Weaponsmith Archive
Thread: Vendor changes in Publish 10.
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Hurlobacca
Sat Aug 07, 2004 5:36 am
#14
What a bunch of freakingknuckleheads to even think of proposing this in the first place. Here's an idea for the "developers", first, get rid of all the crap loot that people pick up every day,a lotof which ends up on someone's vendor never to be sold. The broken this or that, the crappy clothes, the empty containers, the crappy weapons components, ad nauseum. If it's not worth keeping, don't put it in the game in the first place. I'd much rather not loot something than loot something that I will just destroy, but that many players will keep for some reason.
I've been working on becoming a WS for several months and will open my new shop in a couple of weeks with around 2000 weapons. I have novice merchant and the first box that enables me to have 3 vendors, so I'd get like 200 items of storage? Get real. Even atmaster merchant the storage they propose in the notes is absolutely totally inadequate and unacceptable. Implementing limits anywhere even close to the proposed numbers can only result in decreased enjoyment of the game for all crafters and merchants and would surely cause a mass exodus from the game from these classes.
If they are going to do this, why not take the idea a step further, and have thealready ridiculously loot-based economies of the game replace crafted itemsand simply eliminate all crafting professions, and make it so you have to loot weapons, clothes, food buffs, structures, armor, and anything else a player could possibly use so that way there can only be as many items in the game as the developer put there. Then you could just change the name of the game to Loot Wars and all of us crafters can go find another place to spend our money and leave the developers to drive the game into the ground.
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