Weapon Mod NPCs in towns
JASON626
Well with things being as they are now in guild wars with inscriptions that lowered prices and such. I think it would be a good idea to go ahead and have Weapon mod traders (NPC) in towns now. There seems to be a NPC for most everything dyes, scrolls, rare-common materials, runes-insignias. I think a weapon trader would be nice. Say I want a mod for a weapon go to the trader buy it and your done, no waiting advertising just to mod your weapons. I think it just makes sense.
Rock Crush
nice idea they can add it to the Weaponsmith NPC since there not used for much and would make since that way they don't have to waste alot of time making room for new NPC
Archer_Of_Vulpes
yeah especially when u pay all that fkin money for one in a guild hall then all he can do is customise. would be great if he bought / sold mods
Zahr Dalsk
Yes please, I hate trying to get a mod from players when no one is selling.
EternalTempest
/signed
It would have to work only on max mods, or the list would be insane (no objection say for the upper none max).
This would making buying mods much easier and stablize the price.
It would have to work only on max mods, or the list would be insane (no objection say for the upper none max).
This would making buying mods much easier and stablize the price.
Oso Minar
You could also subdivide the mods into three categories, much like the three tiers of runes.
Say you have a Sword Pommel of Fortitude, which runs anywhere from +20 through +30. The NPC would pay you varying amounts based on each specific "tier":
+20 through +24
+25 through +28
+29 or +30
For one, this would break it up easily, and each mod could be properly designated as Blue, Purple, or Gold. And hey! Check it out; the different values come DIRECTLY from the quality of item that you find (i.e. you won't find a +30 on a Blue item, only Gold), so folks could easily distinguish which tier they have available.
The fact that there is a range of values helps the market and keeps prices low, seeing as how supply is large. The trader would SELL mods in three tiers as well. Staying with the Sword Pommel of Fortitude example:
Blue: +25
Purple: +28
Gold: +30
So that would mean that there is a very wide base for the raw mods to come in. There is great incentive to sell, say, a +20 mod to the trainer, as you would be receiving the same amount of gold from a +25 mod. By incentivizing "non-perfect" mods to get sold to trainers, you can keep costs low. In my opinion, the best way to do that would be to increase the supply by offering different tiers of mods.
Similarly, the incentive to BUY would be high as well, because some folks might figure that they can sell their +29 mod and pick up a +28 at a profit, much like how the Vigor runes work today! Rather than force people to "be cheap" by paying for a +29 rather than a +30, you can let the person decide if that one extra bit of HP is actually worth the money they would be paying. For the wealthier players concerned with looking great, then hey, they should be spending that extra money for the +30.
----
In conclusion:
1. Create the NPC
2. Divide stock into "tiers" based on mod quality
3. ????
4. Profit! (for those who wish to skimp on buying the top-tier stuff)
Great idea though, I've been pushing for this for a while.
Say you have a Sword Pommel of Fortitude, which runs anywhere from +20 through +30. The NPC would pay you varying amounts based on each specific "tier":
+20 through +24
+25 through +28
+29 or +30
For one, this would break it up easily, and each mod could be properly designated as Blue, Purple, or Gold. And hey! Check it out; the different values come DIRECTLY from the quality of item that you find (i.e. you won't find a +30 on a Blue item, only Gold), so folks could easily distinguish which tier they have available.
The fact that there is a range of values helps the market and keeps prices low, seeing as how supply is large. The trader would SELL mods in three tiers as well. Staying with the Sword Pommel of Fortitude example:
Blue: +25
Purple: +28
Gold: +30
So that would mean that there is a very wide base for the raw mods to come in. There is great incentive to sell, say, a +20 mod to the trainer, as you would be receiving the same amount of gold from a +25 mod. By incentivizing "non-perfect" mods to get sold to trainers, you can keep costs low. In my opinion, the best way to do that would be to increase the supply by offering different tiers of mods.
