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Old Dec 18, 2006, 07:28 AM // 07:28   #1
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Default Merchant buyback (petition)

simple, to be able to buy back what u sold to merchant at same price
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Old Dec 18, 2006, 08:00 AM // 08:00   #2
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I could swear I've seen dev quotes stating they won't do this for reasons like too much hand-holding.

It's a feature I wouldn't mind seeing, but I think they've already ruled on this. Any such addition however, should only be for the duration of your trade with the merchant. If the window closes, deal is sealed imo. Otherwise, there'd be too many gimmicks where people could use the merchants as temporary storage.
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Old Dec 18, 2006, 09:24 AM // 09:24   #3
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/signed

Yes a buyback option would be nice as I've accidentally sold 2 shards and a green to a merchant and was very upset

The option should be limited to the same trade obviously, it just allows you to buy back anything you sell by mistake
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Old Dec 18, 2006, 12:15 PM // 12:15   #4
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/signed

Because of LAG allready sold green items to the merchat
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Old Dec 18, 2006, 12:27 PM // 12:27   #5
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/signed

but i think they should make it like a pawn shop style, you pay 5 times or something of what the merchant bought it for.
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Old Dec 18, 2006, 12:33 PM // 12:33   #6
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/signed
Like everyone else I've sold stuff to merchants that I didn't meen to.
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Old Dec 18, 2006, 01:22 PM // 13:22   #7
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http://www.guildwarsguru.com/forum/s...ght=buy+b ack

I knew I've seen this before...
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Old Dec 18, 2006, 01:51 PM // 13:51   #8
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Quote:
Originally Posted by «Ripskin
whats that got to do with this?... thats how much the traders are buying what they are selling e.g. how much a rune trader pays for runes, rare material trader pays for rare materials, dye trader for dyes etc...

this thread is talking about the [merchant]... when you sell items to them and want the items back...
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Old Dec 18, 2006, 02:25 PM // 14:25   #9
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/notsigned.

If you don't want to sell it, put it in storage first. If you have more than one bag, designate one bag as the "sell" bag and put only items you want to sell into it and quest & festival items (that have z 0g value to it and thus can't be sold) into it, disabling the others (there's an option in the merchant window, just uncheck everything but one). I almost always go to storage first, store my rare/common crafting materials, dyes (I have 10 spaces used up for them) and any other things I don't want to sell.

edit: Even doing this I might sell unintended stuff to merchants but the chance that this happens goes down when i do the above. If I do sell something that I didn't intend I'd eat the cost of it as a penalty for my stupidity (which I have done in the past).

I recently sold a stack of 250 iron to the merchant before I realized I needed it for my armour. Buying it back at the price I sold it would be parallel to the above, but wouldn't be fair. If this was implemented, players would also want to be able to sell back extraneous armour pieces that they bought (check the "stupid things" or something thread floating around), undelete characters that were their mules (possibly though I think ANet said that's not possible and may never be)...etc.

Sorry...this may sound like me being an a-hole about it but I personally don't think ANet should have to implement a change to the system because of my stupidity.

edit2: changed unsigned to notsigned

Last edited by MrTumnus; Dec 18, 2006 at 03:35 PM // 15:35..
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Old Dec 18, 2006, 02:35 PM // 14:35   #10
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/not signed

The game is already too dumbed down for simpletons. It's amazigly easy to take two seconds and actually look at what you're selling. There's a hovering description and one at the bottom of the merchant window. If that isn't enough, nothing ever will be.
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Old Dec 18, 2006, 02:47 PM // 14:47   #11
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Can't agree with you more Hockster...
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Old Dec 18, 2006, 02:55 PM // 14:55   #12
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Nope, nope, nope, nope, nope, nope, nope.

/notsigned

Its a nice idea and if it wouldnt cause problems, then I would agree.

However....

It would remove a vital gold sink

If we were able to sell items back at the same price we buy them, then we would loose yet another gold sink from the game. Which is what we dont need.

We need ways to remove gold from people to try and limit those hording gold and forcing prices up.

People would exploit it.

The rich would buyout and hord items until the merchant is out of stock. Because they know they can later sell them back and not make a loss.

Once they have soldout the merchant, they can sell them to the poor for higher prices because there is no where else to get those items.

It could even be the case that if wait a while, and wait for prices to increase, they could make a profit from the change in prices.

You might agrue that the trader can record of how much an item was sold for, to avoid exploits and increases in price.

But consider how many items are sold every second, to thousands of players day after day. Your talking a staggering amount of information to be stored.

