#Get rid of selling to NPCs/Implement huge item sinks
14 messages · Page 1 of 1 (latest)
So if you have 20.000 platebodies, which player is gonna buy it?
or all the leftover junk in your bags 😄
Get rid of selling to NPCs/Implement huge item sinks
You need item sinks.
I don't want this, but how do you implement a item sink that can take the volume that is produced, whit out it being a major nerf to all productions?
You mean instead of selling X item for getting gold, selling X value of (for example foraging) to get an advantage?
I am happy whit a 1% tax on selling then look at inflation and adjust from there
1% on Player marker that is
Meaning like, an item crafted out of 200 platebodies and some other materials?
Or a big collection drive for processed items like clan/community quests on a large scale?
Perhaps something like clan seige weapons built of many processed items or the ability to "outfit an army of nameless soldier" with a new skill or subset of smithing
Subset of the skill for that processed completed item, platebodies or leather trousers or anything else processed but not consumable*
I wouldn't remove the npc shop for any of this, just have them both exist.
I do like when there's also "high alchemy" as an in between to regulate prices too, but no walking or waiting to sell here so less apt a suggestion
@unreal bolt A lot of these ideas would work.
It would make items more valuable. Would make production worth while.