Online talk:Making Money
"Using finesse in combat increases the chances of opponents dropping gear, which can then be sold."
- In my understanding 'finesse' is a smart combat, when a player engages enemies in the correct level range, applies various abilities, blocks, dodges and so forth. Ultimate is rewarded for finesse: Online:Combat#Ultimate_Abilities. I hope it helps. ~ Shuryard (talk) 14:01, 1 March 2015 (GMT)
- As I recall, the principle of finesse was not implemented and Ultimate is rewarded for different things at the moment. So... no need for a red link? 220.127.116.11 07:25, 3 July 2015 (UTC)
Moved from the page. This method was suggested by SolDeLaLunis. The text needs to be cleaned up in accordance with the UESPWiki:Style Guide before it can be put back on the page. ~Shuryard (talk) 03:54, 3 July 2015 (UTC)
- If you have chosen the Aldmeri Dominion as your alliance; the temple acolytes in Vulkhel Guard drop "treasures" worth 30-100 gold each( i guess crime does pay:D).
- Although it is considered murder and theft, one may rack up to 5000 gold in a single run through; however be warned the guards and Eagles Talon will attack on sight. If killed by either, the NPC will take the stolen items and gold from your inventory as payment towards your bounty( if you do this method correctly your bounty will be high). That being said, it's best to bank all of your gold in the moneylender conveniently located in the Vulkhel Guard Outlaws Refuge( guards cannot access your bank); which is also conveniently located in the same area as the Temple Acolytes.
- You may fence up to 50 items per ?character/day?, unless the character in question has the Trafficker perk of the Legerdmain skill tree.
- The method broken down is as followed: enter the walled area that contains the shrine to Mara from the east gate( if you have a bounty already enter through the southeast gate, ideally coming from the north, just hug the wall until you reach the gate. from there jump in between the pillars to the side of the marine and wait for the guard just inside the gate to move towards the center to make your move. once the guard has his back to you, go just inside the gate and hug the wall to the right until you reach the refuge.) once inside sneak while hugging the wall and wait for your chance to strike( some require timing as guards will patrol the area in a fixed pattern). continue sneaking while hugging the wall and taking out acolytes, by the time you reach the other gate(depending on which one you entered) you should have a high enough bounty warranting guards to KOS(kill on sight), refer to the southeast gate method to cross to the other side of the area. you may go up to the manor door if you sneak along the manor wall from either east or west, just avoid the NPC's standing out front. by using the manor method you can kill the acolytes in the center of the area, but be warned timing is next to godliness. once you have circled the area or have enough contraband in your inventory head to the refuge by sneaking along the wall as you did before. fence the contraband, deposit ALL of your gold, rinse and repeat. i have noticed that multiple characters on a single account may do this even if you have maxed out the amount of items you can fence on one character, apparently the fence count only applies to that specific character. with this method you can amass up to 40,000 gold ?a day? by using all 8 character slots. Remember only strike when out of the guards line of sight, and stay by the wall/manor.
- Notes: i have found that there are named NPC's in the area. there is one sitting on the ground next to an acolyte that is sitting on a rock, she CANNOT be killed. Another is sitting/standing under a tree speaking to two acolytes, he can be killed; but be warned you must attack all three or risk one or two reporting you to the guards and disappearing. The NPC's in front of the manor i suggest you avoid. And finally there is a solitary NPC up the stairs behind the manor.
Cleanup required as of Update 10
Basically the whole article needs revising. I'll just bring out a few points why I thought the cleanup tag was necessary, maybe I'll try to rewrite it myself, although I'm not very good at writing long texts.
- other players may also be struggling for gold - incorrect, a lot of accumulated gold in the game right now
- players will likely only be interested in a small fraction of items - incorrect
- When refining materials there is a chance to obtain a gem or other materials like tannin. This must be balanced against selling to crafters who would prefer the raw materials themselves and would pay more than the value of the gem. - not good advice, besides it belongs to "crafting" because it is the crafting skills which improve your chances of extracting materials.
- Thieving - as above, not very helpful advice + a few important points missing
- Crafting - becomes redundant with the introduction of Crafting Bags
- Others may be struggling for gold is correct, have you ever tried to purchase all the pieces of a new set, that can easily set you back 50k gold, and then try getting enough pieces for a v16 set, and then try to improve all those items to legendary, you won't without extreme farming or buying.
- Refining to sell the found trait or improving pieces is not the same as crafting to sell the item. And crafters would prefer to buy 200 raw pieces than 200 refined pieces as the chances of finding a legendary improving item and saving yourself 15k gold per piece is a strong selling point.
