide to the Manor System for Lords and Farmers (http://boards.lineage2.com/showflat.php?Cat=&Board=general&Number=148036&Foru m=f3&Words=manor&Searchpage=0&Limit=25&Main=146606 &Search=true&where=bodysub&Name=18&daterange=1&new erval=1&newertype=m&olderval=&oldertype=&bodyprev= #Post148036) because it makes sense having it in this section. Let me know if there any other questions or issues I need to address.
General Notes:
Seed production and Crop buyback reset everyday at noon PST. There are caps on the amount of seeds produced (for each type) and the amount crops bought back (for each type).
Castle Lord
Seed Production
You must buy the seeds from the castle in order to sell them at the manor manager. As far as I know, all seeds cost 250a for a Castle Lord to buy. Then you set the seed sell price per seed for each seed type, which is the price the farmers will pay from the manor manager for that seed type. You also set the quantity of each seed type to be sold. In order for seed production to occur (to sell seeds to farmers via the manor manager NPC) you must have enough adena in the castle vault to purchase all of the seeds you want to produce. If you do not sell the seeds at the end of the day (noon PST), those seeds are gone and you do not regain the adena you spent producing them.
Harvested Crop Buyback
You set the price you want to pay to purchase the harvested crop, as well as the quantity of each of each harvested crop type. In order for seeds to be produced or to buyback harvested crops, you MUST have enough adena in your vault to cover the TOTAL amount buyback for all of your harvested crop settings. This adena is deducted at noon PST at the start of the crop-day. If you do NOT use all of that adena (you didn't buy back the amount of crops you set to buyback) then whatever funds are leftover go back into the castle vault. You do not lose that money.
You set the reward level to either I) Constant but good or II) Risky but High. (See explanation below under Farmer section)
Crop Maturation
Crops take a day to mature. Once people sell crops back to the manor manager, the next crop day, the mature crops will appear in your clan warehouse. Take the mature crops to the castle blacksmith and make whatever items you want. In addition to using the crops, there is of course, a blacksmith fee in adena that varies depending on the item you are making.
And remember, if you do not have enough adena in your vault to cover EVERYTHING (all seed purchases and crop buyback), then NOTHING will be produced or bought.
Farmers
Seed Purchase
Seed sales reset everyday at noon PST. Once the seeds are sold out, they will not restock until the next day. The Castle Lord can choose to stop selling or increase the amount of seeds produced on any given day. Seeds have a level range (10 levels). For 100% crop harvesting rate, you, the seed and the mob you are harvesting must all be within that range. Otherwise, your plantation and harvest can fail.
Farming
To farm you simply target a mob and click on the seed you want to plant. It will say either "planting failed" (or something like that) or "planting succeeded." You CAN replant the same mob if you failed the first time (although there is no timer on the seed icon). Once you kill the mob, simply click on the harvest and it will say either "harvest failed" or "earned [Crop Type]." Seeds MUST be used in the areas in which you bought them (ie giran seeds can only be planted in giran area mobs). However, the crops you harvest may be sold to ANY manor manager providing that castle's Lord set the NPC to purchase that crop type (You can farm sea codrans in oren and sell them to the manor npc in heine, providing the heine lord set the NPC to purchase sea codrans).
The Catch
Planted mobs only drop adena, they do not drop anything else.
The Payoff
The payoff depends on your castle lord. First of all, you do not get ANY adena when turning in crops to the manor manager. Instead you get raw materials of worth equivalent to the buyback price the castle lord set and the type of reward. The type of raw materials for each reward level (type I or type II) vary by seed type as well (one seed may give coal/silver/hemp at type I while another may give coal/suede/animal bones).
Type I
Type I is constant but good. Typically under this level you will coal, braided hemp, silver, etc. in a quantity of whatever price the castle lord set. So if the reward was 1000a per crop, you would get the shop-price equivalent of coal, braided hemp, silver, etc (probably around 5-10 of each).
Type II
Type II is risky but high. Typically under this level you will get almost all stem/thread with a chance of mold glue. It seems like a pretty low chance to me so far, but that's why its risky but high payoff.
As a farmer, it may be important to remember that the castle lord may NOT be buying back the seed types in the same quantity everyday. S/He can change it daily. So if you want to be sure to get your seeds turned in, do it before noon PST. There is also a maximum amount the lords can set to produce and buyback, so don't expect to be able to farm 10k seeds in a week and sell them all back at once. You HAVE to sell them back over several days.
That is a basic description of how the manor system works. I don't have a list of the rewards for each seed type (each seed has a reward list for Type I and Type II).
Personally I think type I is a better payoff (in general for the seed types I've seen) because the market value on coal, etc. is so much higher than the shop-price. Also *shock* is this a way that players can self-regulate the economy and get vast amounts of raw materials very quickly without professional farmers. OMG I THINK IT IS! Too bad more people aren't willing to give it a try :p
EDIT:
PS if you are on Bartz and between the levels of 25 and 55, go farm in Heine. Once people actually start selling our seeds back, we'll start making more. But right now, some people (pro farmers?) are buying our seeds and just sitting on them T.T
Also, I singlehandedly (well with my clan ^_^) blew the floor out of the b-crystal market as a direct result of the manor system so don't even try to say that players cannot control the economy even with all of the pro farmers.
If your not harvesting the seeds everyday, you lose out on the ones not purchased, because you paid for them and if they aren't sold, they are lost and you are buying a new batch the next day unless you cut off the production.
Our clan owns Innadril castle on Sieghardt, I make a minimum of 200K profit for every hour I put into the system with my 44 prophet alt. I am not sure of any other way in the game any character in the high 30s low 40s can make this much money consistantly.
A smart clan leader with a bunch of low level people who are active that could make a deal with a castle owning clan could be a professional money machine through the manor system if they were smart about it, and to date I can't think of any mid-level system that rakes in more cash for lower level players.
It works when you do play the system smart, but keep in mind the system is built for a very large and active player base that understands the system, for a smaller level 30-50 level clueless player base like what is on Sieghardt, it only works if the alliance that owns the castle buys the seeds daily and does the work, afterall we have it set up so that anyone who buys our seeds loses money unless they are a member of our alliance.
There is a gold mine in the manor system for both farmers and castle owners, but due to how Lineage2 currently is in NA, currently the gold mine only exists for castle owners and those they have worked out deals with to harvest the seeds.
Too bad the chinese farmers are stupid and most castle owners are untrustworthy, the combincation of about 5 chinese farmers grinidng 12 hours a day and a castle lord in full manor system production could get about 50 mil a week per castle easily.
