Merchant Skill

nvmu

nvmu

Frost Gate Guardian

Join Date: Mar 2008

Have you ever been in a dungeon or doa or uw and you get a full inventory really fast, well here is my solution to that problem in gw2.

They make a skill for gw2 to prevent this from happening, here is how it works.

It would be essentially a PvE skill that creates a merchant that lasts for 5 minutes. Now at this point you are thinking this is either a stupid idea or would allow excessive almost nonstop farming.

Well how it would work is that only one person in the party can have said skill, it is almost signet like in function, except it only recharges when you return to an outpost, so one use per trip.

Let me know what you think, and please no +1 posts





Just realized that people are going to say that would be a waste of a skill, so here is another twist on it.

It would be a command that party leaders could use (same once per trip recharging in outposts only idea) so for example like /merchant

Mr. Undisclosed

Mr. Undisclosed

I phail

Join Date: Mar 2007

Phailville

D/

I think this should be in sardelec.

Other then that I think they should just put a merch in dungeons.

nvmu

nvmu

Frost Gate Guardian

Join Date: Mar 2008

Quote:
Originally Posted by Sergeant Miyagi
I think this should be in sardelec.

Other then that I think they should just put a merch in dungeons.
Sorry if this is in wrong spot, I picked a spot i thought it would be ok in.

And I know I used dungeons and such as examples, but the idea was really for all explorable areas.

Grunntar

Grunntar

Lion's Arch Merchant

Join Date: Apr 2005

Quote:
Originally Posted by nvmu
Now at this point you are thinking this is either a stupid idea or would allow excessive almost nonstop farming.
Umm, yeah, it would be a stupid idea, and it would allow excessive farming.

OK, but really, how about we just ask them to put merchants in all explorable areas, and we can keep our skill bars for actual skills! Problem solved.

Mr. Undisclosed

Mr. Undisclosed

I phail

Join Date: Mar 2007

Phailville

D/

Many explorable areas do have merchants.

nvmu

nvmu

Frost Gate Guardian

Join Date: Mar 2008

Quote:
Originally Posted by Grunntar
Umm, yeah, it would be a stupid idea, and it would allow excessive farming.

OK, but really, how about we just ask them to put merchants in all explorable areas, and we can keep our skill bars for actual skills! Problem solved.

Just wondering if you read the whole post, seems like u stopped half way through

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

HAHA, this thread.

Thanks to RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing Loot Scaling I NEVER have my inventory full, or even CLOSE to it.

nvmu

nvmu

Frost Gate Guardian

Join Date: Mar 2008

Quote:
Originally Posted by Zahr Dalsk
HAHA, this thread.

Thanks to RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing Loot Scaling I NEVER have my inventory full, or even CLOSE to it.
Please keep in mind this idea was thought up as a general idea, not a specifically solo farming idea

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by Zahr Dalsk
HAHA, this thread.

Thanks to RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing Loot Scaling I NEVER have my inventory full, or even CLOSE to it.
LOL, then I pity you. Everytime I vanquish (any area with 200+ enemies) or tackle a dungeon, I run out of room. It's quite fun, too. Imagine actually having fun, and getting a lot of drops. Sure beats farming.

jonnieboi05

jonnieboi05

Forge Runner

Join Date: Mar 2006

Mableton, Georgia

Guild Ancestors Reunited [?????????]

ehh... i pass on this idea. no thx. keep things the way they are as is, imo (merc-wise).

kartmaster

kartmaster

Academy Page

Join Date: Oct 2007

Kansas

Slayers of Worlds [SoW]

There's not a whole lot of times you'll fill up your inventory in a single explorable area. Unless you forgot to merch stuff before you left, in which case that's user error.

Between the proximity of outposts, and the occasional merchant that does pop up in explorable areas, I think it's pretty well covered. There was a need for a merchant in the battledepths when EOTN came out. And anet addressed that need.

Overall I think the need is few and far between.

jonnieboi05

jonnieboi05

Forge Runner

Join Date: Mar 2006

Mableton, Georgia

Guild Ancestors Reunited [?????????]

Quote:
Originally Posted by kartmaster
There's not a whole lot of times you'll fill up your inventory in a single explorable area.
actually, you're wrong on this part. when i went for legendary vanquisher, there were numerous zones that had no merchant that i would have loved to have had at the time rather than leaving behind valuable loot.

factions, sure. if you're on the kurzick/luxon sides there are merchants by the shrine, by this is a factions-exclusive type of deal only.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Zahr Dalsk
HAHA, this thread.