- Players are only interested in a small percentage of the possible dropped items, such as set pieces. Non-set weapons and rings are not very useful to players, nor is there a demand for such pieces in the markets.
- How is Thieving tips not useful to those who want to make money. I could spend an hour and easily find 60 fine contraband, earning myself 6k gold. Compared to questing which can take 20-30 minutes per quest for 330 gold (at the top level) this is very lucrative. especially for new players or characters who can invest that money into more bag space and other always useful character-specific bonuses without draining your main characters funds. The morality of the subject has no relevance to this page.
- Crafting bags are only for ESO Plus, a large proportion of the player base do not have ESO Plus, and ignoring them is wrong. It can be reworded to make note that ESO plus players don't need to bank the crafting material anymore.
- Also, the reason I removed mention of ESO Plus in that section, is that a 10% bonus to gold found is not a good or highly useful reason to recommend ESO Plus, which the inclusion implies, despite it factualness.
- Silence is GoldenBreak the Silence 12:34, 2 July 2016 (UTC)
- Well, I don't mind explaining the above points in detail.
- "Try not to set your prices too high as other players may also be struggling for gold." - This was true in 2014. Since many players now have a lot of gold in game due to the fact that they have everything they need, they have maxed most of their skills and they have played alts, this affects the prices that people are willing to pay for things. This is very useful for a new/poor player, because they can get good prices for many things that they have access to. Would you rather prefer they get skimmed by a rich player who pretends to be poor? Or would you sell things at a low price just to be nice? No, this makes zero sense in a guide that is supposed to help you get more gold.
- The sentence is about refining raw material and selling/using it, versus simply selling raw material to somebody else (I think?). There is nothing wrong with selling raw materials, but it would be good to mention what the raw materials are worth. I've seen so many times how "generous" people offer hilariously low prices for raw materials, when in fact you should get about 4-5 times more for a raw material than the refined material. Adding to that, refined material sells in fact rather well at the guild stores. So whereas a crafter might want to buy raw material, they will in fact buy everything, and people in general will buy both raw and refined. Hence, this advice must be revised, because I'm not sure what it's trying to state at the moment. (Also, since I hardly see raw materials being sold, it's likely not a good alternative.)
- Everything sells at a right price. Thus, players are not "likely only be interested in a small fraction of items, such as rare high-level gear and crafting materials". That might apply if you are solo trader and you sell by announcing (but even then there would be interested players, the question is if you want to invest so much time into announcing all possible stuff, which you probably don't). For a new player this is extremely important because they might vendor/destroy things that they believe are not worth anything. A good example is fishing bait or low level cooking recipes. You can get up to a few thousand gold for a stack of bait. I've sold a lot of green recipes for 499-999 Gold, because the collectors want them and pay the price. Also, people do buy non-set items, for example Intricate weapons and armor, and they do buy random jewellery also, blue/purple quality (don't ask me why they do it, I'm just stating the fact :P).
- Thieving advice could stress that you should prioritize to sell higher valued items first and sell basic ones if you really haven't managed to find anything better. Another thing that is mentioned subtly, but perhaps could be more straightforward is that unskilled the pickpocket chances are rather low. You likely do not have decreased stealth detection/speed bonuses either. Thus, we need at least briefly to explain what ways are there to improve the stealing, and we need to mention consequences of getting caught. They need to be aware of how to escape with a bounty, and where the outlaw refuges are. Right now a new player reading this part might get the impression that stealing is easy, when in fact stealing is easy if you are good at it, and/or if you have taken the respective skills for it. With the Thieves Guild, there are numerous skills used to make thieving easier. I agree that the morality has no relevance, hence I haven't touched that subject.
- Crafting bags feature affects the part of the guide that is about materials, crafting, and using alts for crafting, thus there should be a note for that. This has nothing to do with ignoring players. A simple note "Crafting (without ESO+)" or "Note - with ESO+ the materials can be accessed directly by any of your alts". Crafting bags is also a rather strong incentive for getting ESO+ (I'm not really interested in advocating for that, but sadly that's true).
- I agree, 10% increased gold alone is not a reason to recommend ESO+. I do not have any strong opinions about that, and it was Legoless not me who made the edit/undo. But if I were to give a bit more thought to it - it is a feature that makes difference for making gold and it could be relevant to list on the guide. The point would not be to recommend, but just make the player aware of what affects your gained gold. Following that thought, how about the Plentiful Harvest, Master Gatherer, Fortune Seeker, possibly (Treasure Hunter/Merchant Favored) champion point feats? While the Champion System is unlocked later, it can be good to give the reader the opportunity to read up about these, and perhaps allow them to plan what they want to do in game? It's like giving the reader the tools they can use while letting them to decide how they want to go about it.
