vs. pristine items

shebearcub

Dalayan Beginner
My son made a good suggestion in coversation the other day that seems to make a bit of sense. :)tinfoil: no one tell him I admitted that)

Instead or perhaps just in the interim of putting in a pristine code for items, what about simply making augments no drop on equip.

This idea allows for trade of dropped and tradeskilled items but makes people involved customize their armor to suit themselves. In a rp sense it fits well, you get clothes from your big sister you'll have to do some altering of them to fit yourself. The player is then free to pass their things on to guild or an alt without giving up all the time/cash put into it.

No drop augs would also help the tradeskiller, not only do we currently see our crafted items cheaper then they can be made, but sold as "double augged" for less. I've had people refuse an offer to sell because my crafted items didn't come with augs.
 
Wouldn't that drive up the price of augments while simultaneously doing nothing at all about the problem pristine items are supposed to fix?

Maybe I'm missing something, but this seems to be on the level of asking for shaman FD. It's transparently a bad plan.
 
This is a good idea, but it has problems. I think several things may happen:

a) People only buy low-mid quality augs to aug cheapo gear

b) People stop buying augs to use on "good" gear (Deepmetal, Imp Hide, Shadow Silk) so they can sell the armor later

b2) People stop buying augs to use on any gear so they can sell the armor later

c) Only people with massive amounts of disposable cash buy E-Q augs and the high level armor to go with them

d) Demand goes way down for higher end armor and the middle (Warp/Ghost/Wyrm/Wyvern) demand shoots up

There have been a lot of suggestions before and I think one of the best ways to do it is to have an NPC in each city who will accept armors and return 50-75% of the estimated material costs to the player who turned it in. Then people still have money to buy new gear, tradeskillers still make money by making gear.

Put in a limit to how many items you can turn into the NPC per day (all merchant NPC's linked in all cities so people can't jump around to dump their stuff for fast skill ups on TS'ing). Maybe 4 turn ins per day. This way tradeskillers can't just skip the other player market entirely and only focus on the NPC merchant. It would of course be more profitable to sell to players as well so it covers the bases of keeping the social aspect of the game. The interaction of players.

But tradeskillers still have a way to recoup costs on some items that just rot in the bank after making them.

Thoughts?
 
Thinkmeats said:
I'm pretty sure that griz intends for items to become droppable again after the augs are removed.

Oh I see...I thought that once aug'd it becomes no drop. :-/ Hrrmm... Either way, you're right. Augs become the hot seller and the armor issue is not addressed.
 
augs at the moment really are the only thing you can bank on for consistant sales. I know at some point wiz did say that tradeskillers really did need a hand here as far as making all the time and money we put into skilling up worth something. (generalized, not quoted)

This is something that can be done regardless of what happens with the pristine code, that's why i added, or perhaps just in the interim... Last i heard pristine or something like it was still being tossed around in the brain and just pushed towards the back of to do list.

This proposition isn't exactly aimed to replace pristine items, perhaps i went about expressing the idea the wrong way. It should be considered as a nod to the work of the tradeskillers and a way to keep tradeskilled items valuable in their own right without being passed over for the same thing *double augged* They guy selling the used armor would have to remove the augments and play in the same market as the guy making what he's trying to sell.
 
One of my main issues is that you can't sell augments to vendors. They give you nothing for them, not even the 20% of cost that you get for armor (yes, it is that pathetically low). I busted someone who was trying to say that a vendor would pay more for an obsidian helm double aug'd, than it would for a non aug'd. :what: I made the exact same thing, and he was claiming vendor buy of 51pp. Nope, 19pp.

I kind of like the idea, would have to think on it more. Personally, vendor prices on tradeskilled items (at least smithing, I'm 100% sure of) are pathetic. That's why we always see someone /auc for less than market on double aug'd stuff, that's the only way you're going to get *any* money back.

/em starts a new business of double aug'ing warpmetal armor... :tinfoil:
 
Grizabella said:
augs at the moment really are the only thing you can bank on for consistant sales. I know at some point wiz did say that tradeskillers really did need a hand here as far as making all the time and money we put into skilling up worth something. (generalized, not quoted)

Agreed, but your suggestion wouldn't change that... if anything it would only increase the demand for augs, without doing anything for the other tradeskilled items. People will always sell their used equipment for less than they paid for them (thus what Tradeskillers sell them for). The change would would essentially only eliminate the "resale" of the augs for cheaper than they paid (which is really the core of "double auged" for less example).