Similarly, the incentive to BUY would be high as well, because some folks might figure that they can sell their +29 mod and pick up a +28 at a profit, much like how the Vigor runes work today! Rather than force people to "be cheap" by paying for a +29 rather than a +30, you can let the person decide if that one extra bit of HP is actually worth the money they would be paying. For the wealthier players concerned with looking great, then hey, they should be spending that extra money for the +30.
----
In conclusion:
1. Create the NPC
2. Divide stock into "tiers" based on mod quality
3. ????
4. Profit! (for those who wish to skimp on buying the top-tier stuff)
Great idea though, I've been pushing for this for a while.
geekling
/signed
Hell, even just one that buys and sells the non-variable ones (ebon, firey, crippling, bleeding, etc. and the reduce <condition> on you by 20% inscriptions ) would be an improvement.
A good start.
Hell, even just one that buys and sells the non-variable ones (ebon, firey, crippling, bleeding, etc. and the reduce <condition> on you by 20% inscriptions ) would be an improvement.
A good start.
MithranArkanere
Already suggested.
So far, the best way I can think of making this is this one:
- Upgrades available at the trader:
*Dependant on upgrades bought by traders to from players.
**If a player sells a perfect mod, a +1 is counted for that upgrade.
**If a players a non-perfect mod, a decimal value (0.5 .. 0.9) is added, based on the % of 'perfection' of the mod.
*Always maxed/perfect upgrades are sold, and only perfect upgrades.
*The list would look EXACTLY as completed weapon upgrade list in a Priest of Balthazar.
*Prices would be from 100gold to 50.000gold
- Selling upgrades to the trader.
*The 'base' price would depend on theupgrades available.
*The actual gold paid by the trader would depend on 'perfection' of the mod.
**If a mod is 10%^50, the max is 15%^50, and the price paid for the max is 1000, then the paid price would be the %(rounded down) of that price proportional to the max: 10 is 66.6% of 15. So for a 10^50 you would be paid 660.
I think that could work.
So far, the best way I can think of making this is this one:
- Upgrades available at the trader:
*Dependant on upgrades bought by traders to from players.
**If a player sells a perfect mod, a +1 is counted for that upgrade.
**If a players a non-perfect mod, a decimal value (0.5 .. 0.9) is added, based on the % of 'perfection' of the mod.
*Always maxed/perfect upgrades are sold, and only perfect upgrades.
*The list would look EXACTLY as completed weapon upgrade list in a Priest of Balthazar.
*Prices would be from 100gold to 50.000gold
- Selling upgrades to the trader.
*The 'base' price would depend on theupgrades available.
*The actual gold paid by the trader would depend on 'perfection' of the mod.
**If a mod is 10%^50, the max is 15%^50, and the price paid for the max is 1000, then the paid price would be the %(rounded down) of that price proportional to the max: 10 is 66.6% of 15. So for a 10^50 you would be paid 660.
I think that could work.
Archaic
Honestly don't see any radical changes to the game mechanics or NPC systems in any way. After all, ANet's a buzz working on GW2, and the to-be-released Mission Bonus pack.
Phoenix Tears
Quote:
*Prices would be from 100gold to 50.000gold |
Lol, such Npc's should exist, to lower the prices from maxed weapon/focus mods ect, because no one is willing to sell the stuff, or when, than only at totally overpriced prices ...
And you want to give maxed stuff fixed prices of 50 Platin !!!?
from +25- +30 hp such a huge differences ? OMFG your crazy
WTF is willing to pay 50 Platin, only for silly 5 HP more, when you can have 25 HP more for cheap 100g oO? those 5 HP more for perfect will never save you from death ingame ...
when you got hit by heavy imba damage, then your dead, point, there won't help you 5 dumb HP more to survive, when only like 2 hits are enough to kill you.
there exist in NM in GW:En such monsters, what do you think, how this will first look in HM of GW:EN, when there surely will then exist enemies, that can insta kill anything, how i know Ane't way of dramastical imbalanced raising of difficulty.
