There is currently not "no NPC Buy" flag except the no trade flag... which has the other problem of not trading between players and shared bank.
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What are all of the tools?
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Cliopatrah "Mistell Queen" Jonze
78th Wizard - 7th Hammer
Officer - Shattered Destinies
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LMAO at Daabu's comment -- sounds like someone with experience! =) I've been in similar situations, both the "not-reader" and the person supporting someone who hasn't read the manual/specs/whatever.Sir KyrosKrane Sylvanblade
Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
Lightbringer, Redeemer, and Valiant servant of Erollisi Marr
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I seem to recall lots of nonNoTrade items that vendors wont touch. As JonezGirl mentioned, a lot of the foraged stuff is tradeable but of no value to vendors. Also they wont touch tailored othmir armor.-- Mewkus: 2100 dings on the server formerly known as Solusek Ro
try: Inventory/Flags/Spells tracker program - (sample output)
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Vendors wont buy cultural needles iircDiani The Chocolate Chef
High Elf Wizardof the 85th order of Brave New World on AB (VS refugee)
with the artisan charm, the signet of the arcane and the 8th coldain prayer shawl as trophy in the bank
baking 300 with Master Baker Trophy
brewing 300 with Master Brewer Trophy
fishing 200
fletching 300 with Master Fletcher Trophy
jewelry 300 with Intricate Jewelers Glass
pottery 300 with Harry Potter Trophy
research 300 with Ethereal Quill
smithing 300 with Master Smither Trophy
tailoring 300 with Master Tailor Trophy
Tinkering 293 with Expert Trophy (Dianii Inferioritycomplex, 71 gnome)
Alchemy 300 with Expert Trophy (Diaani Supermodel, 66 proud pink ogre)
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The problem is, those things that the merchants won't buy have a "cost" of zero and a "greed factor" of 1 -- so they would also be "free" if merchants sold them. What Nilwean and Bobaten point out is that the greed factor could be tweaked appropriately so that the Smithy Hammer or whatever continues to be sold for 10p5g but is bought for 1cp.
PS: Check the data for "Vox Tail Ale" in particular (used for the Warrior Epic 1.0, but tradeable, and sold by a bunch of merchants across the old world) for an example of a Tradeable item that sells for a lot but is bought for next to nothing.
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yeah. it seems that I can do 1cp buy 1000000000pp sell or whatever the largest number it will take is
I have to have a conversation with Maddoc about soultions. (when I first spoke with him I thought I was stuck on prices so did not even offer it as a suggestion in our conversation.)
Still no direct promises and no ETA.Ngreth Thergn
Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
Grandmaster Smith 250
Master Tailor 200
Ogres not dumb - we not lose entire city to froggies
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I still think a recast timer on summoning would be the best, no one is going to sit around and wait a few hours just to summon a new set of tools to sell for money. With long enough recast timer, creating a new toon to sell stuff and deleting them would still be faster in the end and I don't see SOE nerfing that anytime soon.
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Edit: Restored after rethinking and fixing my dumb mistake.
IF this is tied to the level 7 trophy, then the idea of a cost exploit is a lot less painful. Baking is the only tradeskill with tons of tools, though tailoring has some pretty expensive ones. Having said that, 300 tailoring is not trivial for any race.
My guess is that anyone who skills to 300 would spend far, far more getting their trophy up than they would ever recoup by summoning and selling, even with a macro-bot. This is doubly true if you add in a one-minute or two-minute recast timer; that's long enough to piss off macroers, but short enough that tradeskillers would never notice it. (Having said that, if all the trophies share the recast timer, it could become a problem for people who want to do more than one tradeskill, or subcombines in a different tradeskill than the main combine.)
Combined with a reduced sellback price ... I'd say that makes the issue moot.Last edited by KyrosKrane; 05-13-2006, 04:23 PM.Sir KyrosKrane Sylvanblade
Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
Lightbringer, Redeemer, and Valiant servant of Erollisi Marr
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Originally posted by cenaruukFinally, my Ak'Anon Military Switchblade will ship! And here I thought the Cargo Clockwork had lost it! I probably should have used GnomEX to ship it, but live and learn.
I humbly await the day you save me 30 bank slots. Thanks!
CenaI shouldn't give you too hard of a time, I did the same thing.
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At first I thougth this was a great idea, and it still most likely is. But I'm now wondering how much space will be saved for this solution. True, I would no longer need to keep 1x every tool in my bank.
Currently I'm down to 3 bags of tools that I keep on my main for all of my skills. A mule holds the rest for the off chance (very rare) that I would combine something that needs one of those tools.
My concern with this idea: you summon a bag(s) of tools for that skill. With this solution, I am limited to how many bags I can carry prior to the summon. Let's say I'm doing a combine that requires more than one skill. Summon a bag(s) to get the 1-2 items for that skill, deleting the rest, then summoning a bag(s) for the other skill, etc. This could require a lot of empty bag slots for this to work effeciently.
Thoughts?Sunburnt Dmize - 80 Druid - D-Ro
300 - Tailor +15%, Smith +12%, Fletcher +12%, Brewer +12%, JC +12%, Potter +12%, Baker +12%
Phrump Eatsogres - 32 Gnome - D-Ro
300 - Tinker +15%
300 - Researcher +12%
300 - Tailor +12%
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How about something like this...
Put up a quest NPC somewhere. When you give him a tool (such as a smithy hammer), that tool gets added to your toolbelt. When you do a combine with the new UI (non experiment), it'll check the toolbelt to see if the tool is there. If not, then it'll check your inventory. If it was on your toolbelt, it will not return the tool after the combine. If it wasn't on your toolbelt it will return the tool after the combine.
The only way to get a tool added to the toolbelt is by giving one to the quest NPC. Yes, this mean you might need to end up buying/making two instances of some tools, one for the toolbelt and one for experimental combines until they're learned.
Hopefully there wouldn't be so much coding involved in something like this and is a compromise I'd be willing to live with.-- Mewkus: 2100 dings on the server formerly known as Solusek Ro
try: Inventory/Flags/Spells tracker program - (sample output)
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