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Old 2nd June 2008, 11:15   #1 (permalink)
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Lightbulb Vendor Trash "usless items"

I would just like to add a point that i belive all items should in some way be important to a player in on way or another, If it's a "Rusty dagger" or a "Torn piece of cloth" there should be a use for it so there is less need to "Vendor" items ( as they would say) and allow the option for people to trade things less usfull to them to a player for somthing more usfull.

My suggestion is :

Recycle


The option to Re-use old unwanted items by the means of combining ruined cloth into a usfull material or smelting down weapons shields ect to be used to remake new weapons armor ect...

This would allow the DEV's to add alot of options for "trash drops" and players can then "Farm" these to trade to merchants in return for lower'ed prices on thier goods, that will also keep the merchant supplyed and stocked.

But i also thing items crafted though the same should have different grades due to matireals used to craft it.

Plans : Iron Long sword
Iron barsx3 requires Mold and furnace

You can make the iron with many methods..

1 : Iron ore + forge-Furnace = iron bar
2 : Iron scraps + ^ - ^ = ^
3 : Old Sword + ^ - ^ = ^

The quality of material used to make the iron bar in turn gives you a better/worse quality Sword, Low quality items may break in combat or decay faster or be prone to rust as higher quality items will seam to last a life time but will be harder to make.

hope you guys Add to this idea i was brought to it by the thread of a player ran market.
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Old 2nd June 2008, 17:41   #2 (permalink)
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I like this idea. I think this is what people generally mean when they refer to a more in-depth crafting system.

This and so many other things could be added to make crafting more variable and ultimately produce more uniqueish (is that a word?) items.
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Old 2nd June 2008, 17:42   #3 (permalink)
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Also, yes, ALL items should have a use.
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Old 3rd June 2008, 10:57   #4 (permalink)
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I agree,

In WoW, grey items were completely useless items but I was able to sell to a merchant, why the hell would a merchant want it, let alone pay for it??

I never understood that about any game, that goes back to Everquest...
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Old 5th June 2008, 03:28   #5 (permalink)
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I agree. Vendor trash always annoyed me. If you want to give me something to sell at an NPC to make a little extra cash, just randomly give me the extra cash. And if you do drop weapons or armor to be deconstructed for resources, don't bother giving them stats. No one ever wields those 'gray' or 'white' weapons/armor once they start getting 'greens'. Pointless waste of developers/content creators time to stat out weapons no one will ever use.
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Old 5th June 2008, 06:35   #6 (permalink)
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I agree with this too.
a PERSONAL opinion. <---

If the players sells less things to vendors, the inflation gets reduced. Or?
It feels like that anyhow. Less goldcoins circulating in the world.
Im only tossing around with the idea.

As i where saying. My post has nothing to do with the game itself.
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Old 5th June 2008, 09:12   #7 (permalink)
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Quote:
Originally Posted by ViolentWhisper View Post
I agree with this too.
a PERSONAL opinion. <---

If the players sells less things to vendors, the inflation gets reduced. Or?
It feels like that anyhow. Less goldcoins circulating in the world.
Im only tossing around with the idea.

As i where saying. My post has nothing to do with the game itself.
OMG! Does that mean Mortal will have vendor trash?

Fortunately this is not the most important topic.
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Old 5th June 2008, 10:25   #8 (permalink)
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VP needs like a huge ass colored & balded sign in the signature saying "I am not a dev'!"
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Old 5th June 2008, 10:27   #9 (permalink)
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Quote:
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VP needs like a huge ass colored & balded sign in the signature saying "I am not a dev'!"
I just saw the colour and comment...
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Old 5th June 2008, 11:22   #10 (permalink)
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Hm, trash for gameplay, sounds like realising Naples in Italy for a virtual gameplatform.
So better no playable scrap
No special garbage-design.
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Old 7th June 2008, 17:23   #11 (permalink)
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Originally Posted by Horraru View Post
The quality of material used to make the iron bar in turn gives you a better/worse quality Sword, Low quality items may break in combat or decay faster or be prone to rust as higher quality items will seam to last a life time but will be harder to make.
I agree with everything except for this. Any metal once smelted down to liquid form should be just as strong as it was when it was first used despite a few impurities. Basically just do it the same as UO did it and I'll be happy. You could take it a step further of course and just add hundreds of other things that we can use to make things. There should never be an item that isn't at all useful in the game. Why would such an item ever exist?
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Old 10th June 2008, 07:35   #12 (permalink)
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All items should have use yes but if there is something better that can be easily gotten then anything could be vendor trash.
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Old 10th June 2008, 08:10   #13 (permalink)
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Yeah, I would definitly want to see a game without vendor trash, now YOU have no use for the items, then why the hell should a vendor care about them.

The logic just isnt there.

So I definitly agree on all items should be usable in one way or another, even if some only can be used to recycle and make other items out of.

Think that would really do the games economy good, since it could make tradeskills useful not only by harvesting materials out in the wild, but also by working with older equipment! =)
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Old 10th June 2008, 12:58   #14 (permalink)
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Is it possible to actually take vendors, that are merchants in their own right, completely out of a game? Make all trading only between players?

