Charm resales being nerfed to under 50%

Zhak

Dalayan Beginner
I don't have a problem that the charms are being made no drop. It hurts my gameplay personally, but I can understand the reasoning behind it, you want to make charms remain a money sink. The major problem I have with the upcoming charm changes is that it hurts the "lower guy" on the totem and makes it far more of a money / time sink for them to upgrade past the 200k charm than it did for everyone who currently has a 500k or a 1.2 mil charm. I had the option of buying a juggo for 215k, reselling for 200k, buying an eternal and reselling to a vendor for 400k and buying podge's for 190k and reselling for 180k when I was working on my eternal and 1.2 charm. This is no longer the case.

Once the charm changes get put in ( assuming that the motd statement hold and charms resell for under half, lets use 45% as a rough number ) then you extend the time / money it takes for someone to go from a 200k to an eternal by 25%. The process of obtaining one of these charms is long and drawn out and sucks bad enough as it is, the only thing I really see this change doing is discouraging guilds from going for the 'big' charms other than maybe for their tank. If I count back to day 1 and count up the difference between what charms sell for at 45% and what I actually got for them, there is a 13,800 difference on the 36k charm, there is a 33,000 difference on the 106k charm, there is a 103,250 difference on the juggo, 157,450 difference on my eternal sale, and since I sold podge's 200k charm to get it, there is a 83,250 difference on that. In total, because I bought all of my charms ( including the 1.2 mil charm ) before this upcoming change, I saved 390,750 platinum.
Now, I realize that if I were to do another 1.2 mil charm, this wouldn't be my process, and I could cut my savings back, but if you've got enough money to get the next 'tier' of charm, then it's really stupid to me to not get it because

What I would like to see with this change, is to make the charms no drop, but to leave the current sell back on the charms at 80% ( where it is now ). This change is going to make more people buy charms, because they can't swap them between characters, and you can't inherit charms when people / chars quick. If the charm change does go in, yes you're making charms more of a money sink, but you're only hurting the people who don't have them.. who are also the people who never got to touch pre-nerf EDHK and other extremely profitable plat mobs / zones that have since been nerfed.
 
Of course, leaving the resale value at 80% really keeps the same amount of cash in the economy as when you could resell to players for 80%. So really the only way making them no drop would contribtue to charm's values as a plat sink in in the respect that charms can't be passed down.

I am not sure I have an opinion either way as to the charm changes, but it clearly hurts up and coming guilds who have been aiming for their Juggo charm - no longer can this peice of what I would consider to be necessary guild property be even considered as such. If the warrior who owns one decides to leave the guild; you can't demand that he return what is rightfully guild property. Nor can you transfer the charm between several different main tanks in your guild, depending who's online (something that was Revelation's original plan) - thus only encouraging botting of one main tank, instead of having several.

Might it be possible to have two different lines of charms? One that is clearly better, but no drop, and one that is worse than the first, but costs the same amount, and is droppable?
 
or just reduce the prices of charms by X, where X is the difference between what charms used to vendor for and what they will vendor for after the change
 
Allielyn said:
Of course, leaving the resale value at 80% really keeps the same amount of cash in the economy as when you could resell to players for 80%. So really the only way making them no drop would contribtue to charm's values as a plat sink in in the respect that charms can't be passed down.

I am not sure I have an opinion either way as to the charm changes, but it clearly hurts up and coming guilds who have been aiming for their Juggo charm - no longer can this peice of what I would consider to be necessary guild property be even considered as such. If the warrior who owns one decides to leave the guild; you can't demand that he return what is rightfully guild property. Nor can you transfer the charm between several different main tanks in your guild, depending who's online (something that was Revelation's original plan) - thus only encouraging botting of one main tank, instead of having several.

Might it be possible to have two different lines of charms? One that is clearly better, but no drop, and one that is worse than the first, but costs the same amount, and is droppable?

Maybe it hurts up and coming guilds a little, but the MT charms always caused a bundle of grief. At least this way the guild will give it to someone they're sure of and trust instead of tank bot #2.
 
