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Old Apr 05, 2008, 11:05 PM // 23:05   #21
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This could be even harder to implement and would certainly require more server resources than the Xunlai Marketplace itself.

Every merchant in game would need to have a large database connected to him, with every merchant user generating network traffic by browsing them. Do you know how many items get sold to a merchant in a highly populated town or outpost, especially ones connected to popular farming areas? Thousands... If every merchant kept track of items sold to him with limits of 1 hour it would also need a limit of how many items it remembers, I wouldn't expect this number to be higher than 64 knowing how cheapway(tm) is GW network code done to make the game free, the data was publicly posted.

I know that nowadays so many high quality or even perfect gold items go straight to the merch. I sold large amounts of req9 gold max inscrib. items with decent mods to merchant myself. But I also sold 1000s of completely crappy items, whites, purples, golds. Just as everyone does.

What would be a real use of this feature? I know I'd like to check what people merch out of simple curiosity, but I don't see any utility in this. This is not how GW trading should be improved, wrong way man.
What would you expect to find scavenging the merchant inventory, going through all that junk? A tiny chance that some newbie just merch'ed a req13 mesmer focus which just happened to have a perfect -5/20% inscription you can resell to people for 10k?

A simple buyback function for merchants everywhere would be far far easier to do, a feature allowing you to buy back the items you sold, but just you, not anyone else. The game wouldn't even have to remember which merchant bought the thing - the sold item data would remain in your account or characters files, just like the other mmo games do.
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Old Apr 05, 2008, 11:09 PM // 23:09   #22
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Quote:
Originally Posted by You can't see me
If people would waste their time hanging out at the merchant every day in with this addition, what kind of things do you think they do now? Personally, I'd prefer to keep them busy looking for things to buy at the merchant than begging for gold in District One, or various other annoying habits.

Is it needed? No, but I believe it's comparable to toilet paper. While no one apreciates it, everyone uses it, and is forced to use it. If toilet paper was never improved, we'd still be using grass and leaves. The merchant is similar in my mind. Why settle on not improving one aspect that everyone uses and wouldn't take much effort to do so in the first place, while creating much needed facets like a small gold sink and a way that people who need items that we dispose of can get their hands on them without spamming?
You don't get it.

They will spam anyways, but instead of getting stuff, then spam, they will spam WHILE getting stuff from sold items.
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Old Apr 05, 2008, 11:23 PM // 23:23   #23
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Quote:
Originally Posted by MithranArkanere
You don't get it.

They will spam anyways, but instead of getting stuff, then spam, they will spam WHILE getting stuff from sold items.
So let's say hypothetically you're right. They spam while buying things from the merchant. Since people who still would like to see it added would still benefit from it, we still get slightly less spam from the people who just want an item, while just buying things people would have sold anyway.

If you're right, then all this idea does is create a small goldsink and give a small convenience to people who actually could use things people sell to the merchant.

I still don't see how that's bad?
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Old Apr 06, 2008, 12:33 AM // 00:33   #24
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/signed in a sense. -- WoW had a similar buyback option and retained items until either the slots filled up or you logged off. If the slots filled, the first of say twelve things would get removed, etc. It was very useful and cost you the same amount that the merchant gave you.
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Old Apr 06, 2008, 12:42 AM // 00:42   #25
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What about restricting a buyback option to gold items?
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Old Apr 06, 2008, 12:56 AM // 00:56   #26
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/signed

I like the idea of the gold that gets deleted from the game by buying stuff from merchant. You never spend or buy anything from the merchant (apart from some cheap id or salvage kit) atm...
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Old Apr 06, 2008, 01:04 AM // 01:04   #27
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Quote:
Originally Posted by Yawgmoth
This could be even harder to implement and would certainly require more server resources than the Xunlai Marketplace itself.

Every merchant in game would need to have a large database connected to him, with every merchant user generating network traffic by browsing them. Do you know how many items get sold to a merchant in a highly populated town or outpost, especially ones connected to popular farming areas? Thousands... If every merchant kept track of items sold to him with limits of 1 hour it would also need a limit of how many items it remembers, I wouldn't expect this number to be higher than 64 knowing how cheapway(tm) is GW network code done to make the game free, the data was publicly posted.

I know that nowadays so many high quality or even perfect gold items go straight to the merch. I sold large amounts of req9 gold max inscrib. items with decent mods to merchant myself. But I also sold 1000s of completely crappy items, whites, purples, golds. Just as everyone does.

What would be a real use of this feature? I know I'd like to check what people merch out of simple curiosity, but I don't see any utility in this. This is not how GW trading should be improved, wrong way man.
What would you expect to find scavenging the merchant inventory, going through all that junk? A tiny chance that some newbie just merch'ed a req13 mesmer focus which just happened to have a perfect -5/20% inscription you can resell to people for 10k?

A simple buyback function for merchants everywhere would be far far easier to do, a feature allowing you to buy back the items you sold, but just you, not anyone else. The game wouldn't even have to remember which merchant bought the thing - the sold item data would remain in your account or characters files, just like the other mmo games do.

You bring up good points. Game memory and storage would be a huge issue if this feature wasn't limited.

Normally, games put an item limit on the merchant to hold at one time to save memory, but this would be a huge inconveniance. I think the main instrument to combat this would be a five minute reset time to make sure items don't pile up and take up huge amounts of space.

However, since this idea is mianly designed for GW2, perhaps with a new system memory space could be dealt with.
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Old Apr 06, 2008, 01:28 AM // 01:28   #28
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/signed... for GW2, right? This might be too big of a change for the merchant of GW.
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Old Apr 06, 2008, 01:41 AM // 01:41   #29
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Quote:
Originally Posted by Alathaea
What about restricting a buyback option to gold items?
If added a 'buyback' option, I'll restrict it to party members, and to party members only.

I really don't mind having vultures. But I want MY vultures to get the stuff.
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Old Apr 06, 2008, 01:43 AM // 01:43   #30
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Quote:
Originally Posted by Shayne Hawke
/signed... for GW2, right? This might be too big of a change for the merchant of GW.
The idea is to beta the new system in GW1 to test it for GW2.
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Old Apr 06, 2008, 09:37 AM // 09:37   #31
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indeed, the dreaded misclick when selling junk to the merchant has effected most gw players over the years. Please let us get back our wrongly sold items!

/signed
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Old Apr 06, 2008, 09:12 PM // 21:12   #32
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While that's not the entire point, it's one of the many benefits.
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