BTW, do dual stamps, quick heal potions, and blessed res scrolls. Blessed res and quick heal in particular in PvP are absolutely unreal, and selling quick heal potions for example at 25k is not only a good deal for any buyer, but is a profit for the farmer as well.
Think about this and do the math if you don't believe me, any player who buys a dual craft stamp at 3.5 million, combines two swords of delusions purchased at the lux shop for 3000k per C crystal and 600 per D crystal, then crystalizes them into b grade crystals is getting b crystals at 14,175 per crystal.
Not sure about your server, but on mine that is a huge discount in B grade crystal prices, and that is if you are paying for the dual craft stamp at 3.5 million AND buying C grade crystals at 3000 AND buying D grade crystals at 600, imagine how cheap b crystals get if your the manor lord, or if you are crafting the dual swords being crystalized into B crystals. Your b grade SS and SPS cost just dropped considerably as a clan if you are buying dual crafting stamps from a manor lord at 3.5 million, nevermind using the manor system with that manor lord to perhaps get them considerably cheaper.
The manor system is a gold mine, more so for the owners of Oren, Giran, and Innadril, but like I said, I make 200k easy on my 44 prophet per hour, and that is with blessed res scrolls and quick heal potions alone.
If you own a castle and aren't using the manor system to your advantage, your clan is run by ignorant fools that need a kick in the head and a lesson in basic math.
If you are selling seeds in specialized amounts at certain times, you are missing out on an opportunity to make even more then you are making. The real money is when others do the seeding and harvesting for you and then you reap the benefits.
You are right if the oppertunity existed, but Sieghardt doesn't have anyone low enough level willing to do the seeds, so there is no market unfortunately. Our seeds have to be harvested by alt characters within our alliance.
It is encouraging to know that on at least one server the manor is able to thrive in Dion, because it would tend to indicate a community that still has a lot of growth potential, where as on Sieghardt there is currently no real evidence of continued growth in the lower level towns of Gludio or Dion.
I said I don't seem to be getting the same number of FRUIT back as it is telling me is being purchased back. As in: when I look in my warehouse to get the fruit, the amount in the warehouse is different then the amount the Manor Manager is telling me should be there.
Here's your answer:
Crops take a day to mature. Once people sell crops back to the manor manager, the next crop day, the mature crops will appear in your clan warehouse.
So what you do is have someone that is not the castle lord (since he can't talk to the manor managers) talk to the manor manager and do "view present condition of the crop." The column "crop remaining after purchase" is how many more crops you are buying back that day. The column "total crop purchase" is the number of crops you set it to purchase for that day. Therefore, the amount of crops you've bought that day is the total column minus crop remaining column. A little counterintuitive with the names, but there it is.
Now you don't see those crops in your clan WH until the next day when the system resets (noon PST). So lets say you set it to buy back 80 sea crodrans. The first column at the manor manager says 60, the second says 80. That means you bought 20 seeds so far today out of the 80 maximum you purchased. Tomorrow at noon PST you would see 20 mature sea codrans in your clan WH (not 60, that's how many you had left to purchase still).
The NPC eats 10% of the fruit that is harvested. I know it sounds like a joke, but it is not. If 200 fruits are returned to the NPC, the castle lord will see 180. Hope that helps :)
The NPC eats 10% of the fruit that is harvested. I know it sounds like a joke, but it is not. If 200 fruits are returned to the NPC, the castle lord will see 180. Hope that helps :)
Are you sure about that? I thought that was 10% of the cash from the seed sales. I assume you're referring to:
10% of a purchased item that has been processed is paid to the manor manager.
I'm pretty sure I've gotten 76/80 in one day before which according to you, shouldn't be possible....I'll have to test it some more though I suppose.
This would explain some of it. I was thinking it was profit he ate also. It's pretty hard to get an accurate handle on what is going on unless you do testing over along period of time. Would be nice if they would give you a breakdown of monies earned and spent.
This would explain some of it. I was thinking it was profit he ate also. It's pretty hard to get an accurate handle on what is going on unless you do testing over along period of time. Would be nice if they would give you a breakdown of monies earned and spent.
Pipe dreams I guess.
I'm in the process of tracking that now actually ^_^
Are you sure about that? I thought that was 10% of the cash from the seed sales. I assume you're referring to:
Quote:
10% of a purchased item that has been processed is paid to the manor manager.
I'm sure. I initially thought it was money too, but it turns out it is fruits. If you did get 76/80 I would be wrong, but we have tested on Oren in Sieghardt - we put in 80 fruit on the first possible day of C2 and the next day the castle had 72.
Is there a way to raise the Maximum Number for the seeds we are allowed to sell in a day? I have been selling out of all the seeds and some of the maximums are to low to keep up with the demand for that seed.
Is there a way to raise the Maximum Number for the seeds we are allowed to sell in a day? I have been selling out of all the seeds and some of the maximums are to low to keep up with the demand for that seed.
No there is not, it is designed so that there is a max available awards per day based on the seeds that can be allocated per day.
Amer, we have had different results. Most days we do just enough seeds for several rewards per day, and the next day the exact number of seeds has been purchased back. However because of tax gains per day, we are having a really hard time trying to figure out the $$ aspect of it, to determine how much we are losing/gaining per day particular to a configuration change we make.
As far as I know, we are the only people buying our seeds in Heine (we usually have them all purchased at 3pm pst when the re-allocate, and the only people turning them in are usually us (although we encourage others to give our town their seeds!). There have been many cases where we would do just enough seeds for dual craft stamps or quick heal pots, and the next day those seeds would be in the manor vault.
BTW, this thread has us re-evaluating our entire system, and several things I said earlier in this thread that don't match up with what others are seeing could be wrong. Due to this thread we have had to become accountants in the game to get a better guage of what is actually happening. I am not sure if I want to pk all of you for that, or shout out a huge thank you.
Either way Choch this thread is fantastic.
If there were enough partisipants in NA on various servers, it would be nice to pool all the information together for some big tests and post a "Best Practices" guide. I have a funny feeling that any Prima Guide that gets released for C2 will be sorely lacking in this critical information.
Gal-
The money is basically ALMOST impossible to keep track of. Only NCSoft looking at the server logs could give you this information. Why do you ask? Here's how the money flow from the castle vault works:
At the start of the day manor day (noon PST), the amount of adena to produce all of your seeds (this money is gone), and to buy back ALL of the crops you set to buy back (this money is put in a "holding account" that only the server sees) is deducted from your castle vault.
I have not tested when the money from players purchasing the seeds from the manor manager goes back into the castle vault but I suspect it is at the end of the manor day. Example, a farmer buys 10 seeds at 500a each. The money does not immediately go into the castle vault, but at the end of the manor day, 4500a (5000a minus 10% for the manor NPC tax) goes into the castle vault.
