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Old Feb 27, 2006, 11:15 AM // 11:15   #1
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Default Weapon Mod Merchant

I have often found myself in situations where I really want to purchase a particular mod, but it often can take me a long time to find anyone that has the one I want, at a reasonable price. I'm sure I'm not the only one who has found himself in such a situation. So this brings me along to my suggestion:

What I would really like to see in GW is a significant addition to the weapon merchant. Not only should you be able to customize your current weapons and craft new ones, it'd be fantastic if they could add mods to your weapons too. The amount each mod costs could be proportionate to how strong it is (ie. a staff wrapping of enchantment that offers 20% longer enchantments could cost like 20,000gp, whereas a staff wrapping of enchanting that only offers 12% longer enchantments could go for about 12,000gp). Additionally to keep things fair, make it so that getting mods in this way, as with runes when you get them from the rune merchant, does not unlock anything.

My apologies if this has been suggested before (I used the search feature and found nothing).

EDIT: A minor addition to the mod power and price scaling idea. Perhaps make it that earlier weapon merchants in places like ascalon can only offer only up to 1/4 of the max mod. As you progress through towns, while the weapons that are available for crafting get better, so too do the mods.

Last edited by Armagon; Feb 27, 2006 at 12:23 PM // 12:23..
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Old Feb 27, 2006, 11:59 AM // 11:59   #2
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I think they would make the amount just like they do with Runes, Dyes and Materials, based on supply and demand. So...we'll still see 20% Enchant wrappings going for a significantly higher price, because there is more demand for them and less supply.
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Old Feb 27, 2006, 12:12 PM // 12:12   #3
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Nah see the reason I opted to avoid that sort of system was primarily because of how horrendously expensive some things would get. Besides that, we're talking items with scaleable levels of power, as opposed to three different types of attribute rune or completely different dye colours. It'd be fairer to everyone as well because frankly newer starting players are going to have a harder time getting the money to buy decent mods otherwise.

Besides rather than giving you the mod itself, I meant it simply applies it to your weapon for you.
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Old Feb 27, 2006, 06:21 PM // 18:21   #4
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I don't see why not it is like going to see the preist of Balthazar for a weapon upgrade.
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Old Feb 27, 2006, 06:48 PM // 18:48   #5
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Quote:
Originally Posted by Vilaptca
I think they would make the amount just like they do with Runes, Dyes and Materials, based on supply and demand. So...we'll still see 20% Enchant wrappings going for a significantly higher price, because there is more demand for them and less supply.
yes, if they do put in a weapons mod trader; for there to be a 'flat price' would be idiotic, it would completely crash the market for weapon mods. If they had a cost based on demand for the item (rune trader, dye trader), it would be fair and the price would stay relatively level.
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Old Mar 17, 2006, 09:35 AM // 09:35   #6
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yeah only level for rich people.
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Old Mar 17, 2006, 09:37 AM // 09:37   #7
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I think it's a nice Idea but ofcourse weapon mods would drop in price just like Runes have been doing, for the last couple of months.
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Old Mar 28, 2006, 10:58 PM // 22:58   #8
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And therefore more affordable to newer players. Isn't the whole point of GW to be a level playing field not based on in game wealth?
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Old Mar 28, 2006, 11:04 PM // 23:04   #9
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I know a lot of people put in insane hours just to get the uber-ultras. If they have a mod merchant, they shouldn't get within 2 points of perfect. So lower levels and people with less money can still get good mods, but only those 1337 collectors can either farm or buy the godlies. Personally, I use the greens. Keep those available so people can get perfect mods without affecting the gameplay of the people that play only to be rich (in fake money).
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Old Mar 29, 2006, 01:16 AM // 01:16   #10
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I wouldnt mind this. gets boring spamming "WTB zealous sword hilt" for a long time.

EDIT: But of course, they shouldnt sell the really good mods until say droks. Like armor, the farther you get in the game, the better armor you can purchase.

Last edited by Arkantos; Mar 29, 2006 at 01:19 AM // 01:19..
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Old Mar 29, 2006, 01:27 AM // 01:27   #11
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I agree, and they should do them like the rune trader.
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Old Mar 29, 2006, 02:00 AM // 02:00   #12
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Assming there will be a auction house type of thing... If so, than a mod merchant won't really be needed.

Else, sure. Also long as there are a large fee, as to still encourage trading and exploring/item finding.
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Old Mar 29, 2006, 02:03 AM // 02:03   #13
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Quote:
Originally Posted by Haggard
And therefore more affordable to newer players. Isn't the whole point of GW to be a level playing field not based on in game wealth?
That's exactly my point of view as well, after all, its not Greed Wars.