Make the charms No drop. Make the resale value of all charms ZERO pp.
Put in a 'quest' that lets you hand your current charm to the charm vendor, and receive its current PP resale value (80%?) in 'charm credits'.
When player goes to buy a new charm, its price is reduced by the # of charm credits he currently has.

Once a player buys any charm, that PP is out of the economy forever.
However, if a player later wants to upgrade, they're not penalized for buying a lesser charm first.
 
Alton said:
Make the charms No drop. Make the resale value of all charms ZERO pp.
Put in a 'quest' that lets you hand your current charm to the charm vendor, and receive its current PP resale value (80%?) in 'charm credits'.
When player goes to buy a new charm, its price is reduced by the # of charm credits he currently has.

Once a player buys any charm, that PP is out of the economy forever.
However, if a player later wants to upgrade, they're not penalized for buying a lesser charm first.

This would be pretty damn difficult to implement but it's worth considering.
 
i agree with zhak and alton totally.

i was starting to save for my Holy charm and had 60k ish if i sold my Sihala charm and then with the change that would be cut down like 45k ish.

I understand keeping PP out of the economy BUT with all the changes in gem drops, pp drops, items being no drop (in some cases it was needed).. it makes is near impossible to even get to holy charm unless i farm 14 hours every day much less Eternal and i am not even considering the 1.2 mil charms since those were all bought with people gettin 80%+ for the eternals or juggs or holy charms.

Alton's idea is cool.
 
Good idea Alton! :dance: I hope there's a way to put it in, would it be something like the quest flags that keep track of what you've done already? (eg newport rings)
 
Wiz said:
Maybe it hurts up and coming guilds a little, but the MT charms always caused a bundle of grief. At least this way the guild will give it to someone they're sure of and trust instead of tank bot #2.

this is the reason I breathed a sigh of relief when I heard about the charm changes. no drop charms = less GM issues. I'm THAT lazy.

KAS
 
when i started to read alton's post i started out omg wthzorz, by the time i was finished i was like, this is the single best idea in this entire thread. so yeah, add up another vote for alton's plan.
 
Alton said:
Make the charms No drop. Make the resale value of all charms ZERO pp.
Put in a 'quest' that lets you hand your current charm to the charm vendor, and receive its current PP resale value (80%?) in 'charm credits'.
When player goes to buy a new charm, its price is reduced by the # of charm credits he currently has.

Once a player buys any charm, that PP is out of the economy forever.
However, if a player later wants to upgrade, they're not penalized for buying a lesser charm first.

I had low hopes for this thread, but this is a great idea
 
What if the charm vendor was a 2 NPC system. One NPC sold tokens, and one traded charms for tokens.

Say you want to buy a Charm of Shojar, you go to the token guy with 36k, give him 36k and recieve a token worth 36k, and hand it in to the charm guy for a 36k charm of your choice (in this case shojar). If its possible, the token, when right clicked on, would say "This token is worth 36259 platinum" or however much the 36k's cost.


Say you wanted to upgrade your Charm of Shojar to a Diabolic Charm of Genocide. You could hand the 36k charm to the token guy, get a token worth 26k (the current resale), then buy another token worth whatever the rest of the diabolic is worth, and hand both in for the diabolic.
 
antihelei said:
What if the charm vendor was a 2 NPC system. One NPC sold tokens, and one traded charms for tokens.

Say you want to buy a Charm of Shojar, you go to the token guy with 36k, give him 36k and recieve a token worth 36k, and hand it in to the charm guy for a 36k charm of your choice (in this case shojar). If its possible, the token, when right clicked on, would say "This token is worth 36259 platinum" or however much the 36k's cost.


Say you wanted to upgrade your Charm of Shojar to a Diabolic Charm of Genocide. You could hand the 36k charm to the token guy, get a token worth 26k (the current resale), then buy another token worth whatever the rest of the diabolic is worth, and hand both in for the diabolic.

Granted I'm no coder, but wouldn't that require tokens of each value be a different item in the database?
 
Setting different flags would probably be a lot cleaner than adding tokens for each sale value and resale value of every charm.
 
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