Merchant Archive
Thread: Exploitablilty and my 2 cents
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Manndingo
Sat Aug 07, 2004 7:16 am
#1
I am wondering if they have given thought to the exploitability of this new proposal.. it will make item storage and merch skill dropping look like a very minor problem.. if requested Doc i can send u 3 plausible scenarios that will virtually destroy small time business and create Mega-Monopolies practically overnight.. this has huge potential to create a MUCH worse demon than the merch skill dropping and item storage.. as far as limits.. it will depend on whether a pack counts as 1 item or all items contained.. i think a personal vendor price cap is in order.. allow packs to only count as 1.. but cap the price at say 600k.. most items above that are rares anyways.. this will allow Armorsmiths and other profs to still sell bulk suits.. and eliminate vendor storage.. rare items will be forced to be sold seperately.. but the amount of items that this option affects will not make the impact other options are making..
Myidea is to take away per vendor caps.. and create per player caps..
eg.. 2000 total item allowance..
vendor 1.. 300 items
vendor 2.. 200 items
vendor 3.. 50 items
vendor 4.. 450 items
etc etc..
My other idea is the vendor per item price cap.. if we are going to get nerfed then do it in a way we can work with.. and minimize the stress..
Lastly now that database issues are going to be in check and minor exploiting is getting taken care of somewhat.. increase bazaar price caps.. though that will possibly create a larger database issue..
Clarification on how the vendor is destroyed for inattention is needed also.. that could pose a huge problem for many people as Real life requires a break of 2weeks sometimes..
Message Edited by Manndingo on 08-07-2004 09:17 AM
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