Throughout the day, the server keeps track of how much money is in your "holding account" (which only the server can see) and withdraws cash as farmers sell crops back to you. Remember, this money has already been withdrawn from your castle vault and there's no way of knowing for sure how much cash is there. At the end of the manor day, any money you did NOT spend buying crops back, gets put back into your castle vault.
The best way I've come up with tracking this last part is saying:
OK I said i would buy 1000 crops back for 500a each. That means at the start of the manor day it withdrew 500k from my vault (plus whatever your seed production cost is, probably like 250k if you're doing 1000 seeds at 250a each). Now towards the end of the manor day, it said I had bought back 800 of the 1000 crops I set it to buy. This means that I've spent 400k buying back crops. I still have 100k in that pool so 100k should go back into the castle vault.
So IF I WAS NOT DOING ANYTHING WITH THE MANOR SYSTEM THE NEXT DAY, my castle vault should increase by 100k (from the left over crop-buyback....the money from selling the seeds to the farmers would go back in as well). However, since we've been producing non-stop since we got this running, all I can do is confirm that it withdrew 100k less than it should out of the vault for the next manor day (the 100k gets deposited then immediately withdrawn again for the next day's seed production and buyback).
Let me know if all of that makes sense. Go reread it. As you can see, there are so many different transactions and things like that all happening at once its basically impossible to tell where what money is being spent or not spent (selling seeds or buying back crops, etc). Then prepare for the part that really messes you up unless your castle lord is online all the time.
Taxes. The money you make from taxes goes into your castle vault at midnight PST. I suspect they did this (split up the times for the manor system and taxes) specifically so the lord could tell the difference between the money you make in taxes and the manor system cash flow. However, most people aren't online all the time to check this, even castle lords.
That's my understanding of how the cash flow works. Now pretty much unless you own a highly tax-profitable castle (like Giran or Aden) then you will ALWAYS have to put cash back into the manor system, either that or you aren't mass producing seeds at a cost that is profitable for the farmers (what we doing).
For example: We have 4m a day withdrawn from our vault through the manor system. If we buyback all of the seeds (which has happened), that's 4m gone. Heine obviously doesn't make 4m a day so we'd have to put money back in. Where do we get that money? We sell some of the things we make from the crops.
But yes, the old adage "you have to spend money to make money" DEFINITELY applies to the manor system.
Believe it or not, after working with the system after reading your guide, everything we are doing makes perfect sense when combined with your latest desciption.
The only thing in this thread we haven't noticed is the 10% tax on the crops in terms of actual seeds deposited, we seem to always get the same number of crops purchased back from the NPC in our manor store.
Not sure why others are seeing different results, but for us it has been 1-1 ratio tested many times when we need to create dual craft stamps real quick.
Now for another question. Has anyone tried bumping the buyback price up well over the cost of the seed? Example, say you have seeds on sale for 500, but you set the buyback value up to 1000, meaning if the seed costs 250 and reward is 1000, you spend 1250 per seed. When you turn in the harvested seeds to the NPC, you get the 1000 adena reward per seed, which is basically 100,000 in materials for 100 seeds, or even better 1,000,000 in materials for 1000 seeds.
Considering 1,000,000 in materials at the NPC store probably goes for well over 5,000,000+ adena on the player market (a great deal more if you get leather, Glue, or SoPs), has anyone been trying this as a front end way to make huge cash on materials? Combined with the backend market of seed production into items, the amount of money that could be generated from say one crop of 1200 seeds at 1250 a piece would net ENORMOUS amounts of money, at a small investment price of 1.5 mil.
Anyone familiar with the manor system knows that 1200 seeds is a small crop, and selling them all would already get you back 450K (500 per - 10%). Seems like the crafting material rewards alone would pay for the manor costs + extra, leaving the rewards of the castle as a nice bonus.
And one last thing I have been wondering if anyone has tried.
If you are doing the scenario above, where the reward is 1000 for a seed you are charging 500 for, have you tried setting up a buy store around your manor manager for the seeds? Example, in a discussion with some farmers, they indicated they would do seeds for 1000 per reward, but they wanted adena not materials, which I thought was odd. But, if I set up a buy store for 1000 adena per seed around the store, then later turned them into the manor manager for my 1000 per seed reward, basically it is the same thing to me since I do like the materials. Has anyone tried something like this as a possible marketing tool?
Thats the way it has looked so far for us as well Choch.
We have gotten to a point where the amount of one type fruit repurchased far outweighs the other needed for purchasing mats. I cannot increase the number of fruit to sell and repurchase because we are running at max. capacity. So I have a surplus of one fruit and a deficit of another. This is cutting into the amount that I can reinvest into the system.
I have not tested the market for the quick heal and haste pots yet. Maybe I'll have to tap into that some in order to expand our operations.
Has anyone tried bumping the buyback price up well over the cost of the seed? Example, say you have seeds on sale for 500, but you set the buyback value up to 1000, meaning if the seed costs 250 and reward is 1000, you spend 1250 per seed.
Yes. We sell all of our seeds to farmers at 300a each. We buyback, depending on the type of seed for 500-1000a.
And yes, we sell and buyback thousands of seeds a day hence the 4m ^_^
Dunno about the other thing, I s'pose it could work.
Choch, first of all thanx for your great guide. It really helped me understanding the manor system.
I just have a now a question regarding farming.
When I sow a seed I know that I just get adena drops. Is this also true for spoil drops and quest item drops?
I just was wondering if I could animate some of my clannies to help supporting the manor system as they do e.g. the coin quest. If quest drops still occur while seeding, it would be easy to do combine seeding with questing as nearly all of my clannies do quests solo.
If someone could clear this up for me, it would be really nice.
Fallen-
You do still get spoils while sowing. I honestly don't know about quest drops, you'd have to try it out. I could see them doing it either way.
If you want to test it out, I suggest having someone of the appropriate level buying some giran seeds of the right level, activating the cave servant quest, and sowing while doing that quest. I say do this because you get quest items from pretty much every single cave servant you get the last hit on for this quest. So it'd be pretty easy to tell if you were getting quest items or not while sowing.
Unfortunately, none of my characters are within level range of any quests and farming so I can't test it myself T.T
Quests work with the manor system, i think there is a croc quest or something like that in Heine, then you can go kill croc mobs west of heine while doing seeds in that level range.