One thing i like to think about is how much more fun guild wars could be to new players, if every single person in the game agreed to sell their item for a tiny bit less.

For Example, i am selling my uber godly hammer for 100k because i want to buy my uber godly bow for 120k. If every1 lowers their prices, i can sell my uber godly hammer for 50k, and still buy my uber godly bow. Basically everybody sacrifices a little wealth to help each other out. And if every1 does it, then you can live with less wealth. The system works
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Old Mar 29, 2006, 04:03 AM // 04:03   #14
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Weapon mod merchants would be great, but I would settle for a WEAPON merchant. There's a weapon crafter in pre-searing... what the hell happened to that guy??? With the sheer number of weapons, both in type and in variations within types, having to rely on collectors and random enemy drops is just insane; and its only going to get worse with every expansion. (more professions, more weapon types, less probability the one you want is gona drop)

There's really no reason NOT to do this, especially since when you make PvP chars you're given free access to putting any mods you've unlocked on your weapons, I don't see how it could upset anything but the lopsided game economy :-P
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Old Mar 29, 2006, 04:15 AM // 04:15   #15
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An Upgrade Component Trader is an wonderful idea. We have a Rune Trader, so (at least in my mind) a weapon mod trader would not impact the economy too much. I would love this so much, since I find myself looking for...rather odd items at times. Since I don't want to shell out the gold for a +29 Fortitude mod to go with a Major Vigor(+41), I try to look for +24's, since I'm a nerd and have to have my health at an even amount. So instead of wasting 2 hours trying to find someone who would actually keep a +24, I could simply walk to the trader and purchase it. This wouldn't cause any imbalance in the economy, as stated before traders still reflect supply and demand.

Awesome idea,

/definitely signed.
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Old Mar 29, 2006, 04:20 AM // 04:20   #16
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Yup, should have been there from release. Definitely scaling with demand like all the other traders, though. How do you think the "poor" get rich? Get a decent item and sell it high. The supply/demand scale ensures this. Armagon, Outlaw, and others, how would you feel if you had a max/rare upgrade and took it to the merchant? You'd want more money for it, right? Of course you wouldn't want constant price cheap merchants then. So there ya go. Still....

/signed
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Old Mar 29, 2006, 04:34 AM // 04:34   #17
eom
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Quote:
Originally Posted by Armagon
(ie. a staff wrapping of enchantment that offers 20% longer enchantments could cost like 20,000gp, whereas a staff wrapping of enchanting that only offers 12% longer enchantments could go for about 12,000gp).


dude, I will GET you that 12% enchant wrap -- have your 12k ready.

how many do you want?
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Old Mar 29, 2006, 06:02 AM // 06:02   #18
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/signed

Makes shopping easier, brings down prices a little, and I know people who hate selling things because they've no clue what a fair price for the item will be.

May only request be that the traders buy the items for half of what they are selling them for or more. With the rune traders, a rune selling for 130 will only get you 30 gp... at that cost it's better to sell the thing that has the rune to a merchant.
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Old Mar 31, 2006, 07:03 AM // 07:03   #19
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/signed

I've always wanted a mod trader in game. Don't see how it would hurt. Trading between players could still go on, but there would be a quicker more expensive route available at all times. Think black dyes. I could buy it from trader at 8k or you at 7k. It would control the market and eliminate baseline price guides... allow those poor OPs to rest.

If you had your heart set on a flat rate, make it exponential. Every level increasing at a higher # than the one before. Avoid the assumption that everyone deserves top teir merchandise right of the bat. The money is there for a reason. Personally, money isn't hard to come by, so I never understood the whole anti-rich argument. Takes me literally 4-5 minutes to make 1k. If you were so inclined, you could figure it out too. I just don't see the need to have any more gold on hand than is needed for your next purchase. Keep ANET's nose out of my business, them with their stats on player gold in the storage. Big Brother... hmph!
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Old Apr 14, 2006, 11:21 AM // 11:21   #20
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They should put a component merchant trader, but with capped prices. The same thing should happen to runes. A cap price, that is, a maximum price, for runes and components should be nice. It's kinda awful to see a rune worth more than 10k, seriously.

Supply-demand model is nice for the rich, it's simply too 'american capitalistic' economic model. This game needs economy caps to adapt to the 'eurosocialist' economic model as well, as many players are from europe too.
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