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Old Oct 16, 2008, 10:20 AM // 10:20   #21
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buying kits from merch is børd
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Old Oct 16, 2008, 10:41 AM // 10:41   #22
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/signed

Finaly a fresh and good idea that could help players !!!
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Old Oct 16, 2008, 11:44 AM // 11:44   #23
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/signed
as long as they got the price per use right this could be soo helpful, i agree with the obtained via quest option.
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Old Oct 16, 2008, 11:58 AM // 11:58   #24
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only if there is 1 quest on each continent for it.

don't make it so you need every game to be able to get it...
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Old Oct 16, 2008, 12:45 PM // 12:45   #25
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I always keep a id and salvage kit on each of my characters. If this were implemented, I'd theoretically just keep them in my Xunlai box and id everything there. However, another thought I just had was if they're not customized, they'll be tradable to other players, and then we just have more crap flying around in trades and people setting arbitrary prices on top of the gold it costs to use anyway. Yes, I'm bitter

I suppose /signed - I'm torn between if I want universal or customized.
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Old Oct 16, 2008, 01:15 PM // 13:15   #26
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/signed
i'm fed up of running arround to get salvage and identification kits
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Old Oct 16, 2008, 01:31 PM // 13:31   #27
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/signed

I like that... I like it,I want it. Now!

Next time... everlasting black dye? *-*
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Old Oct 16, 2008, 01:47 PM // 13:47   #28
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/signed

Great idea. Especially with the quest to obtain added in.
__________________
That's me, the old stick-in-the-mud non-fun moderator.
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Old Oct 16, 2008, 01:51 PM // 13:51   #29
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/SIGNED

I like this idea alot. It is so annoying to have to keep buying the kits for IDing while in the middle of merching. I think they should be customized probably just to keep another new trading spam from apprearing in Spamden. A quest or three would be cool for them. Maybe even craft it during quest, so somesuch. All in all a great idea.
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Old Oct 16, 2008, 03:08 PM // 15:08   #30
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Quote:
Originally Posted by Yawgmoth View Post
Everlasting Salvage Kit? Geeez. And disappearing gold with every use? How would you explain that from logical point of view so it made at least a little sense?
Same as fireball, it's a kind of magic.

Or imagine a small box with a gold starving imp identifiying / recycling objects everytime he got a meal.

Or think ouside the box.

/signed, good thinking, none of this seems overpowered

Last edited by FeuilleVerte; Oct 16, 2008 at 03:10 PM // 15:10..
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Old Oct 16, 2008, 03:22 PM // 15:22   #31
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Magical items consuming gold it's logical.
There are many spells that consume gold when used in many games, and not for the cost of materials, but using the gold itself as a reagent or source of power.

But I'd rather have a way to make all those things with a single click.
If those items worked like the incubator and had to be used only once even costing more gold per sue, that would be great.

Use the item, and a panel similar to sell/buy panel of merchants appear. At the top of the list, you can hide and show bags. Only the bags shown are affected.
At the bottom, there could be 3 buttons: Identify/Salvage All, Identify/Salvage this item and Cancel.

For me it's more annoying having to keep clicking and clicking than having to visit a merchant once in a while.
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Old Oct 16, 2008, 03:27 PM // 15:27   #32
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I always get my kits from collectors. Don't want to pay for identification/salvaging.
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Old Oct 16, 2008, 03:52 PM // 15:52   #33
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/signed would save some time
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Old Oct 16, 2008, 04:03 PM // 16:03   #34
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/signed

Ben wanting this for a while.
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Old Oct 16, 2008, 04:10 PM // 16:10   #35
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I'm torn on this idea. On one hand, it's brilliant and would save time and possibly money. On the other hand I don't like to carry much gold with me when I go different places so I can keep track on how much I got in drops. I know, I know, that's being nitpicky, but still.

I do like the overall idea of this, though.

/signed
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Old Oct 16, 2008, 04:31 PM // 16:31   #36
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/signed /signed /signed
A-net this would be rad.

don't think it'll happen soon, but i 1000% support the idea...

only 1 "/not signed"...but i think yawgmoth is having a bad day
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Old Oct 17, 2008, 03:53 AM // 03:53   #37
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/signed
Make it a little bit more expensive to ID and salvage stuff though because convenience must come with a price.
Otherwise it's the same as buying ID kits and what not.
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Old Oct 17, 2008, 05:09 AM // 05:09   #38
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Quote:
Originally Posted by Rak Orgon of Beowulf View Post
only 1 "/not signed"...but i think yawgmoth is having a bad day
Where in my post #17 does it say "/not signed" ?
I haven't stated neither /notsigned nor /signed there, it's just a bunch of comments, new ideas and full of sarcasm.
Last line says "Not that I oppose the original idea, just having fun inventing stupid things."


So I will comment again but this time without sarcasm and fun ideas:

I've personally never felt a need for something like this. I visit Merchant very often to sell things so buying some kits in the meantime doesn't make any difference for me. It's just 2 more clicks.

Also a different advantage of having those salvage/id kits that's often useful for me is the fact I can simply throw one away if I need an inventory slot to pick up something more valuable than a 3/25 salvage kit.

And while I think gold costs per use of the everlasting kits should be at least 5g for id and 20g for expert salvage (maybe even more because that's a more convenient solution than Superior versions of kits) not to unbalance anything. But many people use their Commendations to get kits, in fact me too, for the Sup Salv kits (still have 2 stacks of them from 2 years ago).

So in the original form this idea is just meh for me. Neither good nor bad. /meh

I won't /unsign it because it doesn't hurt the game as a whole, doesn't make the game experience worse for me, isn't something completely stupid,
But I also won't /sign the original idea as it's useless for me, doesn't improve the game as a whole in any way, isn't worth the devs time even if they had 10x more than they do.


But how about making something good and actually useful from the idea?

By giving them an extra purpose!

The extra purpose can come from the way they could be obtained, like:

-They could be quest rewards in some new quests - but here the hardest thing to do would be the new quests themselves.
-They could be semi-rare drops in some currently underplayed areas to revive them.
-They could be craftable and serve as sinks for some underused materials and some gold.
-They could be available at collectors collecting some kinds of drops that don't have a collector yet

They could help us save a little inventory space, in many possible ways:

-Don't make them items at all! As I've suggested in my first post, make them special crafting skills of a character, usable anywhere, bindable to keys and with a new mini bar with them to be possible to shown/hidden with a key. They could be learned from new kinds of tomes if we want something tradable.
-Make 1 item that can contain all 3, just like the Incubator Kit. The Ultimate Toolbox, with the option to take one out to put next to a stack of something to be salvaged.
-Make them something a character (or even account) can just unlock, and to be freely spawnable (customized obv) with a command like /kits (for all 3) or /idkit /salkit /expsal for one, so you can always delete one if need some space.
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Old Oct 17, 2008, 02:22 PM // 14:22   #39
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Skills are not used in outposts. Having to leave an outpost to identify it's plain senseless.
Adding the options directly to merchants would make much more sense.
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Old Oct 18, 2008, 01:38 PM // 13:38   #40
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/not signed

This would just make botters lives easier, and i cant see you needing a superior identification kit and Superior Salvage kit more than once a week.
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