Merchant Skill
nvmu
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
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
I think this should be in sardelec.
Other then that I think they should just put a merch in dungeons.
Other then that I think they should just put a merch in dungeons.
nvmu
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. |
And I know I used dungeons and such as examples, but the idea was really for all explorable areas.
Grunntar
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.
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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
Many explorable areas do have merchants.
nvmu
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
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.
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
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. |
arcanemacabre
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. |
jonnieboi05
ehh... i pass on this idea. no thx. keep things the way they are as is, imo (merc-wise).
kartmaster
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.
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
Quote:
Originally Posted by kartmaster
There's not a whole lot of times you'll fill up your inventory in a single explorable area.
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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
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. |
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.
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Although - 200+ foes? Hell I doubt I took that many foes down in my whole GW life ...
jonnieboi05
Quote:
Originally Posted by upier
...200+ foes? Hell I doubt I took that many foes down in my whole GW life ...
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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
Hmm how about a salvaging kit?
arcanemacabre
Quote:
Originally Posted by upier
I'll say this with all my love - you bastard!
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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
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).
So I guess I rather have the problem stay in (may be a bigger stock).
Tijger
Quote:
Originally Posted by Kapral
Hmm how about a salvaging kit?
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So, no, this is a bad idea in more then one way.
N1ghtstalker
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)
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
sorry not-sgined
drop what you dont need/ things that are worth less then what you cac pick up
/not signed
drop what you dont need/ things that are worth less then what you cac pick up
/not signed
Arduin
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
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
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.
What if after you vanquish an area a merchant spawns.
Antheus
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.
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.