Vendor System

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shrike
Posts: 556
Joined: Tue Sep 21, 2004 2:26 am

Re: Vendor System

Post by shrike »

tinpony wrote:...
The difference is an amp with a heal of 100/85 and an offensive 60/60 and one that's 100/85 and 85/85. For someone who only wants the heal bonus, why would they care about the rest?
That litte example is kinda bad because it is impossible to make a amp with 100/85 healing and offensive 60/60 or one with 100/85 healing and 85/85 offensive.

If you make it with 100/85 healing it can only have 85/85 defensive and elemental and 85/60 offensive.
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zzeii
Posts: 537
Joined: Fri Sep 24, 2004 12:59 am

Re: Vendor System

Post by zzeii »

I should mention...

I grind on choice mats...not basic/fine...

And the dmg/speed/sapload/prot value/max resists/stat boosts will still show. And you can tell by what grade is used from these stats. Obviously that q50 pike with 110dmg/21hpm was made with crappier mats than say a 152/23. 99% of the gear being sold currently over region are using choice mats.

The only stats that are not visible are dodge/parry mod, and adversary dodge/parry mod. Damage, speed, reach, stat boost, cast power boost, cast speed boost, protection value, max resists are still visible, which are a good indication of what grade of mats were used. Admittedly you can't exactly tell what type of mat was used (was it shu? Dzao? buo? for grip?), but nothing will stop you from going and buying the necessary mats you want to use off the raw mats vendor (who is now carrying the various mats that players are selling) picking out the ones with the appropriate stats/colours you want, and tracking down a crafter to make the gear you specifically want. It'll all depend on your needs at the time. And even if you do go get the mats and get a crafter to make them, this still gets xp for the crafter, which with a small fee, I'm sure they will be glad to do for you if they have the time (which not having to live in the foraging fields should clear up their schedule).

All in all, this new vendor system will be a big benefit to everyone. Will it take a little for everything to stabilize in the player economy? You bet.
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tinpony
Posts: 162
Joined: Wed Sep 29, 2004 9:10 pm

Re: Vendor System

Post by tinpony »

shrike wrote:That litte example is kinda bad because it is impossible to make a amp with 100/85 healing and offensive 60/60 or one with 100/85 healing and 85/85 offensive.

If you make it with 100/85 healing it can only have 85/85 defensive and elemental and 85/60 offensive.

Err... I was making sutff up based off my spotty recollection. :D Wasn't intended to be an exact stat. I can look up the exact stats tonight if you prefer, but the point was that if I'm selling a healer amp, people often don't care about secondary attributes. People aren't often looking at secondary attributes on a yubo eye staff either. They buy it for very specific reasons. In my opinion, I would dump all choice stuff on a vendor and keep excellent/supreme for commisions since very few people seem to care about the overall makeup of the item.

As an example... I still use my q70 armour even though I can make q90. Stats wise, my supreme mat q70 seems to work better than choice q90. I used my Rakya claw 2HS for a long time over a q80 big shell. Big shell hits harder, but the rakya was a better feeling sword. It hit more consistently and faster.

That was the point I was trying to make. :)
Tin.
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tinpony
Posts: 162
Joined: Wed Sep 29, 2004 9:10 pm

Re: Vendor System

Post by tinpony »

zzeii wrote:I should mention...

I grind on choice mats...not basic/fine...

And the dmg/speed/sapload/prot value/max resists/stat boosts will still show. And you can tell by what grade is used from these stats. Obviously that q50 pike with 110dmg/21hpm was made with crappier mats than say a 152/23. 99% of the gear being sold currently over region are using choice mats.

The only stats that are not visible are dodge/parry mod, and adversary dodge/parry mod. Damage, speed, reach, stat boost, cast power boost, cast speed boost, protection value, max resists are still visible, which are a good indication of what grade of mats were used. Admittedly you can't exactly tell what type of mat was used (was it shu? Dzao? buo? for grip?), but nothing will stop you from going and buying the necessary mats you want to use off the raw mats vendor (who is now carrying the various mats that players are selling) picking out the ones with the appropriate stats/colours you want, and tracking down a crafter to make the gear you specifically want. It'll all depend on your needs at the time. And even if you do go get the mats and get a crafter to make them, this still gets xp for the crafter, which with a small fee, I'm sure they will be glad to do for you if they have the time (which not having to live in the foraging fields should clear up their schedule).

All in all, this new vendor system will be a big benefit to everyone. Will it take a little for everything to stabilize in the player economy? You bet.
I admit. This makes the little crafter geek in me giddy. I don't mind doing combines for people for free with their mats, but demand for that all but disappears after q50 when harvested is so much better than hunted.

I would absolutely not mind crafting something gratis for someone who brings me the mats. I'd love to see what people come up with.

Tin.
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bgrifter
Posts: 75
Joined: Wed Sep 29, 2004 9:13 pm

Re: Vendor System

Post by bgrifter »

As mage boy stat g33k...

Choice Hash Amber staff, 60/60 elemental, 100/55 healing.
Supreme Hash Amber staff, 85/85 elemental, 100/83 healing.

:D
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