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[1.0.5d] Ambush! loot transmogrifies into very little gold

Posted: Wed Oct 09, 2013 7:19 pm
by Doctornull
Usually the reward for surviving a nasty Zigur or Adventurer ambush is some quality gear or decent gold. The gear still seems good, but it's turning into very little gold on exit.

EDIT: Transmogging the exact same items on the world map, after leaving an Ambush map, results in the expected amount of gold.

Re: [1.0.5d] Ambush! loot transmogrifies into very little go

Posted: Thu Oct 10, 2013 8:52 pm
by Hachem_Muche
The reduced gold value is intended for loot dropped in random ambushes, farportal zones and the sludgenest. Getting a different price depending on where you transmog/sell it is not. Fix:

Code: Select all

 game/modules/tome/class/Object.lua | 7 ++-----
 1 file changed, 2 insertions(+), 5 deletions(-)

diff --git a/game/modules/tome/class/Object.lua b/game/modules/tome/class/Object.lua
index 9daf94f..4b6d9eb 100644
--- a/game/modules/tome/class/Object.lua
+++ b/game/modules/tome/class/Object.lua
@@ -1516,11 +1516,7 @@ function _M:getPrice()
 	if self.egoed then
 		base = base + self:getPriceFlags()
 	end
-	if game.level and game.level.data and game.level.data.objects_cost_modifier then
-		local v = util.getval(game.level.data.objects_cost_modifier, self)
-		base = base * v
-	end
-	return base
+	return base * (self.cost_modifier or 1)
 end
 
 --- Called when trying to pickup
@@ -1589,4 +1585,5 @@ function _M:addedToLevel(level, x, y)
 		local max_mlvl = util.getval(level.data.max_material_level) or 5
 		self.material_level_gen_range = {min=min_mlvl, max=max_mlvl}
 	end
+	self.cost_modifier = self.cost_modifier or game.level and game.level.data and game.level.data.objects_cost_modifier
 end
I think that 0.1 cost modifiers (in the ambushes at least) are a bit too low, perhaps 0.5 would work better.

Re: [1.0.5d] Ambush! loot transmogrifies into very little go

Posted: Thu Oct 10, 2013 9:07 pm
by SageAcrin
I'm also not entirely sure why anything currently existant in 1.05 needs the modifiers.

Sludgenest did, but now it produces high risk boss oozes at random. Farportals and ambushes probably never did need it-they already had risk to go with their rewards.

Re: [1.0.5d] Ambush! loot transmogrifies into very little go

Posted: Fri Oct 11, 2013 12:49 am
by Doctornull
From our chat in IRC, it seems like the issue this is trying to solve is that some people grind Adventurer parties, then use the transmog energy proceeds to grind Farportal bosses to get more orange gear.

Unfortunately, the main effect of this is to make it really hard to save up for Mindstar or Staff training & mastery, or for that uncommon artifact you may find in a store.

IMHO the simplest solution would be to limit the abusive behavior more directly. Something like:

- When you hit level 40, your fearsome reputation has spread far and wide. Adventurers stop messing with you (they don't spawn on the world map anymore).

- You can only do 25 Farportal levels before you win the game; after you win, you can do as many as you want.


I have no real opinion about the Sludgenest... it's not a place I tend to hang out for long periods.

Re: [1.0.5d] Ambush! loot transmogrifies into very little go

Posted: Fri Oct 11, 2013 8:07 pm
by Molog
Even without gold I'd still clear the sludge nest for the experience and the huge number of items. Getting minimum cooldown high power runes and a bunch of artifacts helps a lot.