PC Why the jacked up resource requirements? Not immersive!

The main reson they did that was to prevent people from just mass producing them and selling em to trader for easy dukes, especially now that dukes can be smelted into brass at a forge. I do however agree that the costs are way to high.
Could always just edit the items.xml and set selltotrader false for the axe (and any other item) to prevent mass producing/selling. Easier mechanic than increasing the resource costs. Maybe thats an option. Only allow you to sell what you cannot craft (like quality 6 items).

 
Reward vs effort.
You really think the same effort for quality 1 and 5 items is fair?
No but since the effort here was leveling high enough to actually make tier 5 tools in the first place, penalizing through increased cost as well is uncalled for. And if it was to prevent mass crafting and selling of tier 5 tools, then once again....way to pick the least satisfying solution imaginable devs.

 
Could always just edit the items.xml and set selltotrader false for the axe (and any other item) to prevent mass producing/selling. Easier mechanic than increasing the resource costs. Maybe thats an option. Only allow you to sell what you cannot craft (like quality 6 items).
I really don't think that was the reason for the increase. A T1 is cheaper to craft then a T5. I personally have not gotten high enough to make that high of an item so can't really say if it is too much or not. But if it is to much then I'm sure they will balance it out more. But to have it cost the same as it does for a T1 I can see why they did it the way they did and have no issue with that part of it. Like others have said by the time you get that high into the perks to be able to craft T5 items you should have enough resources. Iron isn't that hard to come by now.

 
TFP have committed to the "increased cost for increased quality" concept. AFAIK no one asked for it, TFP added it as a design decision - presumably to simulate more materials for a quality product, or wastage in selecting the exact right parts, or just as gameplay tax to offset the fact that items don't lose quality anymore.

With that mechanic in place, costs HAVE to either start at an unreasonably nonsensical level, or increase to an unreasonably nonsensical level. Your proposed solution of reduced resource generation doesn't solve this problem, it only shifts it around, since no matter how much resources you get, whether it's 1% or 10,000% of current levels - the cost increases to 5x from faulty to blue quality...if the top end feels right, the bottom end will feel ridiculous, and vice versa. make the middle tier the "sweet spot" and you end up making 90% of the gameplay feel "wrong" as people seem to tend to stay at low quality or beeline for max quality as quickly as possible.

OP's complaint is merely a casualty of the "increased cost for increased quality" system that TFP put in. Honestly, depending on how you look at the system, it makes sense - a better quality axe head will probably have metal reforged or folded several times to make as dense and solid of a blade as possible. Someone making a high quality mechanical item can't just stick any old parts on it, they'd have to be discerning and choose the exact right part for each job, possibly wasting several parts in trial and error. Requiring more time investment in crafting your top tier items makes sense too - after all, those items don't permanently degrade. For 1 iron and 1 duct tape, you can fix your 100 iron-ingot fireaxe up to brand new no matter how old it is, and keep that quality without having to craft a new one...ever.

Is the system perfect? ofc not, there will always be things given up in order for certain benefits - but it accurately accomplishes what it is trying to accomplish - namely higher quality tools taking more effort to get.

 
The main reson they did that was to prevent people from just mass producing them and selling em to trader for easy dukes, especially now that dukes can be smelted into brass at a forge. I do however agree that the costs are way to high.

TFP have committed to the "increased cost for increased quality" concept. AFAIK no one asked for it, TFP added it as a design decision - presumably to simulate more materials for a quality product, or wastage in selecting the exact right parts, or just as gameplay tax to offset the fact that items don't lose quality anymore.
With that mechanic in place, costs HAVE to either start at an unreasonably nonsensical level, or increase to an unreasonably nonsensical level. Your proposed solution of reduced resource generation doesn't solve this problem, it only shifts it around, since no matter how much resources you get, whether it's 1% or 10,000% of current levels - the cost increases to 5x from faulty to blue quality...if the top end feels right, the bottom end will feel ridiculous, and vice versa. make the middle tier the "sweet spot" and you end up making 90% of the gameplay feel "wrong" as people seem to tend to stay at low quality or beeline for max quality as quickly as possible.

OP's complaint is merely a casualty of the "increased cost for increased quality" system that TFP put in. Honestly, depending on how you look at the system, it makes sense - a better quality axe head will probably have metal reforged or folded several times to make as dense and solid of a blade as possible. Someone making a high quality mechanical item can't just stick any old parts on it, they'd have to be discerning and choose the exact right part for each job, possibly wasting several parts in trial and error. Requiring more time investment in crafting your top tier items makes sense too - after all, those items don't permanently degrade. For 1 iron and 1 duct tape, you can fix your 100 iron-ingot fireaxe up to brand new no matter how old it is, and keep that quality without having to craft a new one...ever.

Is the system perfect? ofc not, there will always be things given up in order for certain benefits - but it accurately accomplishes what it is trying to accomplish - namely higher quality tools taking more effort to get.
I really wasn't going to come back, but then I got a private message that made me want to find luls in the attempts to start a fight with me.

But I came to read for the luls, and to my surprise, actually found people who answered the question I asked instead of pick out reasons to debate me.

So massive Kudos and Thank you, to Scyris and Limdood for understanding I just wanted a confusing situation answered, and you guys answered it. Gave good hypothesis and reasoning as to why they made this change, which was what I wanted to know. So thank you, so much. I can sit well and deal now. You guys are great, keep being great ^-^

 
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