#Item collector (flipside of item vendor)

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fallen glade
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lemme repost that in pieces so it's properly visible

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Basically my idea is the flipside of item vendors. An item vendor can sell x number of items for y number of councils with a max of z items per player.
I would like to have an item collector that collects x number of items for y number of councils per item with a max of z items submitted per player.
My reason for suggesting this is that there are plenty of items that new players throw away because they don't know their value, yet other players like me are looking for those items. A prime example would be bones (for necro or for making bonemeal --> fertilizer) and strange dirt, which both drop a lot in serbule crypt.
A lot of players might not be aware of the WO board or have already ditched the item by the time they arrive there. And the bigger issue I have with aiming WOs at new players to give them a chance to earn some much needed cash is that I can only make two WOs at a time, so it just isn't suited to ordering small amounts and I can't expect a casual newbie to have a full stack of what I want. With the item collector I could allow newbies to provide me even with just 1-2 items at a time while still giving them fair pay and receiving a decent number of items in total.
Therefore I would love if I could for example just make two item collecters, one for bones (aka femur) and one for strange dirt, place them outside the serbule crypt and thus give newbies both a chance to sell me those things for more cash than npc vendors give them and also a chance to learn that those items are valuable to begin with.

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Obviously I would have to fill the item collector with cash in advance, with the sum of councils having to be a multiple of the price per item I request. I suggest 3 craftable types of item collectors: small/medium/big with max 30/100/1000 items collected, with 1-3/1-10/1-100 items as a variable limit per player (you could just have them use the same mats as the 3 tiers of item dispensers (or item vendors)).
To give an example: I place a big item collector for strange dirt at the crypt. I request strange dirt at 150 councils a piece. If I put in 150'000 councils, players can deliver up to 1000 strange dirt to it. If I only put in 90'000 councils, players can only deliver up to 600 strange dirt. And I can set a maximum of anywhere between 1 and 100 strange dirt submitted per player.
The dispenders expires either once it runs out of cash or once its duration ends.
My proposal is that the small one lasts 2h, the middle one 4h and the big one 8h (real time, not ingame hours).
To place some restrictions to not make then overly lucrative, I would say a limit of two active item collectors per account. And instead of using them from inventory, placing them is a crafting ability, so it's possible to impose a cooldown on it.
Since the limit would be two per account, that means two abilities for each tier of collector for a total of six abilities. For the cooldowns I suggest 5x the duration so you have an effective uptime of 20%.