Okay, I admit I'm totally confused. I just tried this is Gludin. I bought 20 blue coda seeds (cost, 1400 adena). I harvested all 20. Trade window says I should get 2400 adena worth of mats. I get 3 animal bones, 51 NG spirit shots and 3 animal skins. Total value in store, just over 800 adena. So, what gives?
you get items to the value of 2400(approx)
this is calculated at the value if YOU were to buy the items in shops
That really sucks. (Dumping my harvester)
That really rules, becose mats right now is extream overpriced, Manor system will make the price go down, maby as low as they supose to be, shop price of eg Charcoal shop price is 200 adena, but ingame they sell for like 600.
I tested it with a quest too, so I also can confirm it works. I hope this will lead to more players using the Manor System.
I, for myself just started to use it, after I read the guide from Choch and the discussion started from it. This manor systems is obviously good for both players and castle owners if used properly. I hope alot of castle owners and players read this threat as I have the feeling that the information level regarding the manor system is too low (like mine was before too).
Thanks again too all that contributed their knowledge in here :)
Ok, I did a search of the Manor System and found this thread. It really helped me understand the system alot. However, it seems that the only ones who stand to make any real profit on this are the Castle owners. There doesn't seem to be much incentive for the independent farmer unless you can sneak into the system and buy some of the seeds that the Castle owner sets up for his clannies or maybe the professional farmers, if they are used.
I guess this fits the medieval system though where the Lords make most of the profit and everyone else is either dependent on the Lord or maybe just eeks out a small profit. This is supposed to be our incentive to successfully take a Castle right?
Well anyway the smart Castle Lord can set this up to make enormous profit using his clan and/or professional farmers. I predict that it won't be used much by the independent player. That said, I'm going to do a test of this system this week. If I don't report anything I probably made a bundle.
Not sure how you see it as the castle lords making all the money.
Quick example for ya:
1. Buy seed for 200a each.
2. You sow seed and reap fruit
3. Sell fruit to manor manager and recieve 200a worth of coal at NPC price
4. You sell coal for 600a (market price) and profit 400a.
Seems to me like a person could make lots of money out of this.
You are correct in that the manor lord controls how much money he spends buying the crops back, which in turn dictates how much the independent farmer gets back. It does all depend on how the lord sets it up.
Right now, for us in Heine on Bartz, we're actually not producing what would probably be the most valuable seed to the farmers (would give animal skin, bones, and coarse bone powder) because the item that crop is used to make isn't worth very much in comparison to the other items we can make with other seeds so those are the only seeds we're selling, sort of forcing the farmers to farm the seeds we want to make. Of course we try to make the farming as profitable as is plausible for the farmers, otherwise nobody would farm the seeds. However, we usually sell out a few thousand seeds a day and buy them back at a fairly constant rate. So I'm pretty sure somebody is happy to get a lot of raw materials out of it ^_^
But yeah, if the lord decides to shaft the farmers and set a low buyback, you're definitely right, it won't be worth it for them.
You also have to be online at noon PST to get the seeds directly from the NPC, which is kinda inconvenient but that's life ^_^
For the hell of it, I've been buying about 500 seeds to give the manor system a whirl from the point of view of an independent indivudal.
Setup:
-I'm currently farming 47-57 seeds in the Oren region on Kain.
-They are sold for 300a and buyback is set at 300a in Oren Castle.
-I found the best mobs for my character are Tarlk bugbear Warriors and High Warriors (and the occasional Tarlk Basilisk)
What I feel:
-The "nothing but adena drops" policy hurts a lot! I'm used to get 1-3 varnish every few bugbears and some nice key mats now and then.
-Using the seed and the harvester on mobs cost mp. which sadly means that where I was able to go on downtimeless I now have to sit about every buff cycle to replenish mp.
-The fact that Oren is buying back at 300a as well makes them look really stingy. I'm not that happy when I get some threads as rewards.
-I could sell the crops back at another castle. This would mean I'd have to travel, and I'm losing farming time and thus adena while doing so.
-The adena you invest is gone. If you want to replenish your adena you'll have to setup shop and wait a few.
Conclusions:
-Farming is only useful on mobs you're absolutely positively sure you don't want/need their regular drops.
-Farming is not doing as much as a good money quest, like coin of magic of Remnants of the Vanquished.
-Farming can add up to money quests (you do get coin drops and other quest drops on seeded mobs).
-Farming is worthless when the castle owner is stingy.
I've decided to not delve further into farming as I feel the rewards for my efforts do not even out. And for you, greedy Oren Castle Owner on Kain, you're not getting my crops. I'll be keeping them and I'm hoping I can sell them at a higher buy back price in another town.
Ladies and Gentlemen, I'd like to share some results I gathered:
Setup:
-I sold back 94 crops at 300a sellback price
-Reward level was set to 2. This would be the high risk, high gain route.
-These crops were produced from 100 seeds. Yes, I forget to harvest sometimes, I'm a lousy farmer o.0
Results:
-It took me ~1 hour pure gametime (probably a bit more, due to downtime)
-I received 94 Thread, 39 Coal and 4 Adamantite Nugget.
Conclusion:
-Invested Adena are 100x300a = 30k a
-I'll assume I can sell Thread for 300a (hopefully) which means this cancels out my costs.
-My rewards are 39 coal (at 600a market value 23400a) and 4 Adamantite Nugget (2500a NPC value - nobody wants to buy that stuff) for a total of 33400a
-I make less in one hour in varnish drops (the most common mat drop from my test subjects), I'd say roughly 14k a
-If we disregard all other possible drops, I gain about 19k a more per hour.
I think it could be a great way to get base mats. It all depends on the manor settings. As final piece of advice I would tell you to only choose mobs with lousy drops for sowing purposes.
I sold 260 thread for 300a yesterday. It was even a buy shop. ^^
If I couldn't sell for 300a, this particular manor setup would be even less profitable for me. Which means I'd find nothing good left for poor ole me in this system.
Quests work with the manor system, i think there is a croc quest or something like that in Heine, then you can go kill croc mobs west of heine while doing seeds in that level range.
Tested and confirmed to work.
I'd like to add that there is also a quest involving the lizardmen at the North end of the island, that will give some more adena.
IMO, the manor system can be a win-win experience for those involved.
After reading this thread im very interested in the potential of the manor system. The first post confused me a little tho. Every time i try to understand the manor system my brain hurts. Could somone try and post what exactly i have to do and look for if i plan to do some harvesting and what to know to make it profitable.
Look for rates that are higher than the price you pay for the seed.
On Sieghardt for example, in Heine the buy back price for seeds on sale that day will be 750 per, the cost of the seed is 250 per. The harvester will always make more money than they invest under systems configured like this.
