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Old Nov 06, 2007, 07:48 PM // 19:48   #21
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I usually salvage stuff anyway, but thats because I am trying to make a stack of every mat in the game.
but still an interesting idea probolly wont happen.
/signed with no hope.
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Old Nov 07, 2007, 12:27 AM // 00:27   #22
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Quote:
Originally Posted by Trelliz
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as noble an intention as it is, in terms of "world logic" what merchant would set up shop in a dungeon?
The same reason that they set up in the ring of fire islands. Or the Realm of Torment. Then you have to consider some of the things they purchase off you:
Half-Digested Mass
Decaying Mass
Pungent Mass
Fetid Carapace

No-one said that the merchants were sane.
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Old Nov 07, 2007, 12:45 AM // 00:45   #23
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/signed

big time , great idea ... I salvage way too much in here it annoys me
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Old Nov 07, 2007, 12:54 AM // 00:54   #24
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Quote:
Originally Posted by rezabm
Light of Deldrimor has revealed Ghostly Dwarven Merchant.

/signed
I like that part right there.

Maybe put one merchant per dungeon around halfway through. That way you get one chance to merch before continuing. If you miss it and fill up, too bad.

/signed
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Old Nov 07, 2007, 01:09 AM // 01:09   #25
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I think you people forgot Anet said they didn't want people hoarding so much, so you either drop it or you salvage it. You weren't meant to be able to take every item of loot home. That's pretty realistic as well. /unsigned make em make decisions and stop making things so easy for them.
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Old Nov 07, 2007, 03:28 AM // 03:28   #26
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Quote:
Originally Posted by Trub
Well...as much as I personally have asked this very same thing, we have to consider the 'Bot' factor.
There are no other players around to report any bots...and you KNOW they would abuse that.
/not signed....sorry
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PvE helpful Hint # 5612: Farming spiderz is an art form.
Design the game for the players first, then deal with the bots, not the other way around...
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Old Nov 07, 2007, 03:30 AM // 03:30   #27
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Quote:
Originally Posted by CyberNigma
Design the game for the players first, then deal with the bots, not the other way around...
I think it does actually deal with the bots and keeping it in design for the players much the same. In a sense while most merchs aren't the brightest still I don't think they would be found in dungeons.
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Old Nov 07, 2007, 04:29 AM // 04:29   #28
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In bold, in red, in freaking sparkly green ink, I dont care. 2nd to 3rd lvl and i am having to dump crap. Make make collectors merchants as well since there is usually one of those in each area.

~the rat~
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Old Nov 07, 2007, 05:17 AM // 05:17   #29
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Quote:
Originally Posted by Sir Pandra Pierva
I think it does actually deal with the bots and keeping it in design for the players much the same. In a sense while most merchs aren't the brightest still I don't think they would be found in dungeons.
To a point I'd agree. Bots don't affect the average player I'd say that can buy armour and weapons (max stat) from non-fluctuating merchants. Enough money can be had via the non-fluctuating quests and missions as well as merchant trash to get those items. Really only the speculators and high-end buyers I think are probably affected, if even then.

As far as the merchants, normally that may be true, but in the case of Guild Wars, perhaps they touched the appropriate dungeon icon on their maps and magically warped there like we do to outposts and towns :-)
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Old Nov 07, 2007, 09:22 AM // 09:22   #30
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Thanks for all the replies guys

After reading your posts, the 2 main points people who disagree with the idea posted are:

1. That merchants in dungeons do not make sense

2. Bots would take advantage of said merchants

Well for reason number 1, I just thought that since there are collectors inside dungeons as well, adding merchants would be all right. And as other people have posted, "logic" does not really play a big part in guild wars. We have ghosts selling stuff in the realm of torment areas Collectors in the middle of deserts etc.

As for the second reason, hmmm... How about they place the merchant npc somewhere in the middle levels of the dungeon? That way the bots would not abuse said merchant since it would take quite a while to get there, not to mention the number of enemies he has to go through. Putting the merchants in the middle level/s of the dungeons also makes sense to me since that is usually the time people start to have inventory problems

Again, thanks for everyone's inputs.
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Old Nov 07, 2007, 01:12 PM // 13:12   #31
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something I liked about diablo 2 was the scroll of town portal. This way you could sell all your crap and go back to where you left off. And while I am pretty sure anet cant or will not add this in, something similar would be nice. Maybe a "enemy" that if you do a short quest like bring me this item or kill so and so, and hes a merchant after that.

example

Gospee Dracer (charr)
"What do you want puny human? I dont have time to kill you right now. I have enough problems. Maybe you could help me. Go and kill Rac Erx, and bring me his head. Do this and I will help you unload your unwanted good."

~the rat~
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Old Nov 07, 2007, 03:15 PM // 15:15   #32
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Quote:
something I liked about diablo 2 was the scroll of town portal.
I loved those. When I first started playing GW, I was a little bummed that they didn't have something similar.
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Old Nov 07, 2007, 03:26 PM // 15:26   #33
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The scroll idea allthough interesting would be quickly exploited, can anyone say DP gone?
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Old Nov 08, 2007, 02:05 AM // 02:05   #34
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Make instance based where if you use a scroll it doesnt clear.

~the rat~
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Old Nov 08, 2007, 03:44 AM // 03:44   #35
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/signed,

but merchants wouldn't open a store coz the mobs will eat them eventually
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Old Nov 08, 2007, 11:58 AM // 11:58   #36
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Quote:
Originally Posted by legion_rat
something I liked about diablo 2 was the scroll of town portal. ...
I loved those too, but I dont think the GWs system could support it. The system would need to record the unique instance your in everytime you enter and leave it. Who you were fighting, who you had killed, your dp, your location, etc etc etc.

We've all seen this doesnt work 100% with reconnections. At the minute the system only seems to record that information when you disconnect accidently. Imagine if it was doing it constantly on the fly everytime 1000s of players used town portals to move back and forth (assumption).

Scrolls of town portals work better in games like WoW where the entire game is one instance and you're not having to record 1000s of unique instances for each player when they move.

I could be wrong mind, but if it did work it would get exploited. Imagine doing a really hard mission or dungeon in HM and you're at -60dp or you find you need a different build or weapon.

Pull out the scroll of town portal, go to an outpost and change your entire build and remove any dp and then return to where you were.

Besides that would be a far more complicated update then just adding a few drawf'n ghost merchants to dungeons on each level.

Last edited by freekedoutfish; Nov 08, 2007 at 12:01 PM // 12:01..
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Old Nov 08, 2007, 04:58 PM // 16:58   #37
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I'm still for summoned merchants.

Djinn make good ones.
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Old Mar 02, 2008, 12:36 PM // 12:36   #38
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Since the game is based in a fantasy world let's leave the illogical stuff alone and put merchants in the dungeons and one in every explorable area...

Please.
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Old Mar 02, 2008, 01:30 PM // 13:30   #39
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/signed

wtbmoarcharactarsliektwelve!!!!!
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Old Mar 02, 2008, 05:46 PM // 17:46   #40
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/notsigned Meh i got like 10 spots room allready so i only pick good drops so why we need it :d
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