#Get rid of selling to NPCs/Implement huge item sinks

14 messages · Page 1 of 1 (latest)

hearty quest
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Make it a player driven market and get rid of sell value to NPCs. Implement item sinks to get buffs. IE give high level items to get an hour % exp boost.

Or give foraging get magic boost
Give smithing items get chest % boost
Give woodcutting get exp % boost
Ect.,

willow grail
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So if you have 20.000 platebodies, which player is gonna buy it?

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or all the leftover junk in your bags 😄

hearty quest
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Get rid of selling to NPCs/Implement huge item sinks

hearty quest
frosty geyser
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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?

subtle coyote
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You mean instead of selling X item for getting gold, selling X value of (for example foraging) to get an advantage?

frosty geyser
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I am happy whit a 1% tax on selling then look at inflation and adjust from there

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1% on Player marker that is

unreal bolt
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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

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Subset of the skill for that processed completed item, platebodies or leather trousers or anything else processed but not consumable*

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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

hearty quest
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@unreal bolt A lot of these ideas would work.

hearty quest