We run our manor tuesday 3est - friday 3est with a buy back price of 750 each, and the other days run special castle deals with our economic and political partners, which are basically level 1 - level 3 clans that farm and turn in seeds that day for speific rewards, or alliance members looking for a full return on seeds they work themselves.
There are lots of ways for a manor manager to make big bucks, there are lots of ways for a manor harvester to make big bucks. Basically it comes down to how much effort both the manor manager and manor harvester want to put into the system.
Would it not throw off the calculations if someone buys your seeds and sells them at another Castle?
As a farmer, no. All you care about as a farmer is how much you pay for the seeds, how much you are getting for each crop, and what the crop reward type is (depending on what materials are most valuable to you).
As a Lord, yes you probably would care. Most likely you're selling the seeds so you can make an item from the crops. If you don't buy the crops back because the farmers are selling them to another castle then you can't make that crop......
Choch, I'm assuming the information you pulled on castle's crafting with the fruit from the manor system. (Asking to clarify.)
Would there be some way besides porting all over aden to find the Seed list w/mob lvl, Castle crafting list? I know it has to exist because everyone has ignored the subject - I'm just trying to compare the ability of different castles on getting the materials I need for items.
This is really off topic and i'm sorry but I got to know. Is the name "Choch" from that movie Cheech and Choch? Lol, you don't really have to answer this because i'm sure you think i'm crazy but I was just wondering :p
By the way, thanks for that guide. You obviously put alot of work into making it and it's for a good cause.
Also good job on all of the replys. Great post/conversation.
When I tried out the manor system i think i was about lvl 17. All i got was bandages and antidotes (worthless), and a little sps. Is it only useful after a certain level?
When I tried out the manor system i think i was about lvl 17. All i got was bandages and antidotes (worthless), and a little sps. Is it only useful after a certain level?
I highly recommend finding out what the rewards for the crop type you want to farm first. Different crops give different rewards. Apparently the one you farmed were worthless =/
I posted a list somewhere in this thread that has a list of the ones produceable in Heine. I really don't know what the other rewards are for other crops. But yes, some rewards are good, some are quite worthless. Gotta do your research first unfortunately to make good use of this system.
Except the value of materials != the value of the money.
I bought 10.000 adena worth of seeds (just for test again, they didn't have more) at equal buyback value. I should have recieved 10.000 adena worth of materials, but instead I just got a bunch of *censored* not even remotely worth 10.000 adena.
Maybe if really nicely set up by the castle lords to total optimal money making for the harvesters it might be good, but then they might just ally with farmers, not regular players.
I want to thank you for posting about the Manor system, Choch. I truly appreciate the helpful guide to get started. Once I got the hang of it, I've been making enough to keep me and my alt's well geared and armed. Before, I had to grind for eternity and couldn't afford to even get SS's. Now, I'm able to be outfitted in gear appropriate for my level and it has increased my enjoyment of the game immensely. It doesn't seem like grinding anymore, I feel very productive and I also feel like in my own small way, I'm contributing to the castle I hunt near.
Thank you Choch, you've made a great game even more wonderful for many of us! :)
I think I'm missing something on the differences between type I and type II. How are the two named? Are the pictures different? If they are identical in appearance and name, how does one tell whether they are buying type I or type II red cobol for instance?
The seeds are the same for both. The difference is when you trade in the seeds to the manor NPC. The castle Lord sets the type of reward you will get, either Type I or Type II and the value of the reward.
So the seeds do not affect the level of rewards you get, only the buyback setting chosen by the castle Lord does.
how does one tell whether they are buying type I or type II red cobol for instance?
Hi,
When you talk to the manor manager guy that you get the seeds from, there's a list of choices at first, ("purchase seeds", "view seeds condition", "view crop condition", "buy a harvester", "forgetting something here"), you can view the seed info which can tell you how much it costs and on the far right, it lists number 1 or number 2, that tells which type it is. under view crop, you can also find out how much the castle pays back for the crop you harvested and how many are remaining. the crop and seed information is very helpful in finding out which type of seed it is, and what to expect in return for your harvest.
Ok I was doing pretty good there for a few but now im confused. Your saying you can sell the seeds back to the manor? Uhm didnt u just use the seeds while your harvesting your creatures? Or would you have to sell back the ones you didnt use at the end of the day before they reset the whole farming thing.
Also, and Im kinda dumb, but I keep reading that when you farm the critters, they only drop adena and they dont drop loot. If they dont drop anything but adena why the hell would I go buy seeds? Arent I buying seeds so that they will drop loot? Cheesus man! :)
Your saying you can sell the seeds back to the manor?
As far as I know, you can NOT sell back seeds. I'm not a castle owner, so, I don't know if it's something on their end or if it just can't be done at all. But from experience, once a seed is bought, it's yours until you do something like plant it and harvest the crop.
Uhm didnt u just use the seeds while your harvesting your creatures? Or would you have to sell back the ones you didnt use at the end of the day before they reset the whole farming thing.
you buy seeds of your choosing from the manor manager, along with a harvester if not already purchased.
you take the seed, plant it on proper level mob, you'll get a message in your chat box that it either was successful or not successful. then after you kill the mob, click on the harvester, the crop is then harvested. you sell back the harvested crop to the manor manager. You don't have to sell back anything, but selling the harvested crops back to the manor before the next cycle, insures both the castle and the player can continue in a profitable endeavor.
Also, and Im kinda dumb, but I keep reading that when you farm the critters, they only drop adena and they dont drop loot.
Mobs will drop adena at normal frequency that they usually do, but they will NOT drop any other items. I've read but not confirmed that dwarves can still spoil though.
When you turn in your crops to the manor manager, he will give you a set reward for the crop, usually materials in a set denomination. to find out how much, click on the manor manager, and read the "crop information" and the "seed information" links. charts showing how much the seed cost is listed, the type, and the buy back price. usually, you will receive an amount of materials of greater value than the cost of the seed, thus making it profitable.
An example being, you buy 10 red cobal seeds costing $300 each, plant them on proper level mob, harvest crop, sell crop to manor manager for $500 each cobal crop.
you paid $3000, but in turn got $5000 in materials + adena dropped from mob. The materials are usually worth 2-3 times the value set by the manor manager guy. So, if you sell the materials, you can make 2-3 x's $5000, so, it is usually easy to make a $10k to $20k profit for simply investing $3k. and it's guarenteed profit. whereas a great item drop? some of us haven't been lucky, so, this is our alternative. The more you invest and harvest, the more you can earn.
It's a choice for those seeking cash or materials, if you're looking solely for drop items, the manor system isn't for you. If you're looking for cash and/or a large stack of materials, then the manor system is an excellent alternative. Good Luck and happy hunting! :)
OK for the record I am a dwarf scavenger on Kain and You can still get very good spoils even with harvesting. Must harvest seed first. Before sweeping. If Dwarf sweeps first monster disappears before you can get your crop back.
