I've noticed of late that a lot of runes and insignia are worthless (i.e, you get the same amount for selling them to a trader as you do to a merchant), while others are still quite expensive. I think it would be good if the drop rate for items was modified based on their current availability at the trader. Before I outline my theory, I should mention that I think this would work well with a weapon upgrades/insignia trader too, and the rare scroll trader, but probably not the material traders.
Anyway. My knowledge of probability would probably be best summarised by the fact that I nearly refered to it as 'chance and data', which is what they called it in grade 6 for me, but still, here's my plan.
Say you kill a creature which has a chance to drop a rune. If that rune can be purchased at the trader for, say, between 1 and 5 platinum, then the normal probability of that rune dropping is used. If it can be purchased for less, however, then an additional percentage is applied to that rate, with a linear decrease from 100% at 1000 gold to 0% at 100 gold. That is to say, if the rune can be purchased for 1 to 5 platinum, and it normally has a 5% chance to drop, then there is a 5% chance it will drop. If it can be purchased for 500g, then it would have around 2.5% chance to drop, and if you can get it for 100g at the trader, then that rune WILL NOT DROP, until the price of that rune rises again.
Conversely, as the price of a rune rises above 5 platinum, I would suggest the drop rate of that rune should increase, perhaps doubling at 50 platinum and quadrupalling at 90 platinum or whatever the maximum is.
Again, I'm not good with probabilities and such, but I think something like this would mean the situation where I find a rune and just sell the armour fragment containing it without bothering to salvage it would be much less likely, and make runes seem more rare, special and magical, as they should be. It would also let rare runes be expensive, without making them /too/ expensive.
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