And how far down the line do we keep this information?

24 hours, a week, a month?

The system works as it is.

The economy wil only be fixed when we introduce more gold sinks, and stop removing others.

We want to discourage people from simple buying an item from a trader and then reselling it back. If they didnt loose gold doing that, then all the issues I mentioned, would occur.
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Old Dec 18, 2006, 03:06 PM // 15:06   #13
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Quote:
Originally Posted by freekedoutfish
People would exploit it.
This request is referring to immediate buyback of an item you just sold, if done within a few seconds. This is not a perpetual buyback thing.
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Old Dec 18, 2006, 03:09 PM // 15:09   #14
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/signed

People sell , there should be something where it asks if you want to drop it also ..
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Old Dec 18, 2006, 03:11 PM // 15:11   #15
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/notsigned

This isn't kindergarden.
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Old Dec 18, 2006, 03:19 PM // 15:19   #16
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/notsigned

I also learned my lesson the hard way. Like many people, hurrying and lag have cost me items I wanted to keep. Now the following has become automatic. If my party wants to leave, they can wait.

1. Before going to merchant rearrange inventory, making sure no valuables are near the items I want to sell. Go to storage first and get the keeps out of inventory.

2. Put a dividing item after the "to be sold" that will not hurt much to lose.

3. Don't be impatient. Click once and wait for sale to be completed before clicking to sell next item.

When ANet made the comment about "hand-holding", I was annoyed at first. Then I thought about it and they are right. I no longer expect ANet to come up with fixes for my impatience and inattention to the game.
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Old Dec 18, 2006, 04:01 PM // 16:01   #17
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/Not Signed

becuase if i was able to buy the stuff back from merchant, what i sold to him, my list would have about 1mil items, and it would just keep on growing
so sorry

but, i wouldnt mind if say, the merchants got a few good items/rare materials etc in, limeted stock, and you could buy for cheaper, say the , merchant has a some shards they be like 2.1k and he has about 50 in stock, or something

just an idea.
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Old Dec 18, 2006, 04:13 PM // 16:13   #18
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I have a suggestion. In the majority of RPG's I play, merchants have a 'drag box' system where you place items you want to sell into a box before clicking sell.

This could be implemented by adding an extra sale window where all the Items you want click to sell go into first. When you've sold everything you want to by the current way, you then get to click an accept button to confirm the sale of all those items. If you accidentally clicked to sell an item you didnt want to, you can bring it back into your inventory before accepting the sale.

This way, you can double check the items before you sell them, think of it as a temporary storage window for items to be sold.
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Old Dec 18, 2006, 04:20 PM // 16:20   #19
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Quote:
Quote:
Originally Posted by MrTumnus
/notsigned.

If you don't want to sell it, put it in storage first. If you have more than one bag, designate one bag as the "sell" bag and put only items you want to sell into it and quest & festival items (that have z 0g value to it and thus can't be sold) into it, disabling the others (there's an option in the merchant window, just uncheck everything but one). I almost always go to storage first, store my rare/common crafting materials, dyes (I have 10 spaces used up for them) and any other things I don't want to sell.
one small addition.

if you are in too big a hurry to sell.......dont do it.


if you cant bother to actually look at the item you are selling that is your fault.

if you have a laggy connection wait before clicking again.

WHAT I DO

ALL......REPEAT ALL of my sell boxes are UNCHECKED

i move anything i want to sell into the backpack and LOOK at it before selling. then check the box to make it show to sell

then click like a madman as only the checked backpack stuff will be going.

uncheck backpack

add the next batch of things to sell.

repeat as needed.

you will not sell something by accident using this method.

not covering being

drunk
drugs
1 hour sleep
etc
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Old Dec 18, 2006, 04:34 PM // 16:34   #20
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Quote:
Originally Posted by bhavv
I have a suggestion. In the majority of RPG's I play, merchants have a 'drag box' system where you place items you want to sell into a box before clicking sell.

This could be implemented by adding an extra sale window where all the Items you want click to sell go into first. When you've sold everything you want to by the current way, you then get to click an accept button to confirm the sale of all those items. If you accidentally clicked to sell an item you didnt want to, you can bring it back into your inventory before accepting the sale.

This way, you can double check the items before you sell them, think of it as a temporary storage window for items to be sold.
This is the way it was when Guild Wars was first released. Then the community asked that the merchant window be made more streamlined and quicker.

/not signed for having a buy back option if you are in so much of a rush that you sell some items you didn't wish to sell.
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