I really think this is only addressing a very tiny part of the current problem. Bind-on-equip combined with the Pristine changes (can't remember if b-o-e was or was not part of the original pristine proposal) would really do much more to give tradeskillers the boost they need.
 
GuiardoTuneweaver said:
Agreed, but your suggestion wouldn't change that... if anything it would only increase the demand for augs, without doing anything for the other tradeskilled items. People will always sell their used equipment for less than they paid for them (thus what Tradeskillers sell them for). The change would would essentially only eliminate the "resale" of the augs for cheaper than they paid (which is really the core of "double auged" for less example).

I really think this is only addressing a very tiny part of the current problem. Bind-on-equip combined with the Pristine changes (can't remember if b-o-e was or was not part of the original pristine proposal) would really do much more to give tradeskillers the boost they need.
i never claimed it was an end all solution to anything, please look at it is a begining - and something to add to the bind on equip or pristine link of thought. Also as a simple(simpler) thing to kick start things, perhaps before the pristine/boe changes.
 
lynnettell said:
One of my main issues is that you can't sell augments to vendors. They give you nothing for them, not even the 20% of cost that you get for armor (yes, it is that pathetically low). I busted someone who was trying to say that a vendor would pay more for an obsidian helm double aug'd, than it would for a non aug'd. :what: I made the exact same thing, and he was claiming vendor buy of 51pp. Nope, 19pp.

I kind of like the idea, would have to think on it more. Personally, vendor prices on tradeskilled items (at least smithing, I'm 100% sure of) are pathetic. That's why we always see someone /auc for less than market on double aug'd stuff, that's the only way you're going to get *any* money back.

/em starts a new business of double aug'ing warpmetal armor... :tinfoil:

yeah resale is pretty garbage on armor, and not being able to vendor augs just made me /auc them for insanely cheap while I was skilling up and had tons rather than just destroy them. I probably made more than I would have off of reselling the armor around then, even though my prices were like 1pp each. Though I will say, there was definitely demand for the lowest qual augs of smithing when I was running those. I didn't bother for a cost/benefit analysis pricing plan, and just sold them off. But I cleared all my bags like 3x of augs in one night. It's reasonable to assume I would have cleared them once at least selling them at a decent price rather than a rock bottom crazy aisling's aug sale.
 
Yeah, I'm seriously considering taking my miner bot & restocking the back ores, just to make some money. There are *so* many smiths making EQ augs, that even though I do make 'em, I rarely spam /auc, because as soon as I do, three other smiths pop in. *shrug*

I'd rather give a detailed cost break down to devs to have them possibly adjust the vendor buy back price than make them no drop. I have everything down to the nearest pp on everything I currently make.
 
Rurho said:
This idea sounds like a crappy money making scheme to me.

JayelleNephilim said:
Let's keep this thread on topic and drop the snide/sarcastic remarks. TIA!


There are people trying to make things better. How about saying thanks to those who spend time and effort on that, even if you do not like the results you can acknowledge that people are trying.
 
Yeah, the only effective change I can see from this is the demand for augs increasing significantly. It wouldn't at all change the supply or demand for dropped items or tradeskilled items.

What if the code were modified to make an item Permanently no drop on augging? (Any item, not just tradeskill)? That might be a little easier to code than making items no drop on Equip and would address SOME of the item inflation around.

I know Kukov already addressed that issue, but IF it goes as he says (and that's a big if), then that's going to be the end result of the pristine/Bind-on-Equip plan anyhow.
 
lynnettell said:
Yeah, I'm seriously considering taking my miner bot & restocking the back ores, just to make some money. There are *so* many smiths making Game augs, that even though I do make 'em, I rarely spam /auc, because as soon as I do, three other smiths pop in. *shrug*

I'd rather give a detailed cost break down to devs to have them possibly adjust the vendor buy back price than make them no drop. I have everything down to the nearest pp on everything I currently make.

Actually if I start smithing again I'll letcha know. We would prolly be able to work something out. I'm 250 mining, but I really don't feel like doing it alot of the time, and aisling just seems to attract money nowadays by just sitting around doing not too terribly much. Not sure how.
 
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