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PostPosted: Tue Jan 04, 2011 4:57 pm 
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Can you put in a vendor patch where selling these things to vendors won't be useless..whats the point of putting these things in loot drops if you can kill a skelly in a graveyard and yield more GP...I remember hoarding ringmail armors for a few hours and actually getting a worthy profit for it though not much it was way better than "chump change "..basically people camp certain spawns to gain their monies now instead of the hoarding alot of loot ....

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PostPosted: Tue Jan 04, 2011 9:17 pm 

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I suggested the same thing awhile back when I trained Tailoring.

I didn't see any profit from it like back in T3A.

The higher the item you craft (i.e. master & over) should be worth more, not to mention what it is.

If I craft a Robe that is GM, then it should sell more than a Robe crafted as a expert.


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PostPosted: Wed Jan 05, 2011 11:51 am 
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I know it has to do with the economy of Obsidian... Everytime I sell something I feel like im @ a gamestop where you can buy a game for 59.99 and try to sell it back to them a month later and its worth 12 bucks to them...meanwhile the mom and pop stores will negotiate a higher price for you...I think if loot was worth more to vendors more people will hunt, more money = more activity on any game. Also this include crafting items...especially with a lower playerbase why sell crafted platemail for 25gp?

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PostPosted: Wed Jan 05, 2011 3:53 pm 
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Mostly because i could do it one of two ways.
I could either lower the price of dropped items selling, or i could remove them from most monsters(a pain to do).
The reason is, is armor was always rather rediculous in terms of money made.
An average human npc in full plate would net you around 1.6k gold, while being much easier to kill than comparable monsters.

Add to that i need to keep it in line so someone vendoring craft goods can't make an obscene amount of money compared to someone hunting either, and you see the balance issue.

That being said, the crafting issue is getting fixed through crafter quests, just really slow adding them.

As to the vendors not paying for higher quality items, i literally can't do that right now.
It's one of the features they took away when we upgraded from 51a, items no longer have individual prices, it's all based off their basic type.
I probably can make a workaround, i just haven't gotten that far yet and it's not an entirely high priority. I was hoping to negate the need for one by having the crafter quests giving basic income and desire to use your skills, just again, they're slow going.

Hope that answers questions, but if you have more or thoughts, let me know


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PostPosted: Wed Jan 05, 2011 4:38 pm 
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Yes very much ..crafting quests..I'll be waiting for those whenever you implement them they sound interesting enough. Thanks.

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PostPosted: Wed Jan 05, 2011 9:59 pm 

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Ya does seem like a lot of pain to try and do a small change. Might as well just let it be.

I was just always wondering the issue as to why we couldn't have it back like T3A.


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