- Well, I don't mind explaining the above points in detail.
- "how to make the most out of non-obvious methods" - at a first glance, I'm not sure what is so non-obvious. If, however, this guide is meant to a completely new player, then there really are several more non-obvious things to be included (the things that I've listed, for example).
- "Your secondary character refines pre-made items into resources and crafts new items." - You refine raw materials, you deconstruct an item. Could possibly check wording regarding "resource" or "material", but unsure.
- The guide speaks of how you spare the taxes by selling directly to players. Why does it not mention anything about the many benefits of joining a good trade guild which is by far the easiest way to improve your economy? You can get very good advice and price checks from experienced traders. At a good trading spot you can sell your 30 listed items within a few days and keep filling them, making money fast and without having to waste your time on announcing on zone. Trading guilds are awesome for a player who needs money.
- Cyrodiil and AP vendors - it might be worth to update regarding Imperial City (Tel Var Stones) and possibly the latest Cyrodiil vendor updates, plus Adhazabi Aba-daro.
- Repeatable quests, could possibly specify that Orsinium and DB dailies are among the better quests to do, and I'd def. recommend players to join for them if they have DLC-s. Bosses drop items, you get exp, gold, good chance to loot motifs. Although not solo, they are still fast. TG/DB solo dailies are fine as well.
- Possibly advanced advice, which is however quite simple and effective - certain prices and demands are up a lot when new DLC comes/when the players are actively collecting certain items or crafting new armor. If you manage to loot a motif that is in high demand, sell it to make good money, then wait until the prices have dropped and purchase it for yourself. Same goes for new crafting materials/new style materials.
- Another point which could be included - a short but specific list of items that are always on demand and which you should never sell at a too dramatic discount. Epic and legendary temper/tannin/resin, Perfect Roe, refined/raw crafting materials, herbs esp. those used for tri-pots/spell power potions/detection/invis. Willpower/endurance set with right traits. Another, rather small but I guess steady income could be from glyphs of any quality and items with Intricate trait, which is used by people levelling up skills.
- Conclusively, I stand by my opinion that this guide could be polished! We also need to clarify whether this is for new players, or mixed new/advanced advice (which seems to be the case?). For example, having a master crafter alt (or main) and crafting to sell is far from something that a new player would be doing. Tib (talk) 16:04, 2 July 2016 (UTC)
- These notes are based on a months experience, so feel free to expand, correct, add tips, and transfer to the main text when ripe.
- The major quests give combat rewards which are articles of higher value at the beginning of the quest (often excludng the first combat). Repeating the combats after dying, or outside the quest, provides much lower value and also less experience points.
- If the quest closes with a battle, it often does not provide particularly valuable articles, but reporting back to the quest initiator does.
- One way to get multiple and higher value combat rewards is to wear multiple pieces of armour with a prosperous trait (created using a garnet). Each contributes a few percent, the overall result appears to be roughly additive.
- (I am not aware of how reward algorithms work). You may need to have high value heavy armour in your pocket ready for when battling hefty opponents.
- Somewhere between a bug and a feature, logging out of a quest before claiming the quest reward, then logging in again, has allowed repeated collection of high-value items.
Consumable Crafting Writs as a reliable source of income
It hasn't been mentioned in the article, but I just wanted to mention that, in my opinion, doing consumable crafting writs is one of the most reliable ways of making money – the gold reward is leveled regardless of your actual skill, you gain more crafting materials than you use, and the reward vessel has a chance of giving you blue, purple (e.g. frost miriam) or gold (e.g. Kuta runestone) materials. I'm putting this opinion here because I don't know the best way to put it in. Thanks. AgShield (talk) 04:12, 22 August 2016 (UTC)
- As long as you collect the oft rewarded survey reports you will be fine for enchanting and provisioning. Alchemy can be more difficult as the survey locations don't usually give the rarer reagents needed for the rarer potions, and it can be very heavy on Nirnroot numbers. But other than that, as long as you are dungeon delving, then even the equipment writs shouldn't be a burden to complete, giving you a handy sum of gold every day. Silence is GoldenBreak the Silence 18:12, 22 August 2016 (UTC)
- That's true, the Alchemy survey reports just gives the common ingredients (e.g. Columbine, Dragonthorn, Blessed Thistle, Wormwood, and Mountain Flower); I haven't tried selling them yet because I don't think that they'll sell very well. As for provisioning, I find that selling excess recipes is also an okay way to make money; although not all recipes are in demand, or bought right away, or even at all. As for equipment crafting writs, I can do them using my vets once every 2 or 3 days because I'm pretty casual and I run out of top tier materials easily. AgShield (talk) 04:03, 23 August 2016 (UTC)