One other thing. you don't lose seeds if you don't harvest same day. I have some blue coda that I have been farming several days and Dion still wants it
On another issue. I have read that manor manager resets everyday at pm pst. The system in Gludio has been down for 4 days. I don't know a lot about the system but I know there was a castle siege the last day that I was able to use system in that area. The castle was taken over by new Clan. So I guess my question is how do you get it working again?? Or who do you contact. I tried a petition and did not receive satifactory results( to say least.) Any ideas?? thanks
The system in Gludio has been down for 4 days. I don't know a lot about the system but I know there was a castle siege the last day that I was able to use system in that area. The castle was taken over by new Clan. So I guess my question is how do you get it working again?? Or who do you contact. I tried a petition and did not receive satifactory results( to say least.) Any ideas?? thanks
My guess is that the new clan/Lord hasn't set up the manor system yet. Remember, the Lord has to front the cash for everything and they're probably very reluctant to do so ^_^
I found very valuable info in this thread for setting up the Gludio manor system on Bartz.
I'd like to add some info which I haven't seen yet as it seems to be specific for the Gludio manor system.
Seed info:
<font class="small">Code:<hr /><pre>
Name prod. cost lvl range reward type 1 reward type 2 used in
Dark Coda 25 5 - 15 ss, lhp stem, thread Quick heal potion(160)
Red Coda 25 8 - 18 ss, sps, lhp ss, thread, wolf food Quick heal potion(40), Metal hardener(50)
Chilly Coda 25 10 - 20 ss, sps ss, bandage, antidote Enchant armor D(80)
Blue Coda 50 14 - 24 sps D, lhp, bandage sps, abone, askin Enchant armor D(20), Enchant weapon D(400), Metal hardener(25)
Golden Coda 100 17 - 27 askin, char, varn, iron, suede stem, thread, cbp Enchant weapon D(50)
Desert Coda 100 23 - 33 iron,coal, suede askin, abone, cbp Escape castle(1)
Lute Coda 250 ?? coal, suede, silver abone, char, sop Escape castle(1)
Blue Cobol 250 32 - 42 bhemp, silver suede, adamantite nugget Blessed escape scroll(300)
abone = animal bone
askin = animal skin
bhemp = braided hemp
cbp = coarse bone powder
char = charcoal
lhp = lesser heal potion
sop = stone of purity
sps = spirit shot
ss = ng soulshot
varn = varnish
</pre><hr />
As you can see the price for manufacturing seeds is not always 250a. Gludio can make seeds for 25a to 250a
To make items you also need to add adena, so it's not only crops you need to make an item.
I noticed that the Gludio population isn't using the system much yet, even though I sell seeds at 25 and buy the crops at 75 (200% profit for the player)
Also some items do not seem worthwile to make, like castle soe's they cost about 550 to make, which is comparable to the shop price. Quick heal potions cost about 16k to make, however I don't know what the market value is for these potions. Then Blessed soe's cost 110k to make, agreed they are very interesting to have, but would you buy them for 150k?
I am on the Teon Server and my Lead character is lvl 28 and I have a few really low(15 and under) characters, I know others as well who game at these levels. If a castle lord is in need of low level farmers I can hopefully provide a way to kickstart some revenue. email me at [email protected], or pm me in game Allessa.
Thread goes for around 100-120 adena, so stop dream to get 300 for them :P
Maybe on your server...
For castle lords who are reluctant to set up the manor system. Im a player on bartz. I play alot :/ I have alts of almost every lvl range so for those lower castles who are reluctant to start this system up give me a tell on here and sert up a day and i will run a full week farming for you. I will buy out your entire production and sell back that day. This way you can see the money you can make and see the reward. Choch and ThOR in Heine have made me a rich man. Id like to see other chars get some love from this system. As the "Farmer" the system is easy to figure out after youve gotten it moving. However with so many castles not doing it or not doing it well it seems loke a huge loss. I would like to help turn that around. :) Pm me in game or here and I will gladly set up a time to help get this rolling.
I did a search and couldn't find the answer to my question:
How does price-rounding work when turning in your crop to the manor manager?
For example, I'm turning in fruit for which the prize is enria. Enria has a store cost of 12,000a. When I turn in 24,000a worth of crop (96 fruits), predictably I get 2 enria, because the price at 250 each is exactly worth 2 enria. But let's say I turn in a little more, do the fractions round normally, randomly, always-down, or what?
I suspect a bit of randomness, because I turned in 107 fruits and got 3 enria (and thought Yay it rounds upward! :cool: ), but later turned in 108 fruits and only got 2 enria (and felt soooo cheated :mad: ).
This manor thing is such an emotional rollercoaster! :eek:
Okay, I'm replying to myself, rather than do a double-edit...
Bad form, but what can you do?
I checked into it a bit more, watching more carefully now.
I did an item that gets you mithril ore (store price 1000a) rather than the pricier enrias I was doing before. When turning in 6.6 items worth of fruit= 6,600a I received 6 mithril ore. Immediately afterwards I submitted enough for 0.6 items, and received nothing.
So my conclusion is that the system does not round normally, and does not keep track of remainder. So you would do well, especially with the higher priced rewards, to parcel out your fruits so that the uncompensated remainder is minimized. With cheap things like thread and stems it's not going to matter a whole lot, but for big price things you'd do better to save your fractions.
(this whole thing reminds me of the character Richard Pryor played whose criminal masterplan was to siphon off all the fractions of pennies that get rounded down...)
I think on the previous post I must have misremembered how many I turned in the first time (when I thought I had 107 but got 3 ore, I maybe had 147 instead, I wasn't paying attention yet)
Can the castle lord buy fruit from the players directly and put it into his CWH therefore bypassing the limits on buyback?
He can if he setup shops but you won't get any mats... And as the system is designed he won't be able to pay you the face value of the mats you'd have earned.
Incorrect. Manor lord cannot bypass the buyback system.
Players obtain "seeds" from the manor manager NPC. Upon sowing seeds, players may harvest "fruit" from a dead mob. "Fruit" once turned into the manor manager in exchange for a reward of raw materials, takes 1 day to ferment and then becomes a new item "ripe fruit" that appears in the clanwarehouse of the castle lord.
To make items using the castle blacksmith, the manor lord requires "ripe fruit," not just regular "fruit." So there is no way to bypass the buyback system for the manor lord, although he may choose to buy regular "Fruit" from players.
Okay, I'm replying to myself, rather than do a double-edit...
Bad form, but what can you do?
