Apr 21, 2006, 06:39 AM // 06:39
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#21
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Academy Page
Join Date: Mar 2006
Guild: Arthur
Profession: E/Mo
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/signed
I'd go one step further.
Put NPCs that can:
1. Strip all mods, giving you a clean weapon for a small fee (500g?) Or, alternatively, sell generic mods cheap that will replace exotic mods. For example a generic "bow string" you can buy cheap so you can replace the crappy 1:1 vampiric string that ruins an otherwise perfect bow.
2. Recover all mods, destroying the weapon for a larger fee (2k?), if you dont want to pay you can always take your chances with expert salvage kit.
3. Trade mods. Those mods that come in multiple values will be available as perfect or -10% of perfect. If you sell a mod that is not perfect the NPC buys it as if it was a -10% of perfect item. If it is below -10% of perfect, it buys only at face value. (to avoid having too many things to scroll through)
4. To avoid panic buying and selling, perfect health and energy mods should start at 10K, perfect vampiric, defense, sundering, warding, shelter and enchantment mods should start in the 2-5K range, everything else (poisoning, zealous,elemental, and 10%+1 attributes) can start at the usual 250g. Prices of course will adjust based on supply and demand.
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Apr 21, 2006, 06:52 AM // 06:52
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#22
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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/signed
But I fear this would probably go the route of the Rune trader. The best mods will skyrocket in price and players will go back to selling amongst each other. The less than perfect mods will fall in price until they are all but worthless.
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Apr 21, 2006, 07:09 AM // 07:09
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#23
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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Even when people sell runes amongst each other, the rune trader still limits the price range.
Though, to prevent people abusing it, I suggest that it starts with a stock of 0 and/or a price that ANET belives is above the market value. That way people wont be able to exploit it as easily.
Besides, the rune trader seems to of always reflected the proportion of people playing each class (well, excpet for monk runes).
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Apr 21, 2006, 07:15 AM // 07:15
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#24
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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Quote:
Originally Posted by bilateralrope
Besides, the rune trader seems to of always reflected the proportion of people playing each class (well, excpet for monk runes).
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Honest question: Do they know the proportion of people playing each class?
And how does the Rune Trader set prices? Is it really supply and demand like they tell us?
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Apr 21, 2006, 09:30 AM // 09:30
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#25
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Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
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Well, the numbers of people playing a certian attribute line seem to match with the prices of the runes for me. And I have had times where I've been selling loads of parchment and the price has dropped as I do so, which would fit for a supply and demand model.
Shortly after the AOE nerf, sup curse shot up in price before selling out.
And the decrease in all rune prices recently is consistent with more runes being suppliedwhile less people want them (because they now have them).
Since all the evidence suggests that the traders follow a supply and demand model and ANET says they do, unless someone has proof that they dont follow such a model I'm willing to assume that they do.
Still, the main reasons I want the traders are so that I can dispose of semi-rare items easily at decent prices, buy the worthless items everyone just merchants (it took me 1 hour to find someone who would sell me flints fleshcleaver), and know how much gold I should ask if I want to trade with other players.
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Apr 21, 2006, 09:35 AM // 09:35
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#26
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Forge Runner
Join Date: Jan 2006
Location: Toronto
Guild: Hopping
Profession: Mo/A
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/signed
The current market is making greens look like a joke.
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Apr 21, 2006, 09:41 AM // 09:41
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#27
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Academy Page
Join Date: Jul 2005
Guild: Martyrs to the Earth [RocK]
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/signed
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Apr 21, 2006, 09:48 AM // 09:48
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#28
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Wilds Pathfinder
Join Date: Sep 2005
Location: Lions Arch
Guild: Minions of Kronos
Profession: N/Me
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/signed
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Apr 21, 2006, 09:50 AM // 09:50
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#29
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Lion's Arch Merchant
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/signed
Whenever I get another good sword, I have to buy a Armor +5 Sword Pommel of Defence because of the prices on a Health +30 Sword Pommel of Fortitude.
I think the Armor +5 is still better though. Armor +5=5K Health +30=100K+ 5 ecto
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Apr 21, 2006, 09:55 AM // 09:55
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#30
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Desert Nomad
Join Date: Nov 2005
Guild: BONE
Profession: N/
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/Unsigned
If it was forced into the game then at least make it that you could only buy what you have unlocked previously in game, and it automatically adds it to the weapon - which then becomes unsalvagable, like collectors weapons.
