Originally Posted by
Bridger
yoori,
The relative quality - 'junk', 'poor', 'good', etc - already have numbers (perhaps even a range of numbers) hidden behind them. They have to for those qualities to mean something to the game engine. It's just that from our point of view they're hidden. As for the 'numbers' of an individual's crafted items and how to set the price for the things you make - well, uncertainty and opinion can be a two-edged sword. One that cuts both the prospective purchaser and the prospective vendor. (Including the person who crafted the item in the first place.) Personally, I'd still rather try to figure it out for myself rather than have the game just hand it all to me on a plate.