Tradeskill items returning to vendors

Drakun

Dalayan Beginner
Instead of hijacking the pro farmer balancing thread I thought I would start a new one using an example/suggestion given in that thread. Someone talked about making it so that items made in tradeskills that were sold to vendors should give more money but also should not sell back to players for less than market norm or not sell back at all. It was mentioned by someone else that doing that would be a coding nightmare...
So here is my suggestion lets see if it is something that can be done

Instead of having a "merchant" where you sell the item to make it a "quest npc" (one for each trade skill?) where you can turn in crafted items for reasonable amounts of money. That way the tradeskillers will get some ROI but other people will not be able to go and buy their items for far less than market norm. Also I do not know if the items are or can be flagged in any way as "crafted by..." so that if the person turning the item in is also the person who crafted it another small amount of exp could be awarded for their efforts (but nothing like you get for actually gaining a skill pt in the trade skill).
Some trade skills I could even see a "role playing" side to this where the vendor would be able to reuse some of the raw matterials for another crafting. Such as melting down the armor/weapon for the metal or the ring for the metal and gem. Naturally this role-play story line would not work for trade skills such as alchemy (well maybe), cooking or pottery. But is still doable for other reasons (food for the poor or Urns for the dead, etc).

What do you think?
 
Hmmm...

That was kind've a vague explanation, but hey, sounds good. I had this same idea mind as well.

The only problem is that the coders would have to figure out each tradeskilled item's market price is in order for the NPC to buy the item accordingly..
 
Game2 uses this in the form of what they call a Writ. Basically, you get an order from a NPC to make a certain amount of the tradeskill item from your trade and trade level. What's nice about this is that you receive xp, the money you make is just a measely amount over the cost it takes to make those items. This makes leveling a tradeskill alot easier and gives you a reason to be making 20 cloth caps or 80 loaves of bread.

I think on SoD...making goods for either Silver Crown or Blackscale would be great. We could have quests for various tier traders that have to make up orders for their particuliar faction. After the order is submitted to the NPC, the player would receive a decent amount of experience and a very small amount of cash just barely covering the costs to make the items (this cost doesn't include buying from other players, you need to farm the dropables...just the cost of materials needed to be purchased from vendors.)

An example: you say, "Hail A Silver Crown Chef"

A Silver Crown Chef says, "Ahh you must be the Baker that is here to help me out."

You say, "Yes, yes I am."

A Silver Crown Chef says, "Good, We are in need of 20 loaves of bread and 40 tortillas. If you wish to be paid, Get to work now."

After you complete the 20 loaves and 40 tortillas you return them to the Silver Crown Chef and receive experience and a small amount of money to cover your costs. And you can do these quests as many times as you like until of course the items become trivial.

This is something to think about for new and upcoming quests being implemented that in turn would lessen the flooding of tradeskill items on the market. And make lower tier tradeskilling advantageous.

I know some folks will balk at this because you could essentially gain many levels just from doing these quests, but seriously, would you really want to reach 65 as a Tailor and not have any other skills due to never being in actual combat?? Some folks might, but then they would never really be great raiders until they have the combat experience needed to gain skills, so essentially it wouldn't matter.

Just a thought.
 
iaeolan said:
What would stop a potter from simply making trivial urns to get rich?

This wouldnt be about making money. It wouldnt even have to be at market value for the items. All this would be for would be to give tradeskillers a way to remove items from the market that are not seling and give them some little bit of profit (1 or 2 plat above CoM) and make it so that others could not buy the same item for far below market value.
So really coding would be very minimal and honestly if someone wants to sit there and make hundreds of Urns, which are containers so would be in no way easy to make that many, to make a few hundred plat.. Well I think that would be just fine. I know I personally would never want to spend the time making something that doesnt stack and cant even fit in another container for so little money. :)
 
I like the entire idea tbh there is a lot of potential in it IMO (Kiynia mentioned some great quest ideas /wave).

Besides that I remember an idea Dzillon had a while ago (Yes, he can come along with good ones :p) about smithing/tailoring goods for your faction (Dragons/Giants) and turn them in for some sort of reward. Opens up a nice alternative to pure fighting.


Besides that I'd like to see some sort of progressive reward for the goods you turn in, maybe based on the actual difficulty of the things you fetch. This would prevent people from exploiting it with Urns, yet reward maxed smither/tailors that can't sell their goods and want to turn in a Robe of flowing water.
 
iaeolan said:
What would stop a potter from simply making trivial urns to get rich?

The same thing that stopped people from becoming rich off of the pottery combine whose sale value was more than the components - by about 2 silver. The lower-grade easy to craft items would obviously be worth less than the high-end non-trivial pieces.
 
robopirateninja said:
The same thing that stopped people from becoming rich off of the pottery combine whose sale value was more than the components - by about 2 silver. The lower-grade easy to craft items would obviously be worth less than the high-end non-trivial pieces.

Exactly, I dont see Urns giving the Potter 100 plat per turn in. But if it costs lets say 10 plat to make if the player can get 11 plat or 12 plat that would be nice.. Heck even if they got 9 plat so they are still losing some but not a lot. Like those stupid bows you have to start off making in Fletching cost almost a gold to make but you get 4 COPPER back when selling them to a merchant. Makes me a sad panda.
 
Drakun said:
Instead of hijacking the pro farmer balancing thread I thought I would start a new one using an example/suggestion given in that thread. Someone talked about making it so that items made in tradeskills that were sold to vendors should give more money but also should not sell back to players for less than market norm or not sell back at all. It was mentioned by someone else that doing that would be a coding nightmare...
So here is my suggestion lets see if it is something that can be done

Instead of having a "merchant" where you sell the item to make it a "quest npc" (one for each trade skill?) where you can turn in crafted items for reasonable amounts of money. That way the tradeskillers will get some ROI but other people will not be able to go and buy their items for far less than market norm. Also I do not know if the items are or can be flagged in any way as "crafted by..." so that if the person turning the item in is also the person who crafted it another small amount of exp could be awarded for their efforts (but nothing like you get for actually gaining a skill pt in the trade skill).
Some trade skills I could even see a "role playing" side to this where the vendor would be able to reuse some of the raw matterials for another crafting. Such as melting down the armor/weapon for the metal or the ring for the metal and gem. Naturally this role-play story line would not work for trade skills such as alchemy (well maybe), cooking or pottery. But is still doable for other reasons (food for the poor or Urns for the dead, etc).

What do you think?
More or less the charm hand back system?
 
Kelval said:
More or less the charm hand back system?


I dont know what the charm hand back system is but if it is where you can hand in a current charm to get some ROI then yeah. :) They did something similar in live where if you bought a horse you could hand it in for a bag of plat that sold for some part of the original purchase price. Except with my idea I would like to see a full ROI plus a little bit to make it worth your while. Nothing near what "fair market price" would be but at least something to make it worth turning in. But would be happy to have back the cost to make.
 
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