Improvements to the weapon/armor salvage system

headlesshobbs

Krytan Explorer

Join Date: Apr 2006

The one thing I really don't like about destroying items while salvaging them is the lack of any leftover parts which could still have something to recycle from. Say if one has a +5 vamp mod, but also had +7 def against physical damage, you have to gamble for one of them and the rest goes to waste unless you used a perfect kit. This becomes a problem with full sets of armor as well when you trade mods to the next set but are forced to replace them. I think having busted weapons and armor pieces in inventory would make these options far better so you still have something to work with, but also could salvage what's left for materials.

Another thing I think would be useful is having the smiths offer total salvage of your gear. Say for 500g (or whatever is reasonable) you can have all mods from any item you need plus materials and if you want to pay a higher fee, you can have mods removed WITHOUT destroying the item. This is very useful if you wanted to have your gear re-customized without having to go through the hassle of farming parts or wrecking anything in the process of altering them.

greyhawk

greyhawk

Desert Nomad

Join Date: Apr 2007

IGN : Greyhawks Destroyer

guildless

W/

perfect kit cost around 750gp-1k to craft, not over priced for 5 uses. there are also titles that add to the chance of not destroying the item when salvaging the mod off.


"For each rank of the Wisdom as well as the Treasure Hunter title track earned, the chance of an item not being destroyed when salvaging a magical upgrade component is increased by 3 percent from a base of 50 percent. The bonuses from both titles do stack. "

Skyy High

Skyy High

Furnace Stoker

Join Date: May 2006

R/

You realize that salvaging with an expert kit used to be a gambling affair, where you couldn't even choose which mod (if any) you were going to get, let alone what state the weapon would be in afterwards?

headlesshobbs

Krytan Explorer

Join Date: Apr 2006

Quote:
Originally Posted by Skyy High View Post
You realize that salvaging with an expert kit used to be a gambling affair, where you couldn't even choose which mod (if any) you were going to get, let alone what state the weapon would be in afterwards?
I remember when it was that way, but still once a weapon is destroyed everything's gone.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

Quote:
Originally Posted by greyhawk View Post
perfect kit cost around 750gp-1k to craft, not over priced for 5 uses. there are also titles that add to the chance of not destroying the item when salvaging the mod off.


"For each rank of the Wisdom as well as the Treasure Hunter title track earned, the chance of an item not being destroyed when salvaging a magical upgrade component is increased by 3 percent from a base of 50 percent. The bonuses from both titles do stack. "
And thread closed.

Lord Of Blame

Lord Of Blame

Wilds Pathfinder

Join Date: Aug 2008

USA

Marked Souls [MkS]

E/N

/notsigned

Too many other things ingame that need to be fixed.

Just use a perfect kit. The system is fine the way it is, IMO.

riceangel

riceangel

Frost Gate Guardian

Join Date: Oct 2008

Floirda

[ASH]IGN: Tokyo Hina

W/E

i want a bigger perfect salvage kits! buying 10 is annoying xD

Eragon Zarroc

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

perfect salvage kits are cheap and easily accesible. only takes 2 for entire armor set. if ur other titles are high, ur chance for breaking items becomes extremely low. I think i have like a 90% retention rate ;-)

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Kits are gold sinks.
Sink your gold in kits.

I would thank bigger size in perfect kits, though.

Yawgmoth

Yawgmoth

Furnace Stoker

Join Date: Apr 2005

BAD.
The system already went waaay too far with the Perfect kits, making all the mods NEVER practically leave the economy, only farmed more and more and more.

so obviously /NOTSIGNED.

How salvaging should work imho:

Perfect salvaging shouldn't exist. Instead there should be 2 options when you want to salvage something:

1: 100% Guaranteed receiving the mod, but XX% chance of destroying the remaining item = the current standard expert salvage
2: 100% Guaranteed keeping the item, but XX% chance that the MOD will break

The choice is up to the player, but not everything should stay forever.
Item sinks are as important as gold sinks in a game economy, and GW fails here miserably.

genofreek

genofreek

Desert Nomad

Join Date: Jan 2007

USA

Jenova's Apocolyptic Remains [JAR]

D/

I'd /sign for a bigger sized perfect salvage kit as well since they don't stack and I always need a few, but /notsigned to the easily avoided situation the OP's complaining about.

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

/signed for bigger Perfect Salvage Kits.

/notsigned for OP's suggestion. The break chance is there for a reason.