Jan 24, 2008, 02:12 PM // 14:12
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#41
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Well, my idea was an start.
We can reduce the %.
If 50% it's to less, we make it 25%
30HP : +1
29HP : +0.25
28HP : +0.0625
...
20..10HP: +0.0001 (minimum)
My numbers are just for reference, not to put the things just like I say.
I always leave number for developers. I just make the idea.
The data should be determined based on rarity and the range of the values:
Each upgrade has certain chances to drop applied to an item with a certain rarity. For example, the vampiric upgrades only drop in gold weapons, and the zealous only un purple and gold weapons.
HP upgrades range from 10HP to 30HP, but others from 10 to 20, others from 10 to 15.
So percentages seem better for this.
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Jan 24, 2008, 02:19 PM // 14:19
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#42
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Guest
Join Date: May 2006
Location: UK
Profession: E/
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/Signed
Yeah inscriptions are practically worthless except from a couple like "forget me not". I would rather have the convenience over the time spent trying to buy and sell inscriptions in kamadan. A weapons mod trader would be better also or a merchant that sells them like you get in other RPGs.
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Jan 19, 2009, 11:42 PM // 23:42
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#43
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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This would be great once they get the other 2 chapters with subscriptions Proph/Fact.
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Jan 20, 2009, 04:10 AM // 04:10
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#44
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Banned
Join Date: Jul 2007
Location: All over Tyria, Cantha, & Elona
Guild: The Eternal Night Vanguard [TEN]
Profession: R/
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/signed
And add a mod trader too. Rune traders, weaponsmiths, etc. exist, why not inscription and mod NPC's? However, maybe it should only be for mods and inscriptions that have been unlocked on your account, and use Balthazar faction to unlock them instead of just buying to unlock like the skill trainer.
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Jan 20, 2009, 04:46 AM // 04:46
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#45
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Wilds Pathfinder
Join Date: May 2008
Profession: R/
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Too much text to read to find out if this has been mentioned:
What about those who only own Prophecies and/or Factions? An Inscription Trader would not do as much unless buying weapons from those who own Nightfall and/or EotN. Then there could only be Inscription Traders at Nightfall and EotN locations. If anything, all drops from Prophecies and Factions should be changed to be inscribable, eliminating the need to find out if a weapon is inscribable or not.
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Jan 20, 2009, 08:30 AM // 08:30
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#46
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Forge Runner
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Rubbish idea they shouldnt have introduced Rune Traders and Skill Trainers in the first place imo !
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Jan 20, 2009, 09:22 AM // 09:22
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#47
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Forge Runner
Join Date: Feb 2006
Location: Belgium
Guild: PIMP
Profession: Mo/
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/signed
I need less wanted stuff from time to time and it's hard to get them because a lot of people trash that stuff.
I wouldn't add imperfect stuff, too much work.
It should be combined with making all prophecies and faction weapons inscriptable.
Last edited by Gun Pierson; Jan 20, 2009 at 09:25 AM // 09:25..
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Jan 21, 2009, 02:22 AM // 02:22
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#48
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Furnace Stoker
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@Tender Wolf:
Buying Runes from Rune trader doesn't unlock them, why would buying mods do that? Mod trader certainly wouldn't be any different than Rune trader.
@some other ppl:
Making Proph/Factions drops inscribable is a horrible idea, discussed so many times and thankfully confirmed that won't happen. Distinguishing inscribable from not inscribable items isn't hard - just look for the word 'inscription' on the item. Simple.
And back on topic, incoming wall of text:
One most important issue with such a trader - it would clearly show how baaaad the GW economy is. Right now huge amounts of mods and inscriptions get lost (merched) as people don't bother salvaging and selling them. This greatly cuts the supply of them and the effect of the insane rates at which they keep dropping.
This makes buying odd unpopular mods quite hard and makes the buyers have to pay more for them, but also makes it much more rewarding for those who find and use precious storage space to save them.
Now If there was a Trader npc for them, most of them would never leave the economy - items sold to Supply/Demand traders all stay and add up, and the more is sold the lower their price. In a couple weeks at most, almost all would drop to minimum prices (trader sell for 100g and buy for merch value 25g), and few others slightly higher than that but much lower than
The most active players who both farm and spend some time selling their goods to people would lose the most on adding such a trader.
Many players who just trade a lot would lose their profits coming from mod sale.
Farmers who don't like trading and want to sell their stuff as fast as possible wouldn't see much money difference - they either sell cheap mostly to human resellers or just merch alot, so mods going dirt cheap is the same as merching them or selling to cheapest resellers for a fraction of market price which is also what the npc will pay for them.
Only real financial benefit there from such a trader npc is for the buyers who would get everything instantly handled them on a silver platter for 100g per item or at least for much much lower prices than today.
But is making things easier worth it? Not all changes making things easier are good for the game...
I hoewever, despite having made huge profits from just mod sales (est. 2mil, in last 2 years) would like this NPC added for just one reason - STORAGE. Keeping all the mods that had a chance of being sold and maintaining a wide variety of them took me 3 full mules, many more mules partially, and a lot of unused heroes, with most mods stored stacked on items 2-3 mods per inv. slot.
So this trader would let me delete 3 whole mules! Yayy wooohooo!
So for me it's all about storage - if April storage update is good I don't need mod trader, if it's poor then a Mod trader and a Skill Tome trader is all I can dream of.
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Jan 21, 2009, 06:43 AM // 06:43
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#49
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Jungle Guide
Join Date: Sep 2006
Guild: Terribad Turtles [TaNK]
Profession: W/Rt
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/signed
I usually don't sign but ill have to make an exception. This is because at the start of gw it was so freakin annoying trying to buy runes for armor cause there was no rune trader once that little guy was implemented it made many of the runes buyable. I mean who wants to pay 15k for a minor rune? (This is at the start of gw). By implementing some sort of inscription trader would be awesome. I would not have to spend 1 hr trying to get 1 inscription with a trader that would take a matter of seconds!
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Dec 02, 2009, 07:00 PM // 19:00
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#50
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Academy Page
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/signed
I know I'm rezzing a really old thread, but i think this thread is more relevant today as most mods/inscr. are basically worthless now save "forget me not".
I can't stand spamming in Kamadan for a half hour looking for a rather common mod which only costs like 2-5k.
We have runes trades, so we should most definitely have mod/inscr. traders too.
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Dec 02, 2009, 09:26 PM // 21:26
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#51
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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This thread's back? Anyways, bloody well /signed, this would help IMMENSELY in getting weapon sets set up.
This is the sort of thing should have come into the game when the inscription system was added.
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Dec 02, 2009, 10:12 PM // 22:12
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#52
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Atra esternĂ ono thelduin
Join Date: Jan 2008
Location: Madness Incarnate
Guild: [Duo]
Profession: W/P
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as long as prices fluctuate with market.
/signed
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Dec 02, 2009, 11:34 PM // 23:34
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#53
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Wilds Pathfinder
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I used to be against something like this due to the ease of getting these kinds of stuff due to SF and Ursan, etc.
Now I'm not too sure with every pug friendly builds being nerfed left and right, or is going to be nerfed. If they're going to lock pugs out of every fun area might as well make these stuff easier to get.
/signed
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