In HM of GW:En it will be surely then normal to fight not vs. standart lvl 20-28 monsters with lvl 30-31 bosses, stand will be how i know Anet then surely lvl 26-34 monsters with like lvl 35-40 bosses, which have then all like attributes of 20+.
no, mods should have fixed costs in the range of 100g - 5 platin, this way it will be also a lot fairer for casual players
MithranArkanere
Rare runes have maximum prices of 100k.
Go look at the Rune trader, and tell me the price of a Superior Rune of Vigor.
50k it's fine as a maximum, since you can already find upgrades for 10k sold by players.
Prices would easily be balanced upon use of the traders.
And, I insist, upgrades should be sold only maxed, since it wuld be a pain implementing a variable system, and people usually want the maxed ones.
Go look at the Rune trader, and tell me the price of a Superior Rune of Vigor.
50k it's fine as a maximum, since you can already find upgrades for 10k sold by players.
Prices would easily be balanced upon use of the traders.
And, I insist, upgrades should be sold only maxed, since it wuld be a pain implementing a variable system, and people usually want the maxed ones.
bilateralrope
Quote:
Originally Posted by MithranArkanere
Already suggested.
So far, the best way I can think of making this is this one: - Upgrades available at the trader: *Dependant on upgrades bought by traders to from players. **If a player sells a perfect mod, a +1 is counted for that upgrade. **If a players a non-perfect mod, a decimal value (0.5 .. 0.9) is added, based on the % of 'perfection' of the mod. *Always maxed/perfect upgrades are sold, and only perfect upgrades. *The list would look EXACTLY as completed weapon upgrade list in a Priest of Balthazar. *Prices would be from 100gold to 50.000gold - Selling upgrades to the trader. *The 'base' price would depend on theupgrades available. *The actual gold paid by the trader would depend on 'perfection' of the mod. **If a mod is 10%^50, the max is 15%^50, and the price paid for the max is 1000, then the paid price would be the %(rounded down) of that price proportional to the max: 10 is 66.6% of 15. So for a 10^50 you would be paid 660. I think that could work. |
I find this to be a better idea:
- Each level of a particular mod has a separate stock in the trader. For instance there is the 14^50 stock and the 15^50 stock. The prices will still be related to each other by players supply and demand levels (much like how parchment and wood are linked in price, despite there being no obvious code linking them directly). This also means that ANET doesn't need to estimate how the prices vary between quality levels, since its no where near a linear relationship.
- Only the top levels of a mod are handled, maybe even only dealing with the top level. So 15^50 will be stocks, 14^50 maybe, 13^50 won't be. This is mainly to reduce the clutter in the traders list since a lot of the low quality mods simply won't be purchased by anyone.
MithranArkanere
I though of that. But that would require much more resources, since they would have to save... let's se... around 1..10 values for each upgrade.
And why to save 10^50 when people only want to buy 15^50? Yeah, people sometimes buy 14^50 from other players, but in the trader the prices won't be too high, and most people would be able to afford almost always the max.
On top of that, the existing list user interface only has one slot per upgrade, so, to make things even easier and use eactly the very same list, only one item would be the one availble: the maxed one.
And why to save 10^50 when people only want to buy 15^50? Yeah, people sometimes buy 14^50 from other players, but in the trader the prices won't be too high, and most people would be able to afford almost always the max.
On top of that, the existing list user interface only has one slot per upgrade, so, to make things even easier and use eactly the very same list, only one item would be the one availble: the maxed one.
JASON626
I like the idea to add it to the already existing weapon smith. I'd also like to see weapons be customized and the ability to be uncustomized for the same price in case u wanted to sell it.
There would be tabs just like the rune trader like warrior weapons, paragon weapons etc. Then a basic focus, shield, staff, wand tab because those are aplicable to any class. Under those we could see perfect say, +30 and +29 shield fortutude for example across all weapons. A range of prices much like the health Vigor runes for players to be able to affordable.
There would be tabs just like the rune trader like warrior weapons, paragon weapons etc. Then a basic focus, shield, staff, wand tab because those are aplicable to any class. Under those we could see perfect say, +30 and +29 shield fortutude for example across all weapons. A range of prices much like the health Vigor runes for players to be able to affordable.