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The Great Equalizer
 
PostPosted: Thu, Apr 05 2012, 15:50 PM 

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Speaking from an RP stand point there's a reasonable chance of merchants around evil people being severly beaten once the characters notice the item they just sold being resold for ten to fifty times the price.

Not very smart merchants if you ask me.


 
      
Naivatkal
 
PostPosted: Thu, Apr 05 2012, 16:14 PM 

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And then the merchants leave and never come back. Which would be Very Bad for said evil people.

Hopefully not all evil people are Cyricists :mrgreen:

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
The Great Equalizer
 
PostPosted: Thu, Apr 05 2012, 16:26 PM 

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Theres also the chance of it around some neutral and a few good characters. No smart merchant would try ripping people off so heavilly, especially if the majority of those people kill stuff for a living.

Really not sure why the sell rate on many items weren't also lowered.


 
      
obsidianfighter
 
PostPosted: Thu, Apr 05 2012, 18:11 PM 

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Remal wrote:
In most cases, shopkeepers usually buy things of more value then what they usually can sell. Considering most of those items are stuff 99% of adventurer population will never use (like Vengeance light hammers for instance who were going for 60k and more and no one has use of them), merchants are stuck with buying those and having no one to sell them too.


Perhaps there could be higher prices, for instance for short weapons or items only for halfings in Bendir, full plates and hammers at the Salandran temple or arrows and bows at Winya (25k cap for those things there) that is more realistic and will not have the effect i now see in areas that less people visit because of the lower cap from Cordor.

It must be a 'script hell' to do it but i think it would be nice...

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obsidianfighter
 
PostPosted: Thu, Apr 05 2012, 18:25 PM 

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Yossarin wrote:
Greedy merchants? Please. Greedy adventurers. You were the ones demanding tens of thousands of gold from merchants for crappy epic items that no one ever actually bought from the merchants. They handed over a million times in gold what they ever received from reselling the merchandise.


I was under the impression that merchants sell the loot back to where it came from like modern warlords do, for a profit. If someone you've beaten, dropped something, the one that replaces him must have a 'need' for something similar. Or 'recycle' an item of great power to its components to sell those.

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Elan the Seeker of Knowledge.
Xionis ((pronounced Zionis) the Elven Bruce Lee?)


 
      
Selmak
 
PostPosted: Thu, Apr 05 2012, 20:31 PM 

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obsidianfighter wrote:
Perhaps there could be higher prices, for instance for short weapons or items only for halfings in Bendir, full plates and hammers at the Salandran temple or arrows and bows at Winya (25k cap for those things there) that is more realistic and will not have the effect i now see in areas that less people visit because of the lower cap from Cordor.

It must be a 'script hell' to do it but i think it would be nice...


Already looked at it and there's no function to tell the merchant's base buy and sell rates, so there's no way to calculate the uncapped GP value of the item just sold, so there's no way to bypass the cap, except to build a whole new exclusive store which is a pain in the butt.

The reason I was asked to look into it is because after a certain point, Appraise won't get you a better deal on your sales, so the skill points are sorta wasted.


 
      
Remal
 
PostPosted: Thu, Apr 05 2012, 20:58 PM 

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The Great Equalizer wrote:
Theres also the chance of it around some neutral and a few good characters. No smart merchant would try ripping people off so heavilly, especially if the majority of those people kill stuff for a living.

Really not sure why the sell rate on many items weren't also lowered.


Merchants can also refuse to buy items that don't sell well at all.
Also, beating up well-respected merchant in Cordor, Kohlingen, or Wiltun (or any well guarded place for that matter) is not a smart idea. And most merchants elsewhere shouldn't have money for such stuff anyway.
This is not the point of greedy merchants, but to stimulate fact merchants don't have hard cash to buy hundreds of high tier items per day for their full price, especially since most of those will be hard to sell somewhere else.
And selling those back to creatures adventurers got it from is kinda hard to impossible in some cases, and would probably get said merchants banned from some places.

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MoshingChris
 
PostPosted: Fri, Apr 06 2012, 0:26 AM 

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This is directed at Obsillyone and the Great Equine Laser.

Check the announcement forum, the last version 6.06 and you will note that the lootbins are being changed however it is a gradual process ergo the gold cap was instituted first because it was the faster fix. After all the lootbins have fixed, process 3 begins.

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The Great Equalizer
 
PostPosted: Fri, Apr 06 2012, 0:52 AM 

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Silly FrothingFish that's version "4.07 A Server Only" Not 6.06.


