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Re: Dappers!

Posted: Wed Jul 27, 2005 2:13 pm
by dazman76
iphdrunk wrote:And of course... What do you think of PvP?

Hmm, I think 3-letter acronyms are overrated :) We should change it PlrVsPlr, which means nothing to anyone, isn't particularly pronouncable, and may lead to people forgetting about PvP altogether...

Only kidding :) I think PvP is great when done properly - but, I've yet to find the 'proper' way of doing it...

PS - I pwnz j000 n00b and st34lz y00r 34r! lolzi

Re: Dappers!

Posted: Wed Jul 27, 2005 2:15 pm
by g00st
rushin wrote: Mr Ghuiss has a nice idea, :)
What? Where? *hides*

Re: Dappers!

Posted: Wed Jul 27, 2005 2:21 pm
by g00st
back on topic.

i like the idea of homins hiring out there skills. (healers) that would be a good dapper sink maybe. also think we need a system of kami or kara ranks and religious or military title type positions maybe these could be dapper related. "donate to the poor ghuiss armour charity now".

maybe us homins should have to sell to the correct vendor rather than killing the stable boys everyday. then maybe the raw mat vendor could have the 500% limit where as the wep guys would still have some high prices.

Guild wars does the material market thing interestingly.

Re: Dappers!

Posted: Wed Jul 27, 2005 2:25 pm
by iphdrunk
g00st wrote:umm not that ive done much but selling mats above q100 at maybe 150% is very profitable
oh yes, definitely... and that's what I wish more players did.. My point is that given that most harvesters are crafters and viceversa, and that there is a lack of mats in merchants, most of the fortunes in game today have been made by selling to NPC directly.

A high level digger selling seeds or resin or fiber can make milions easily.. Iruined myself buying lienchang fibers :D (hugs lien)

Re: Dappers!

Posted: Wed Jul 27, 2005 2:26 pm
by grimjim
rushin wrote:limiting max resale % will only hurt crafters and general ingame activities. In the past i have made 100/99 daggers and sold on the ingame markets. I set the resale at several 1000% which gives a total price of 1mill or so. Whenever i put up perfect or near perfect items they sell within 24 hours usually. 500% markup on such an item would be a joke tbh. the item i made after many hours of boss hunting and digging supreme mats would sell for the same as a light vest made from choice mats dug right outside town. It would force these sales out of game which i think is a bad thing.

Mr Ghuiss has a nice idea, and the npc's could take a cut as well, maybe 10% of the dapper value :)
Items do increase in base NPC sale value depending how good the materials they are made of are and their QL. The only thing that seems to be missing as a factor is the stat boosts.

1000% would be good for items, but 500%, plucked out the air, seemed about right for materials.

I can't see it harming harvesters at all since people will buy the materials and everyone will benefit by having them being a bit more available.

Re: Dappers!

Posted: Wed Jul 27, 2005 2:37 pm
by mmatto
grimjim wrote:People storing has a massive effect on the buying and selling of mats by making it hideously inconvenient to get any because all anyone does is use it as a high price storehouse.
If storing means that there is 1 less buyer for high q armor mats, then I support storing at merchants fully.

Re: Dappers!

Posted: Wed Jul 27, 2005 2:44 pm
by rushin
here's another suggestion:

Over a weekend crafters sell 2000 fine/choice weapons direct to npc. Clever npc raw material's merchant has a chat with the npc weapons merchant.
'Greetings, i notice you have rather a lot of pikes there!'
'haha you could say that, That Bijam has been taking advantage of me i think... I dont know what i can do with so many pikes of sap load!'
'Maybe i can help you there...'
...
some hours later
...

our raw material merchant leads his packers back to stall with 1000 mats that have been reclaimed by smelting the weapons down ;)

Re: Dappers!

Posted: Wed Jul 27, 2005 2:52 pm
by mmatto
rushin wrote: our raw material merchant leads his packers back to stall with 1000 mats that have been reclaimed by smelting the weapons down ;)
Skill or service for salvaging some (generic?) raw materials from items could be a good idea. You would be no longer selling your grind items to npc merchant if you could get like 33% of used raw materials back by salvaging it...

That would provide some use for loot dropped by npcs in future. SUpposing that generic bandit has like basic grade equipment.

Re: Dappers!

Posted: Wed Jul 27, 2005 3:06 pm
by grimjim
How about switching off sell to NPC? :)

After all, they can't have BOTTOMLESS pockets, can they?

Re: Dappers!

Posted: Wed Jul 27, 2005 3:09 pm
by iphdrunk
grimjim wrote:How about switching off sell to NPC? :)

After all, they can't have BOTTOMLESS pockets, can they?
that's what I suggested in my post :) reduce artifical and unrealistic demand, or keep it to low rates. Why would a NPC buy 600 earrings of lightness? Welcome the Kami Tolerance for NPC merchants! \o/