CosmoxKramer
03-06-2013, 03:59 PM
Hi, i know this has been brought up a few times, but i think it is worth looking into.
First, by raising the prices it would give the game another means of farming gold. Currently there is only 1 monotonous way of doing elites (boring Jarl, or painful KI). The other way to make money is Merching, but you need money to start doing this.
After finally filling up my 175 slot bag (13 of which are being used by vanity stuff), i typed up the # of each gear type, quality, iLvl, value, and class. Filling 162 slots probably took me a good 2-3 hours of doing some dailies + W4 or K4 runs.
(c=common, r=rare, e=epic)
25677
The total value of the 6 items was 846g. I don't think that even paid for the pet feeding for the 2-3 hours of play time. Plus it is odd to find a piece of common armor that sells for more than an epic ring or helm of the same level.
Here is my suggestion. Use the following formula
item Lvl * Quality rating * Item Type modifier
where the Quality rating is
1 - uncommon
2 - common
3 - rare
4 - epic
5 - legendary
10 - mythic
100 - arcane
And the Item Type Modifier is something like
6 - weapons
5 - armor
4 - helmets
2 - rings / amulets
If using the suggested values, my 162 item 2-3 hour farm session would have netted 35,378. Considering the hundreds of thousands of gold it takes to buy some high level gear or millions to buy some mythic gear, this isn't a lot.
Obviously the values above could vary at your discretion but i think giving people a different ways to farm would improve replay value and retain player base. I think the most Role Playing way to do this would be to implement the higher price vendoring at merchants in towns only. You could opt to sell your items on the go to make quick space but at a much reduced price.
by doing this you would need to change a couple other things
Potion price increase (100 health for 5k, 50 mana for 1.5k)
Quest gold (30->100, 80->200, 110->300, 250->500, 500->1k, 800->2k)
First, by raising the prices it would give the game another means of farming gold. Currently there is only 1 monotonous way of doing elites (boring Jarl, or painful KI). The other way to make money is Merching, but you need money to start doing this.
After finally filling up my 175 slot bag (13 of which are being used by vanity stuff), i typed up the # of each gear type, quality, iLvl, value, and class. Filling 162 slots probably took me a good 2-3 hours of doing some dailies + W4 or K4 runs.
(c=common, r=rare, e=epic)
25677
The total value of the 6 items was 846g. I don't think that even paid for the pet feeding for the 2-3 hours of play time. Plus it is odd to find a piece of common armor that sells for more than an epic ring or helm of the same level.
Here is my suggestion. Use the following formula
item Lvl * Quality rating * Item Type modifier
where the Quality rating is
1 - uncommon
2 - common
3 - rare
4 - epic
5 - legendary
10 - mythic
100 - arcane
And the Item Type Modifier is something like
6 - weapons
5 - armor
4 - helmets
2 - rings / amulets
If using the suggested values, my 162 item 2-3 hour farm session would have netted 35,378. Considering the hundreds of thousands of gold it takes to buy some high level gear or millions to buy some mythic gear, this isn't a lot.
Obviously the values above could vary at your discretion but i think giving people a different ways to farm would improve replay value and retain player base. I think the most Role Playing way to do this would be to implement the higher price vendoring at merchants in towns only. You could opt to sell your items on the go to make quick space but at a much reduced price.
by doing this you would need to change a couple other things
Potion price increase (100 health for 5k, 50 mana for 1.5k)
Quest gold (30->100, 80->200, 110->300, 250->500, 500->1k, 800->2k)