 
      
corypx
 
PostPosted: Fri, Apr 06 2012, 1:35 AM 

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MoshingChris wrote:
After all the lootbins have fixed, process 3 begins.


is process 3 Harm potions? :D MOAR YHELLO ITEMZ PLX!

I do hope with the lootbin changes the sell value on some items go down, because I will admit I hate having to go log onto Active-mia to vender trash at Hilrash in cordor or lose out on 5k on each item because Boss-mia has Brogs cap at 20k(yes you dont HAVE to, but if you dont thats kind of shot bus)

I understand the buy cap 100%, as a person with a fair bit of gold from when I used to hunt alot finding items selling for 40k+...I understand.

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Bini
 
PostPosted: Fri, Apr 06 2012, 3:54 AM 

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MoshingChris wrote:
After all the lootbins have fixed, process 3 begins.


ALL PLAYERS VAULTS/ARCHIVES ARE WIPED, IC FORUMS ARE WIPED, AMIA IS EARTHQUAKED TO DEATH SO EVERYTHING CAN START AGAIN.

:shock: :twisted: :evil: :oops: :x :? :o :( :| :cry:

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Gremin
 
PostPosted: Fri, Apr 06 2012, 3:57 AM 



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I am not sure if this belongs here but having read the whole thread I will comment. My two friends and I are constantly together since we started up here last week as Drow. I can tell you that we are pretty much broke all of the time. Our chances of receiving loot is essentially lowered when grouped, as we each have a 5% solo while together we have an 8%. Sure, we can kill more but right now it just not working out money wise. Take tonight, our archer started with 10k. After rebuying his kits, potions, scrolls, arrows he had 700 left. After selling from 6 hours of grouping he had 7k.

I am not asking for 5%x3, but maybe a 2% instead of 1? I am sure we will see more loot as we progress. Just right now at lower levels the curve is so steep we are falling off it.


 
      
TheIncognitos
 
PostPosted: Fri, Apr 06 2012, 4:27 AM 

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Gremin wrote:
I am not sure if this belongs here but having read the whole thread I will comment. My two friends and I are constantly together since we started up here last week as Drow. I can tell you that we are pretty much broke all of the time. Our chances of receiving loot is essentially lowered when grouped, as we each have a 5% solo while together we have an 8%. Sure, we can kill more but right now it just not working out money wise. Take tonight, our archer started with 10k. After rebuying his kits, potions, scrolls, arrows he had 700 left. After selling from 6 hours of grouping he had 7k.

I am not asking for 5%x3, but maybe a 2% instead of 1? I am sure we will see more loot as we progress. Just right now at lower levels the curve is so steep we are falling off it.


This was something I was wondering about as well. The money to be made from the job system still doesn't vome close to hunting... are all of these changes being made with high level characters in mind? Should the prices of some lower tier items be reduced to reflect the abundance of goods?

I mean, once you get to the epic goods no one will take gold for them anyway so the curve still founders there... is gold been calculated in terms of epic character mainteenance?

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Remal
 
PostPosted: Fri, Apr 06 2012, 10:42 AM 

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Naivatkal wrote:
And then the merchants leave and never come back. Which would be Very Bad for said evil people.

Hopefully not all evil people are Cyricists :mrgreen:


Uh, why leave?
Hiring PC assassin to permakill said offender (with DMs blessing of course) and show all those arrogant adventures you don't mess with the Syndicate. :mrgreen:

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"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." - Antoine de Saint-Exupry


 
      
Naivatkal
 
PostPosted: Fri, Apr 06 2012, 14:06 PM 

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Remal wrote:
Naivatkal wrote:
And then the merchants leave and never come back. Which would be Very Bad for said evil people.

Hopefully not all evil people are Cyricists :mrgreen:


Uh, why leave?
Hiring PC assassin to permakill said offender (with DMs blessing of course) and show all those arrogant adventures you don't mess with the Syndicate. :mrgreen:

Hahaha very nice idea there

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
ZoltanTheRed
 
PostPosted: Fri, Apr 06 2012, 16:40 PM 

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Its definitely nowhere near as harsh as the money systems I've used in my own modules.


 
      
MoshingChris
 
PostPosted: Sun, Apr 08 2012, 5:02 AM 

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The thing is and I mean this in a non-offensive way, but this thread is very literally just to humor the playerbase. We have a set plan and we are instituting it. After the changes have been rolled out, then we address other issues. The fallout thus far has been positive.

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msheeler
 
PostPosted: Tue, Apr 10 2012, 12:25 PM 

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OMG!

Do you want some cheese with that?!

(this message is not intended for all of you)


 
      
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