Thanks to RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing Loot Scaling I NEVER have my inventory full, or even CLOSE to it.
Same here.

Quote:
Originally Posted by arcanemacabre
LOL, then I pity you. Everytime I vanquish (any area with 200+ enemies) or tackle a dungeon, I run out of room. It's quite fun, too. Imagine actually having fun, and getting a lot of drops. Sure beats farming.
I'll say this with all my love - you bastard!

Although - 200+ foes? Hell I doubt I took that many foes down in my whole GW life ...

jonnieboi05

jonnieboi05

Forge Runner

Join Date: Mar 2006

Mableton, Georgia

Guild Ancestors Reunited [?????????]

Quote:
Originally Posted by upier
...200+ foes? Hell I doubt I took that many foes down in my whole GW life ...
rofl... there are zones that contain on average (meaning.. almost every god forsaken zone you have to do) is anywhere from 200-300. 54 tyria zones, 34 elona, and 33 cantha. yay for vanquishing?

if you want more in-depth info on how many things are in certain areas then hop on over here. your jaw will drop if the "i've only killed 200 things in my whole GW career" is true.

Kapral

Lion's Arch Merchant

Join Date: Dec 2007

[LOD]

R/

Hmm how about a salvaging kit?

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by upier
I'll say this with all my love - you bastard!
Well, to be fair, I do carry around 10 slots worth of stuff everywhere I go. Usually Ident + Salvage kits, NM and HM books (hero/dungeon, no idea why, though), and then 4 slots with either weapon swaps, lockpicks, consumables (usually just candy canes or powerstones for 'oops' moments), and a minipet. But yeah, the other 35 slots often get filled up, and I usually have to collaborate with my wife to trade off stackables (like collector loot/materials), and sometimes start leaving whites behind.

As far as the merchant idea, it's ok, but I'd rather more merchants in key zones, particularly ones that aren't connected to a town/outpost. This includes multi-level dungeons, like perhaps on the 2nd or 3rd level, and maybe one right outside each dungeon (since fighting your way to some of them start to fill up inventory). A skill or typing /merchant is just awkward.

skanvak

Academy Page

Join Date: Feb 2007

La Maison des Drakkens

W/E

Dunno, I want realistic thing and merchant location. It is realistic to left loot behind. A more role play solution would be a donkey hero that don't fight but have a great storage capacity.

So I guess I rather have the problem stay in (may be a bigger stock).

Tijger

Wilds Pathfinder

Join Date: Sep 2005

Mo/E

Quote:
Originally Posted by Kapral
Hmm how about a salvaging kit?
Indeed, its generally more economical to salvage stuff for materials then it is to merch everything.

So, no, this is a bad idea in more then one way.

N1ghtstalker

N1ghtstalker

Forge Runner

Join Date: Dec 2007

E/

this reminds me of that one gadget from Ratchet and Clank that you can use to buy ammo from anywhere you are (at higher prices)
i'd love to see this implemented but to use a skillslot for it i dunno :/
make it somethin like a golem merchant thingy with something in your inventory (like ratchet and clank lol)

Solas

Solas

Desert Nomad

Join Date: Oct 2006

Ireland

Currently LF Active HA Guild, Glad 2, Comm.3, R2

E/

sorry not-sgined

drop what you dont need/ things that are worth less then what you cac pick up

/not signed

Arduin

Arduin

Grotto Attendant

Join Date: May 2005

The Netherlands

Limburgse Jagers [LJ]

R/

I salvage everything, save from the occasional gold drop, so there's plenty of space left in my inventory.

A merchant-skill would be a waste of my skillslot really. Especially if you can use it only once. Maybe if you made it into a scroll, which summons a merchant?

For now, /unsigned

nvmu

nvmu

Frost Gate Guardian

Join Date: Mar 2008

ok i just vanquished Snake Dance and Dreadnoughts Drift at the same time and i came up with another twist to this merchant skill.
What if after you vanquish an area a merchant spawns.

Antheus

Forge Runner

Join Date: Jan 2006

People used to bring several regular salvage kits into tombs runs, back when it was the first long dungeon with lots of loot. So did for Urgoz. I remember Urgoz in particular yielded 3-5 stacks of wood.

And the value of salvaged materials is identical to value of weapon. So the higher the merch price of a weapon, the more resources you get out of it.

Start salvaging whites, then light blues. So in the end you have stacks of resources and gold/purple weapons which sell for decent money. Win/win.