Apr 14, 2006, 03:37 PM // 15:37
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#21
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Someone already proposed a weapon mod collector. This would be a nice addition as well.
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Apr 14, 2006, 03:58 PM // 15:58
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#22
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Krytan Explorer
Join Date: Jan 2006
Guild: [TEW]
Profession: N/
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Quote:
Originally Posted by DeadlyFred
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??? -SNIP-
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There is a weapon crafter in just about every town with an armor crafter. The Droks one makes a bunch of 15^50 weapons, as well as some very nice other items. Open your eyes.
That said, I like the idea of scalable improvements much better than a trader.
Have an exponential curve in effect for each increase in % based on the current drop %. Anet can do that easy, they have the formulas and data right there. Balanced, effective, and darn useful, because I hate wasting time with WTB.
I would also like to see some 10/10 staves and whatnot, rather than the 20/20 ones that all the collectors have.
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Apr 14, 2006, 04:04 PM // 16:04
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#23
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Frost Gate Guardian
Join Date: Feb 2006
Location: Gates of Hades
Guild: Edge Of Extinction
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the main problem i can see with adding a Mod Trader is as follows..
As we have seen with the Rune Trader, and to a degree the Rare material Trader only popular mods/items have any real value. ( Take Mesmer superior runes for example. A player can buy a full set for less than 500g ) plus again it gives those players that have a bit of money to stock up ( and u know ppl will ) on the most popular Mods likes say +30HP pommels ect causing there prices to rise through the roof. So imo this option fails to deliver...
And as for a Mod Collector, sure sounds good but again ur going to get ppl farming like mad for the items the collector wants to get the Mod in question which as we alrdy see ppl trying to sell collectors items for exagerated prices as it is. So again imo this option also fails ( tho would make it a little easier for the casual player to aquire that nice mod they have been after. )
So as it stands atm we have probably the best way of buying / selling Mods. Agreed some of there prices are extravagant but it is reliant on the avaliability of the Mod your after. ( seen a reduction in the number of say +30HP pommels/grips floating around the game of late )
Personally i'd rather spend far less on say a +29HP pommel then pay 4x for a +30 just for the sake of an extra +1HP? ppl that insist on Max mods baffles me.
Ne way thats my opinion /rant over
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Apr 14, 2006, 04:31 PM // 16:31
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#24
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Academy Page
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Quote:
Originally Posted by Cerberus
the main problem i can see with adding a Mod Trader is as follows..
As we have seen with the Rune Trader, and to a degree the Rare material Trader only popular mods/items have any real value. ( Take Mesmer superior runes for example. A player can buy a full set for less than 500g ) plus again it gives those players that have a bit of money to stock up ( and u know ppl will ) on the most popular Mods likes say +30HP pommels ect causing there prices to rise through the roof. So imo this option fails to deliver...
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Your argument is exactly what makes me think for having a component trader, rather than standing against that. It's obvious that less used mods should drop in price. It is true as well that there should be a non-abusive price cap as well.
We need it to end with speculation of prices. Game stops being funny when you try to buy something and they ask you for ridicule prices like 100k + ecto for something. It's a simple matter that this game needs intervention.
Quote:
And as for a Mod Collector, sure sounds good but again ur going to get ppl farming like mad for the items the collector wants to get the Mod in question which as we alrdy see ppl trying to sell collectors items for exagerated prices as it is. So again imo this option also fails ( tho would make it a little easier for the casual player to aquire that nice mod they have been after. )
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Again, your argument makes this option go up, not fail, because it will stop this behaviour.
Quote:
Personally i'd rather spend far less on say a +29HP pommel then pay 4x for a +30 just for the sake of an extra +1HP? ppl that insist on Max mods baffles me.
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Same here.
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Apr 14, 2006, 04:36 PM // 16:36
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#25
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Wilds Pathfinder
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
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It's probably true that the very high-end mods would end up skyrocketing... But in my opinion even that would be worth alleviating the aggravation of having to look for someone actually selling one in the first place.
Of course, the less than max mods would be waaaaay easier to get, and probably cheaper. Which is basically a win-win situation.
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Apr 14, 2006, 04:40 PM // 16:40
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#26
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Forge Runner
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Quote:
Originally Posted by actionjack
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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im pretty sure gaile said there will be a trade improvement but they arent sure to implement a auction house
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Apr 14, 2006, 04:52 PM // 16:52
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#27
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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/signed
I don't see any reaosn why not. As for people getting od mods early in the game, well they already could get good weapons and runes early in the game, so that's not an issue. As for price drops, why not? Shouldn't the average player be able to find a mod to slap on their weapon without spamming for hours and ponying up a huge amount of gold? Most likely, the average player won't be buying your +30 hp pommel just like they're not buying your sup absorb
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Apr 14, 2006, 04:57 PM // 16:57
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#28
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Academy Page
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Quote:
Originally Posted by Dr Strangelove
/signed
I don't see any reaosn why not. As for people getting od mods early in the game, well they already could get good weapons and runes early in the game, so that's not an issue. As for price drops, why not? Shouldn't the average player be able to find a mod to slap on their weapon without spamming for hours and ponying up a huge amount of gold? Most likely, the average player won't be buying your +30 hp pommel just like they're not buying your sup absorb
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That's the TRUE and MAIN point.
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Apr 15, 2006, 10:07 AM // 10:07
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#29
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Frost Gate Guardian
Join Date: Feb 2006
Guild: Tears of Fallen angels
Profession: R/Mo
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Quote:
Originally Posted by LifeInfusion
Someone already proposed a weapon mod collector. This would be a nice addition as well.
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/signed but i like the idea that there should be mods from collectors better
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Apr 15, 2006, 01:07 PM // 13:07
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#31
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Ascalonian Squire
Join Date: May 2005
Location: UK
Guild: Servants of Fortuna
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/signed
I just think there should be a trader, merchant or crafter for everything that you can get if you make a new PvP character
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Apr 15, 2006, 01:31 PM // 13:31
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#33
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Forge Runner
Join Date: Jun 2005
Profession: W/
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i'd like to have a mod crafter :P
well, probably, if they implent an action house thingie, there won't be any need for traders anymore i guess ...
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Oct 04, 2006, 07:44 PM // 19:44
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#35
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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I knew someone thought of this.
/signed for Mod & Inscription Merchant
This will now even be more important, with Inscriptions and choosable mods a distinct possibility in Nightfall.
Oh, and it should be based on supply and demand, like Runes and Dye, not set prices.
Last edited by Mordakai; Oct 04, 2006 at 07:47 PM // 19:47..
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Oct 04, 2006, 10:11 PM // 22:11
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#36
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Forge Runner
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
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Was actually suggested over a year ago. But it was slammed then too...
I still want to see it, but I was told unequivicably by an Anet staff member this will not happen. However things change. you never know.
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Oct 04, 2006, 10:34 PM // 22:34
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#37
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Lion's Arch Merchant
Join Date: Nov 2005
Profession: Mo/R
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/signed
But I think it should be set priced so that it can be used as a gold sink, and so that stuff like vampiric can actually get a higher resell value so that people can actually earn a decent amount for their fow armor and other stuff.
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Oct 05, 2006, 12:23 AM // 00:23
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#38
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by Gardar
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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You say that like it's a bad thing... or, for that matter, like the majority of weapon mods aren't worthless already...
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Oct 05, 2006, 02:38 AM // 02:38
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#39
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Echo-mending Master
Join Date: Jun 2006
Guild: Service of Shadows [SOS]
Profession: W/N
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/signed
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Oct 05, 2006, 03:31 AM // 03:31
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#40
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Raged Out
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/no way
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