I checked into it a bit more, watching more carefully now.
I did an item that gets you mithril ore (store price 1000a) rather than the pricier enrias I was doing before. When turning in 6.6 items worth of fruit= 6,600a I received 6 mithril ore. Immediately afterwards I submitted enough for 0.6 items, and received nothing.
So my conclusion is that the system does not round normally, and does not keep track of remainder. So you would do well, especially with the higher priced rewards, to parcel out your fruits so that the uncompensated remainder is minimized. With cheap things like thread and stems it's not going to matter a whole lot, but for big price things you'd do better to save your fractions.
(this whole thing reminds me of the character Richard Pryor played whose criminal masterplan was to siphon off all the fractions of pennies that get rounded down...)
I think on the previous post I must have misremembered how many I turned in the first time (when I thought I had 107 but got 3 ore, I maybe had 147 instead, I wasn't paying attention yet)
Correct. If I takes 200 fruits to get 2 enria and you turn in 201 (or even 299) fruits you still only get 2 enria. The extra fruits were thus "wasted" and will never "count" towards future turn ins.
Not sure how you see it as the castle lords making all the money.
Quick example for ya:
1. Buy seed for 200a each.
2. You sow seed and reap fruit
3. Sell fruit to manor manager and recieve 200a worth of coal at NPC price
4. You sell coal for 600a (market price) and profit 400a.
Seems to me like a person could make lots of money out of this.
Well what is the NPC price and how do we know it?
NPCs dont sell mats but only buy. So NPC price is the one that NPC buy your materials? (eg 100a for 1 varnish).
In other case simple players dosent know the NPC price right?
I have an example:
1)Buy 50 seeds 50a each.
2)Farm and gain 50 fruits (100% sucseful farming)
3)Sell 50 fruits to Manor Manager (lets say red coda)
4)Buyback price is 50a per fruit
5)So you will earn materials (varnish) worth 2500a.
6)If NPC price for varnish is 200a you will earn 2500/200= 12,5 varnish.
7)If NPC price is 100a you will earn 2500/100=25 varnish.
8)So how can we know the NPC price? Is it fixed for all castles and servers or can be modified by castle owners?
9)Market price is depenting of privite shops players are setting up and can be seen for each material by making a walk at Giran....so what about NPC price?
thanks in advance and sorry if i ask to much :)
Not sure how you see it as the castle lords making all the money.
Quick example for ya:
1. Buy seed for 200a each.
2. You sow seed and reap fruit
3. Sell fruit to manor manager and recieve 200a worth of coal at NPC price
4. You sell coal for 600a (market price) and profit 400a.
Seems to me like a person could make lots of money out of this.
Well what is the NPC price and how do we know it?
NPCs dont sell mats but only buy. So NPC price is the one that NPC buy your materials? (eg 100a for 1 varnish).
In other case simple players dosent know the NPC price right?
I have an example:
1)Buy 50 seeds 50a each.
2)Farm and gain 50 fruits (100% sucseful farming)
3)Sell 50 fruits to Manor Manager (lets say red coda)
4)Buyback price is 50a per fruit
5)So you will earn materials (varnish) worth 2500a.
6)If NPC price for varnish is 200a you will earn 2500/200= 12,5 varnish.
7)If NPC price is 100a you will earn 2500/100=25 varnish.
8)So how can we know the NPC price? Is it fixed for all castles and servers or can be modified by castle owners?
9)Market price is depenting of privite shops players are setting up and can be seen for each material by making a walk at Giran....so what about NPC price?
thanks in advance and sorry if i ask to much :)
To know the NPC price for a mat the most easy way is to have one of it already. Take it to the trader and look how much he offers for it. NPCs always offer only 50% of the NPC price. Means for one Varnish he offers 100a so the real NPC price is 200a.
If you know the NPC price for the mat its easy to calculate how many crop you need to turn in to turn in to get one material out.
Since buyback prices vary i make a little explantaition.
So we got red codas at type 1 one manor buys back a crop for 50a so u need 4 crop for one varnish the other buys for 200a there you get 1 varnish per crop. Its that simple.
Okay, I'm replying to myself, rather than do a double-edit...
Bad form, but what can you do?
I checked into it a bit more, watching more carefully now.
I did an item that gets you mithril ore (store price 1000a) rather than the pricier enrias I was doing before. When turning in 6.6 items worth of fruit= 6,600a I received 6 mithril ore. Immediately afterwards I submitted enough for 0.6 items, and received nothing.
So my conclusion is that the system does not round normally, and does not keep track of remainder. So you would do well, especially with the higher priced rewards, to parcel out your fruits so that the uncompensated remainder is minimized. With cheap things like thread and stems it's not going to matter a whole lot, but for big price things you'd do better to save your fractions.
(this whole thing reminds me of the character Richard Pryor played whose criminal masterplan was to siphon off all the fractions of pennies that get rounded down...)
I think on the previous post I must have misremembered how many I turned in the first time (when I thought I had 107 but got 3 ore, I maybe had 147 instead, I wasn't paying attention yet)
well, they simply cannot round because smart players would turn in exactly .51% and get 1 of the items and then just keep doing that. In the end they will get 49% more items than they are supposed to. Too easily exploitable whether it is fair or not.
Also, I know some items need alternative seed types but I rarely see them buying. Do castle lords really need these? What do type two awards result in? I am always dissapointed because I really need thread/charcoal and some other low selling mat in vast amounts and I can never manor it because all rewards are type 2.
Ah hell, let me update this for people. This is for players and some parts may be more bartz exclusive but should apply elsewhere.
1. Seeds can be planted on mobs higher than the level of the seed. Seeds can never be planted if they are not as high as the mob. For instance
I am level 40 and am using the seed chilly cobol. Chilly Cobol has a range of 30-39. Even though I am a level above the level range, I can still succesfully seed mobs and I can often get more than one seed in return.
Now, I am level 20 and am trying to farm the seed chilly cobol. The seed level is 30-39 and it will not seed.
Now, seeds do fail more often the more levels you get above its range. For instance
I have level 55 bounty hunter. I want to seed chilly cobol with a level range of 30-39. I fail 1/2-2/3 of the time BUT seeds above their level range give higher returns when succesful. In the catacomb of branded I can get 7 chilly cobol per successful seed.
2. Seeds are affected via the level and the amount of hp a mob has.
For instance at level 39 I am hunting level 39 mobs with 1x hp. I am using chilly cobol with a level range of 30-39. Since I am in this level range and the mob is in the level range it should succeed almost everytime. Since the mob is at the top of the level range, I should get 2 chilly cobol each time.