The economy would probably get off to quite a slow start admittedly.
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Old 10th June 2008, 18:05   #15 (permalink)
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Is it possible to actually take vendors, that are merchants in their own right, completely out of a game? Make all trading only between players?

The economy would probably get off to quite a slow start admittedly.
I would definitely enjoy that. Of course we would have the potential problem of a craftsman lockout. As in if every crafter decided that the simplest of things were going to cost a lot right at the start then they'd get rich quick and there's really nothing that could be done about it. Of course, even without vendors/merchants I guess we could still get some loot off of monsters/creatures/mobs throughout the world so maybe that couldn't be an issue.
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Old 10th June 2008, 20:10   #16 (permalink)
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Quote:
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I would definitely enjoy that. Of course we would have the potential problem of a craftsman lockout. As in if every crafter decided that the simplest of things were going to cost a lot right at the start then they'd get rich quick and there's really nothing that could be done about it. Of course, even without vendors/merchants I guess we could still get some loot off of monsters/creatures/mobs throughout the world so maybe that couldn't be an issue.
Yes, after posting I realised that the real world has trade and competition organisations to monitor the market activity and to prevent monopolies. Regulating the market conditions and encouraging activity in certain important industries is a part of a government's duty. Good example would be (for RL) is agriculture. It's very unstable and because of that farmers get various tax breaks and loan schemes to even out the good and bad patches.

All that wouldn't be in the game so you need some sort of artificial framework through which you can regulate things. That would include providing a benchmark cost for certain basic items via vendors.

Economy is such a subjective and complex topic. Not easy to replicate in game.
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Old 11th June 2008, 05:01   #17 (permalink)
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Of course, as a crafter myself, I could at least guarantee lower prices from me! Assuming that I can gather the materials fast enough.. I care more about the community and my reputation throughout it than I do about being rich.
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Old 11th June 2008, 07:53   #18 (permalink)
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Well a player driven market could very well lead to a market where crafters basicly hires somone to gather materials. Could be fun to see.

And Reputation in a mmorpg is always important, bad rep spreads like a wild fire.
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Old 15th June 2008, 19:38   #19 (permalink)
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Maybe make the NPC merchants into crafters, with limited supplies. This could open up repeatable quests that would supply the NPC with materials and the Player with some cash.
The NPC would then use the materials to craft and sell items. One could even take it a step further and have the NPC also able to learn new patterns (from items sold to him) and increase in skill over time to start vendoring better quality items.

Make the crafting of Magical (stat) items complicated to limit supply of them and also crippling NPC vendors from the ability to out do a highly skilled crafting Player. This way the Player crafter could out perform the NPC crafters, though the NPC crafter would eventually supply high-quality, though mundane, items.
I would also make the crafting of Magical items more and more tasking as the power of the item improves.
Maybe a small ritual to craft a +1 item... but a +6 flaming longsword may have to be forged in the heart of a volcano while 2 Mage-types perform a ritual to enchant the ore.
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Old 15th June 2008, 23:24   #20 (permalink)
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may have to be forged in the heart of a volcano while 2 Mage-types perform a ritual to enchant the ore.
I better not ever see a requirement like that in the game. Anything that can be crafted in the game i hope to be able to craft for consumers on the spot. Ideally with mats that I normally have on hand.
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Old 16th June 2008, 00:14   #21 (permalink)
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I better not ever see a requirement like that in the game. Anything that can be crafted in the game i hope to be able to craft for consumers on the spot. Ideally with mats that I normally have on hand.
If powerful items were going to be common, then I would agree... But if powerful items are going to be rare, then the above would be one way to go about it.
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Old 16th June 2008, 01:08   #22 (permalink)
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Yes, I am just in hopes that items will never be all that "powerful" and that items will be common.
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Old 16th June 2008, 01:13   #23 (permalink)
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Ahh =)

My vision is to have the "Norm" set to the [Fine Steel Longsword] or the [+1 Longsword]... Meaning the players that have put a good amount of time into their character would be wielding that, as a norm. However, more powerful items would be out there... Just extremely rare / hard to come by. I do believe that just about any item in the game should also be craftable... So to maintain the rarity of powerful/semi-powerful items, the crafting process of those items should be tedious. Though mundane (even if exceptionally high quality) items could still be crafted on demand.
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Old 16th June 2008, 01:28   #24 (permalink)
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If there is an item better than that +1 Longsword then you can believe me that no one will ever buy a +1 Longsword, heh.
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Old 16th June 2008, 01:38   #25 (permalink)
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If there is an item better than that +1 Longsword then you can believe me that no one will ever buy a +1 Longsword, heh.
That's why you'd make them that much harder to get. In a Full Loot Open PvP world, you can expect others to be seeking those with better than a +1. Add in item deterioration and you have a limited supply. =)

Ideally, I'd like to see a game where winning a combat encounter would be weighted roughly; 50% Character Skill, 40% Character stats, 10% gear. (this is of course ignoring Player skill contribution)
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Old 16th June 2008, 02:35   #26 (permalink)
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Every game I ever played had this annoying feature. I spend allot of time destroying useless items rather that spend time traveling to a vendor to sell them for a few copper. In the JTL expansion of SWG every item could be used in some way. The vendor for the items I chose not to reverse engineer paid just enough to make it worth the occasional trip.
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