Loot Disposal
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One man's trash is another new character's treasure. That half-plate is a godsend to a first-level fighter who does Froidocs and gets lucky (and for most other classes because hey, gold!) , but for a lvl 4-8 quest the odds of anyone actually needing a non-magical half-plate is negligible. But then it's about 200 gold for the price of hauling it back to Temons', so it's not a complete wash anyways.
Yeah, I've found some excellent stuff in the charity chest that's been dumped there because it wasn't right for the character who had it, and have managed to almost fully kit a new level 1 character (in pre-wipe server) from the chest. Don't think it's a problem though, really. I mean, anything that's actually interesting tends to get sold instead of chested.
That said, I flat out hate not being able to sell non-magical dropped loot to any of the vendors. For some reason, I can have a perfectly good and sellable mw bastard sword dropped on one quest, and a 'stolen' mw bastard sword (or even a regular lonsword!) from another! It seems completely random, and in some cases even changes between runs on a quest.
I mean, I don't really mind if the Kests only pay ten gold for a regular chainmail, just that it's so bloody exhausting hauling all of that stuff back, finding out that you can't sell this but you can sell that with no rhyme or reason to it, and then having to toss the heaviest pieces after selling the lightest bits of loot (for essentially no coin, but it's important for my character to actually be a money-hungry mercenary). -
master work items being un-sellable is a bug. MEgatonnes of them dropping on one quest is also a bug.
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I plan to eventually add magical item crafting as a replacement for enchanting, but haven't figured out what I want it to do or how I want it to work.
You could start with something small, like being able to craft socket gems.
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yep. it's not as simple to do that as with other items due to the way those work, but I have come up with a way to do it now.
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Are there any topics your answer would be different? :D
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nope
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One thing that could speed up the creation of magic items would be a player who has knowledge of the toolset, can create items, set variables, who would then follow up on some repetitive but necessary work to create magic item crafting.
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I can do that, as long as I know which variables need to be set for what.
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I can make things in the toolset, but yes as like Cheshire would need the variables that are desired.