Now, lets say I am level 39 and am fighting 4x hp mobs in the catacomb. These mobs should give me between 3-5 chilly cobol per seed. Notice they dont give you 4 times the amount of seeds because they are 4 times the hp. They do give you about 2-3 times as much.
3. Now, there is the tough decision on what seeds to buy for your area. Seeds are available at 8:00pm cst to view. You can see the seeds, add them to your buy window but you CANNOT purchase them until 8:06pm. So it is best to decide what you want to do each day. Do you want to sell seeds today or buy up some good stock and sell the next day? It is better to just do one or the other. Buying at exactly 8:06pm is usually easy because the bots/players are busy turning in fruit and are not paying attention to buying.
Now, go to the area you are planning to level around. Gludin/Gludio are gludio territory and have the same manor manager. Oren has Oren territory, Giran has Giran territory, Heine/some noob areas have innandril territory and the rest are self explanitory.
Now, check out what seeds are sold at this location. Open the manor window and ask to view the manor status. Use the drop down box to select 'Next'. You can see what seeds will be for sale at the next manor period. Look at the types and when they are available. Look if the reward is type 1 or type 2. Decide what you want to farm for and go for it. Typically the hardest seed to turn in are the following
1. Chilly Cobol/Animal bone (VERY TOUGH TO HAND IN especially if you have me to compete with ;D)
2. Varnish (hard but much easier than chilly)
3. coal/whatever else
4. thread/real basic mats easy to turn in
Now, you may want to consider keeping a low level toon around to get a few hundred seed for the low level seeds such as dark coda. This is totally up to you.
5. I CAN NEVER TURN IN ANYTHING WOMGFO ITS ALL THE BOTS FAULT ITS NOT MY FAULT I HATE YOU GUYS I HATE THE WORLD I HATE JESUS AND CHILDREN!!!
This is most likely what you will be yelling your first few times. Remember, if you cannot turn in a seed it is ultimately your fault, your fingers fault or your clocks fault.
You need a 100% accurate to the second clock. You need to have the sell window open with the amount you want to sell already inputted. You want to be able to hit the sell window at exactly 8:06pm cst. If you dont, you probably wont be able to turn it in. I had a very hard time the first few weeks. Remember you dont need to turn in the max amount evertime. Just turn in a few hundred and your odds of being succesful go way up.
There is more to the manor, some are my own personal trade secrets and some you just have to learn yourself. The main guide is out of date and this should cover more. I want to give HUGE props to Maline II for helping me get started and I want to help other people to allow us to be a good happy community who helps each other. Feel free to inquire and if you want help you can pm me.
Except the value of materials != the value of the money.
I bought 10.000 adena worth of seeds (just for test again, they didn't have more) at equal buyback value. I should have recieved 10.000 adena worth of materials, but instead I just got a bunch of *censored* not even remotely worth 10.000 adena.
Maybe if really nicely set up by the castle lords to total optimal money making for the harvesters it might be good, but then they might just ally with farmers, not regular players.
you are very wrong for the most part and should be ashamed that just because you didnt look at the reward and understand the system that its the castle lords fault and the unscrupulous' players fault. It is YOUR fault and no one elses and if you read the guide and understand the manor you will see where you screwed up instead of blaming everyone else. Accepting responsibility and have a willingness to learn is a much brighter path than random blaming, trust me.
It would seem even if your level is way over the seeds level but your planting it in the correct level of the Mob. It kinda balances out, you fail 40% to 65% of the time but you get 5 to 7 fruit back thats about 1 fruit per kill if you were at the correct levels. just seems your making a killing :). unless you get a lucky break/streak of sowing.
i'm going to try that, i have a level 28 assassin, i have most the low level seeds and medium level ones too.I'm Going to run them through and see what happens. i kinda got hooked on the manor system only because i can sell back to the public the rewards for 2x to 4x the item value. This dose take much longer to get your money, but thats what bed time is for lol.
Stratics has a great page which lists all the materials and the prices the NPC's would charge if they sold those items. To find the price they buy those items, just divide in half. VERY HANDY for people doing the manor system trying to calculate how many fruit to turn in, to max out return.
5. I CAN NEVER TURN IN ANYTHING WOMGFO ITS ALL THE BOTS FAULT ITS NOT MY FAULT I HATE YOU GUYS I HATE THE WORLD I HATE JESUS AND CHILDREN!!!
This is most likely what you will be yelling your first few times. Remember, if you cannot turn in a seed it is ultimately your fault, your fingers fault or your clocks fault.
You need a 100% accurate to the second clock. You need to have the sell window open with the amount you want to sell already inputted. You want to be able to hit the sell window at exactly 8:06pm cst. If you dont, you probably wont be able to turn it in. I had a very hard time the first few weeks. Remember you dont need to turn in the max amount evertime. Just turn in a few hundred and your odds of being succesful go way up.
That's nice an all, but I've been trying for almost two weeks to turn in red coda's and have been hitting sell (with all fields filled in) for almost two weeks at precisely the right time. It seems to be IMPOSSIBLE. I'm not yelling hax or anything like that, I just think the deck is stacked so far against me that is not worth trying. I think there must be multiple, maybe even dozens, of people (or bots) turning in red coda at precisely turn in time. It is simply impossible to get a turn in. I did the manor system a lot back in early 2006 and it was never this bad for me.
However, I'm not complaining. When water runs down a hill and encounters a rock it doesn't 'beat its head' against the rock. It goes AROUND the rock. I'm doing dark coda's now (seemingly the ONLY person doing them on Hinde) and I can turn in however much I want, whenever I want. Braided Hemp isn't as '****' as varnish but I'll take what I can get. =)
is there any webpages that actually tell how much mats would sell for in a private shop(some people have mentioned a webpage on here but most people say it sucks)cuz im tryin to find out what seeds to get so i can buy the crops that when i turn them in i would be sellin the mats that would sell for the highest adena
Just look at the sell shops in Giran. Usually it is Enria, Thons, Oriharukon Ore, Stone of Purity for high prices and Varnish, Animal Bone, Iron Ore for big quantities with nice prices.
That's nice an all, but I've been trying for almost two weeks to turn in red coda's and have been hitting sell (with all fields filled in) for almost two weeks at precisely the right time. It seems to be IMPOSSIBLE. I'm not yelling hax or anything like that, I just think the deck is stacked so far against me that is not worth trying. I think there must be multiple, maybe even dozens, of people (or bots) turning in red coda at precisely turn in time. It is simply impossible to get a turn in. I did the manor system a lot back in early 2006 and it was never this bad for me.
How much are you trying to hand in?
Remember, smaller quantity = greater chance at success for low level seeds. :p