Loot Disposal
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As much as I love getting a brand new fresh made character looted up within seconds, I think there's a real issue with the charity chest. The loot I find in there blows me away. Really powerful stuff for our setting (that would be relic calibur a few years ago). More merchants need to buy, or there needs to be some better way of getting rid of stuff you don't want, because it's pretty immersion breaking.
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I've never found anything that good in it, and I check it daily just to see. Though yes, some of the worse stuff I see finding its way in there, I think I may make saleable.
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Found a +2 damage falchion and masterwork half-plate just laying in there the other day. 8)
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One man's junk is another man's treasure. The stuff in there usually is not very good. And magic levels have changed.
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i grab anything i can sell for a gold coin..feathers….clothes, after a while it adds up to enough so you can get a room in the inn, no free places to rest is now the bane of my in game existence, but thankfully i have enough coin to last me a couple months easily, i leave the other stuff. unless it is something i might be able to use, or something i know someone specific is looking for
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I did think (and partially concept up the design of) a system where you can 'break down' magical items into a kind of 'essence' which could then be used for a variety of things.
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@Darlene:
i grab anything i can sell for a gold coin..feathers….clothes, after a while it adds up to enough so you can get a room in the inn, no free places to rest is now the bane of my in game existence, but thankfully i have enough coin to last me a couple months easily, i leave the other stuff. unless it is something i might be able to use, or something i know someone specific is looking for
There are free places to rest…
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I for one been saying this for a long time.
and yes sometimes I find really and I do me REALLY good items in there. You just don't normally see it cause it gets gobbled up fast,
More sell-able with Higher geared stuff PLEASE.
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We're not making things more saleable. Zool has an idea to break down some items that are really good so they're used for something though, which is a better idea than making vast amounts of gold readily available.
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The good ol world of warcraft disenchanting approach.
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Well if going to go that rout. Maybe try and bring back enchanting again? Or use the materials that are made from such be turned into socket gems.
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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.
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Craft Wondrous Item please.
Love the socket gem system.
Love the new crafting system (even though I've never used it).
Will love sundering.
Will love the triumphant return of wondrous items. -
Perhaps add in the ability to place sockets in ALL items, with the socket tool? That day, I can place a +1 cold damage gem into the Tressym Blade, and get something useful, rather than spend 700 gold pieces on being a Thayan or Mystran version?
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so if the trouble with being sellable is vast amount of coin being gathered, simply make them only sellable to temon for 50 coins or less. that way its sold it doesn't hit the box and 50 coins split between 2 or 5 people doesn't give the vast amounts of coin to one char.
It then is worth something to take the time to haul things out instead of being left or boxed
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The loot in the charity chest is usually really specific, and awesome for the character that can use it, but mostly not worth it. Take for example hanse-wood leathers, with +1 AC, +1 wisdom, and -1 CON (I think those were stats, maybe some +1 to certain skills). That's going to be awesome loot for a certain kind of charater.
Or Chainmail of (whatever it was called), basic 5/2 armour with 5 cold and 5 fire resist. For a newly made Dervish Fighter, that's some of the best armour armour you'll ever see, but since most poeple either use leathers, or Fullplate, it's rare people want to use them.
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Weighty gear sometimes get dropped in there, even if its really good, because a lot of pcs just don't have the carry weight.
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I think that it can be implemented with a crafting table of some kind. Place item and Socket gems on table both and work it. The more gems you place on it the harder to enchant and also increases the chance of destroying the item. Higher the skill above needed lowers destroy chances
IE. Silver necklace + 1 gem = 0% fail need 1 skill, Silver Necklace +2 Gems = 5% fail need 5 skill, Silver necklace with 1 gem in it + 1 gem = 15% fail 20 skill, Silver necklace with 5 gems in it + 1 gem = 70% fail 60 skill. Can also use armor and weapons with abilities already on them For bettering a blacksmith's Work.
Disposing of items gives Crippled gems. 2 CG = 1 Flawed Gem, 2FG = 1 Flawless Gem, 2 Flawless gems = 1 exceptional gem (Socket gem with a random good effect) Both gems has to be the same kind to improve. IE, Crippled persuade needs another Crippled persuade to make Flawed persuade.
Disposing of item gives the gems that had it's effect IE. Armor cold resit + AC bonus Gives Either or if high enough skill gives both in Crippled gems.
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Well no, we'll just use the crafting system we have. Instead of creating an entirely new one.
As for breaking items down, that will require some new scripting, but I have that 90% figured out, it's just a fair bit of typing.
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I think the issue here is that there is abit of confusion about the powerlevel we have, or are meant to have, on the server. This leads to some characters finding a +1 Half Plate and going "Well, this is vendor trash, I'll just dump it and pick up something better in an hour", and the next guy freaking out over how awesome it is.