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Apr 21, 2006, 11:58 AM // 11:58
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#31
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Academy Page
Join Date: Dec 2005
Guild: The Lord of the guilds
Profession: N/R
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/signed , I would like to see the idea of some kind of upgraded blacksmith ... so like you can find lot of materials and then bring it back to the blacksmith so he can upgrade your weapon in many ways (mostly looks though since gw focus more on skills) like f.ex a sword can get a much better looking grip or a blade made out of gold
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Apr 21, 2006, 01:07 PM // 13:07
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#32
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Krytan Explorer
Join Date: Dec 2005
Profession: E/Me
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/signed.
It is really annoying how long it takes to find a buyer or seller for a weapon mod at a fair price. For awhile I was salvaging decent but not uber weapon mods and trying to sell them in LA. Then I realized I was making about 3K an hour so I just merched all the mods I had left for 25 gold each so I didn't have to look at them anymore.
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Apr 21, 2006, 01:20 PM // 13:20
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#33
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Wilds Pathfinder
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Greens... I see them as a cheap alternative for perfect weapons.
It allows PvErs to get into PvP a lot easier because they can use their greens instead of normal weapons with overpriced mods.
Victos blade: 8k
Vampiric sword of fortitude...
6k for the basic sword, 10-15k for the vampiric (who was selling them at 1k??), 100k for the fortitude (no kidding, blame the WTB merchants who don't buy anything)
Total: 121k
Greens are easy to get and the prices have been dropping like Micheal Jackson's bankaccount.
Greens: cheap alternative for PvErs who want their chars in PvP early
but that's my opinion
edit: I forgot, /not signed to keep greens the cheap things they are =D
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Apr 21, 2006, 01:42 PM // 13:42
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#34
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Academy Page
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/signed
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Apr 21, 2006, 01:58 PM // 13:58
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#35
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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Mod Trainers for weapons? So if one tends to rise, you can farm weapons and expert salvage them for the mods? OR, buying is at a steady rate and selling to the trader is 3/4 the price of the item you are buying.
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Apr 21, 2006, 02:00 PM // 14:00
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#36
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Academy Page
Join Date: Nov 2005
Location: Ireland
Profession: W/Mo
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Quote:
Originally Posted by milan
/Unsigned
If it was forced into the game then at least make it that you could only buy what you have unlocked previously in game, and it automatically adds it to the weapon - which then becomes unsalvagable, like collectors weapons.
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I sort of agree here.
I would like to see the mods merchent but with 1 of the following conditions.
1) Merchant doesnt sell perfect mods e.g sells +25 HP mod or 18% Enchant
This would give people access to decent mods and allow for the high end ones to sell to Uber prices (I mean is +5hp gonna keep you alive most often?)
2) Mods could only be added to customized weapons
/signed
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Apr 21, 2006, 02:10 PM // 14:10
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#37
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Ascalonian Squire
Join Date: Apr 2006
Guild: Mending Makes Me Invincible [WeRD]
Profession: W/
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Because of all this price gouging, my sf runs and greens for my characters isnt looking all that bad.
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Apr 21, 2006, 02:15 PM // 14:15
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#38
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Wilds Pathfinder
Join Date: Oct 2005
Location: A long time ago, in a galaxy far far away...
Guild: Frank Ought To Monk [FotM]
Profession: W/
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/signed
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Apr 21, 2006, 02:27 PM // 14:27
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#39
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Banned
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If not a vendor, at least then a crafter. If a 15^ sword and axe can be crafted, why not mods for those seapons?
Collectors wouldn't work so well, the collectable item prices would skyrocket. Bleached Shells anyone? Common crafting materials wouldn't jump much, if at all. They're so easy to come by.
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Apr 21, 2006, 02:30 PM // 14:30
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#40
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Forge Runner
Join Date: Dec 2005
Guild: [PHNX]
Profession: Mo/
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/signed
as I remember the rune/dye traders (been a while maybe neither or maybe also material traders) were added into the game after the realease.
I would say an easier way of this rather then a trader for mods have a trader displaying the current market value of each mod, though the problem here is people with the mods will sell higher for the obvious reason that they have the mods and you can't get them from the trader. I do like the idea of a mod trader and havn't heard any reason why it was not added with the other traders (again I could be wrong, been a while) but I'm sure they had a good reason. The biggest problem I see with these price increases is the bots that are controling mod prices. I still do sell perfect mods at low prices just for the convenience of a quick sell rather than spending all hours trying to hit the high prices but bots have tons of free time.
Hell
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