By the way, because archmages can teleport out and use featherwind, I think they do okay on carrying loot out.
What about all the other casters who do not have that luxury ?
5) Frankly it seems like a punishment.
Yes Gandolfo, I sure did it just to piss people off, and mostly you, because I have proven many times in the past that my sole purpose for making the game is to annoy people, surely not to provide fun. Thanks for the vote of confidence, I appreciate.
(Sorry for the rant, but your tone, in many posts, is always a tad aggressive, while I am nice and try to ignore it, there is a limit.)
My suggestion would be to compromise a bit. Regular standards items would be non-sellable. Ego items would be a worth very small amounts, say 5% of their buy value. Artifact and unique items 10-15%.
But.. that is the previous system (all items where selling at 10%).
Also, now that the bosses give almost all the sellable loot in the dungeon and almost all the exp, what's the point of exploring?
Ah now that I understand
To change it in b19 you can simply open game/modules/tome/class/Store.lua and change the init method to that:
Code: Select all
function _M:init(t, no_default)
t.store.buy_percent = t.store.buy_percent or 10
t.store.sell_percent = t.store.sell_percent or 100
t.store.purse = t.store.purse or 20
Store.init(self, t, no_default)
self.name = self.name .. (" (Max buy %0.2f gold)"):format(self.store.purse)
if self.store and self.store.restock_after then self.store.restock_after = self.store.restock_after * 10 end
end
(It'll change only unvisited stores)
Now, why was the change done?
Because to me , and many other people, it is not fun to have to spot every half dungeon to go back to town to sell your loot just so you can have some money. Probably because there is too much loot going on.
So what about we all gather and brainstorm a better system for everybody ?
Let's see what I gathered (different) people feel is important:
- gain money
- feeling rewarded for exploring
- have a nice feeling when looting something good even if you cant use it on your char
- not having to stop every 10 steps to sell loot
Right ? missing something ?
One of (ok the most, biggest, largest) reason that there is too much loot littering the floor is that: NPCs using items *always* drop them if they are egos.
At low levels it's kinda ok, but it quickly becomes that most NPCs have an ego or two and things go mad.
So what about making them only drop their equipment if they are artifacts (NOTE: NPCs also have chances to drop loot that are just in their inventories I dont propose to chance that)
Vaults are obviously an other reason for the many loots, but they reward danger with loot so it seems fine.
The dungeon floors normally have very few items lying around by default (like 5 or so per levels). Maybe this can be reduced a little tad.
Bosses drop many egos in addition to an artifact. What if they dropped less egos (say like 1 or 2, with maybe a greater chance for a blue) but more gems/money (which seems kinda logical anyway).
Then we allow selling of loot again, we make new/better shops with more goodies people want in them.
Add to that some kind of "minivaults", that is the generators would try to group NPCs with floor loots, so you feel rewarded for going around exploring and finding where those skeletons are hidding the stash of stolen goods.
How does that sound my fellow players ?