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Community Discussion: Tradeskills - CD I
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Miklotov
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Joined: 03 Dec 2004
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Location: Next to the Coffee machine

PostPosted: Sun Dec 05, 2004 8:36 pm    Post subject: Reply with quote

I have an idea what would make it impossible to flood the market with a certain item not sure if it is possible.
I give an example:
I WiA you could go on a lion hunt and get lots of lion fur fast cause the lions spawned always after the same period of time at same place. If the fs killed a group of lions, they waited for the lions to respawn or went for the nearest lion spawn in range untill they couldn't carry anymore lion fur.
Result: price of lion fur was down and noone was inneed of it
To prevent this lions should need longer to respawn if they get killed shortly after spawning or they should spawn somewhere else next time.
Or lion fur gets counted, if too much lion fur is in game the drop gets more rare (only need to count the drop and substact the ones sold in shops and those which get crafted ) ...
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Last edited by Miklotov on Wed Jan 05, 2005 3:08 pm; edited 1 time in total
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Dante
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Joined: 03 Dec 2004
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PostPosted: Sun Dec 05, 2004 9:17 pm    Post subject: Reply with quote

What Mik said sounds like a good idea.
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Manifold
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Joined: 01 Dec 2004
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Location: Treading my dreams, UK

PostPosted: Sun Dec 05, 2004 9:21 pm    Post subject: Reply with quote

Ahhh. Cumulative spawn delay depending on death of spawn. Makes for a nice suggestion.. ;D
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Enquillion
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Joined: 01 Dec 2004
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Location: First lowbie dungeon

PostPosted: Sun Dec 05, 2004 9:58 pm    Post subject: Reply with quote

I think random spawns are all good, but the definition of "too much" is hard to put into an algorithm. When is there too much lion fur out there?

I think the best solution is some kind of decay, either use lion fur as a reagent (though fur is a bad example for that), or just make it wear out after some time (not a fan of that though).
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Hexedian
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PostPosted: Sun Dec 05, 2004 10:04 pm    Post subject: Reply with quote

Having monster/loot spawn decrease as the number of items of that kind increases? Sure, and have a bunch of trolls kill every lion until nobody else can get the furs.
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Stant
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Joined: 02 Dec 2004
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PostPosted: Sun Dec 05, 2004 10:23 pm    Post subject: Reply with quote

Exactly, and what if these trolls decide to sell it all at once to a merchant NPC whom takes forefer to refresh his of her Inventory... Does that mean the rest of us who need one would have to figure out that merchant, and then buy it? What if we're poor? Then we'd have to go out and lion hunt and continue to lion hunt until the inventory was refreshed and drops started appearing again....
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BudMan
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Joined: 02 Dec 2004
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PostPosted: Mon Dec 06, 2004 2:02 pm    Post subject: Reply with quote

..

Last edited by BudMan on Tue Dec 07, 2004 10:42 am; edited 1 time in total
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Thanquol
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Joined: 02 Dec 2004
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Location: London

PostPosted: Mon Dec 06, 2004 10:23 pm    Post subject: Re: Community Discussion: Tradeskills - CD I Reply with quote

Kalorian wrote:
What do you see as the pros and cons of making a merchant type of character solely for tradeskills?


I don't want to see a replica of the SWG community where everyone is a power hungry mineral farmer.
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BudMan
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Joined: 02 Dec 2004
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PostPosted: Tue Dec 07, 2004 12:06 am    Post subject: Reply with quote

..

Last edited by BudMan on Tue Dec 07, 2004 10:44 am; edited 1 time in total
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Chybi
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Joined: 05 Dec 2004
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PostPosted: Tue Dec 07, 2004 1:30 am    Post subject: Reply with quote

My Idea of the crafter class(Items need to have a Diablo Like resistance(Oh also needs for Items not to magically craft in .3 seconds but take time to craft)):

Gains Experience for crafting/selling items to NPCs(I don't know how to make the exp fair so that you just don't have 1 person giving the crafter money so that he buys/sells items continually for Experience).

Gets Skills like:
Repair (Type of Item) (Used to repair a certain type of items Takes less and less time to repair as he gets more skilled)
Craft (Type of Item) (Same as repair but used for crafting)
Barther (Gives a small increase in price when he sells items)
(No Name) (similar to barther only lowers prices when buying stuff)


AS for FIghter having a craft skill, I think it is a good IDea but it would have to be limiting things like making small reperations to his weapon that cannot simply be stacked by doing it over and over again So that he does not have to go to town and see a crafter or Npc to fix his stuff.
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